Fallout 2 mod FO2 Engine Tweaks (Sfall)

I am pretty sure that the generic player doesn't even know about this exploit.

In worst case, I would try to set a delay after pressing the key, so it isn't that fast anymore (in theory one could simply press the normal combat start button as well, if the player is fast enough).
 
Now I remember why I thought sfall globals didn't save: they don't for me. I'm using the Patch000.dat folder method, and while the sfalls.sav and sfallgv.sav appear just fine when I remove the Patch000.dat folder, if I leave it in, the files don't save.

Does anybody have a solution for this? Or should I use a different method for modding (if so, which)?
 
Thanks Lexx, I'll give that a try.

I asked this question a while ago, but given that it's still obsessing me and on the off-chance that Timeslip missed it:

the "script id" that the get_script function retrieves, what is its use? It can't be used for the set_script function, which takes an entry from scripts.lst, so there must be something else it does, right? I'd mainly love to be able to take a critter's script, then create a new critter and attach that script to it, but I guess it's impossible due to the different types of values of get_script and set_script.
 
Timeslip you use Sourceforge, could you give me some tips on how to set up a recurring upload? I want to set up a "Nightly Build" type thing -- not for binaries, but just uploading the most current versions of about 2000 files once a day.
 
Sduibek said:
Timeslip you use Sourceforge, could you give me some tips on how to set up a recurring upload? I want to set up a "Nightly Build" type thing -- not for binaries, but just uploading the most current versions of about 2000 files once a day.

Wouldn't it be simpler to just setup a git repo?
 
Oppen said:
Sduibek said:
Timeslip you use Sourceforge, could you give me some tips on how to set up a recurring upload? I want to set up a "Nightly Build" type thing -- not for binaries, but just uploading the most current versions of about 2000 files once a day.

Wouldn't it be simpler to just setup a git repo?
Maybe. I know nothing about that, or SVN.

Whatever would be "easiest" is what I want. If I could just drop them into a folder, or run a batch file or something, that would be awesome.

It will be roughly 2000 files, maybe less. But not much size; probably like 15MB total.
 
Sduibek said:
Oppen said:
Wouldn't it be simpler to just setup a git repo?
Maybe. I know nothing about that, or SVN.

Whatever would be "easiest" is what I want. If I could just drop them into a folder, or run a batch file or something, that would be awesome.

It will be roughly 2000 files, maybe less. But not much size; probably like 15MB total.
I think you can easily make it work from a batch script with the program you can find here.

As for setting it up, the easiest way I know of is github, it's got thorough instructions.
 
I run VS Express 2012 for Desktop is OK.
But I run VS Express 2013 for Desktop is warning

\scriptextender.cpp(7673): warning C4731: 'LoadGlobalScripts' :
Inline assembly code has been modified frame pointer register 'ebx'
\scriptextender.cpp(7682): warning C4731: 'LoadGlobalScripts' :
Inline assembly code has been modified frame pointer register 'ebx'
 
3.2 is up. Nothing new recently, just making a new build for killap to use in the next RP patch. Note the required d3dx9_xx.dll version has changed, and win xp sp 3 is now the minimum supported OS.

Code:
>The build environment is now visual studio 2012. The required d3dx9 version is increased, and
  win xp sp2 and win 2000 are no longer supported.
>Fixed potential corruption of pc's age, gender, or current hp/poison/rads when using perks.ini
>Readded npc combat control
>Changed the way mode 1 global scripts work, to fix compatibility with the latest res patch
>Fixes to glovz ammo patch

gvx said:
I run VS Express 2012 for Desktop is OK.
But I run VS Express 2013 for Desktop is warning

\scriptextender.cpp(7673): warning C4731: 'LoadGlobalScripts' :
Inline assembly code has been modified frame pointer register 'ebx'
\scriptextender.cpp(7682): warning C4731: 'LoadGlobalScripts' :
Inline assembly code has been modified frame pointer register 'ebx'
urk, apparently vs sometimes uses ebx as a sort of extra frame pointer. Does the compiled code still work?
 
Timeslip said:
3.2 is up. Nothing new recently, just making a new build for killap to use in the next RP patch. Note the required d3dx9_xx.dll version has changed, and win xp sp 3 is now the minimum supported OS.

Code:
>The build environment is now visual studio 2012. The required d3dx9 version is increased, and
  win xp sp2 and win 2000 are no longer supported.
>Fixed potential corruption of pc's age, gender, or current hp/poison/rads when using perks.ini
>Readded npc combat control
>Changed the way mode 1 global scripts work, to fix compatibility with the latest res patch
>Fixes to glovz ammo patch

gvx said:
I run VS Express 2012 for Desktop is OK.
But I run VS Express 2013 for Desktop is warning

\scriptextender.cpp(7673): warning C4731: 'LoadGlobalScripts' :
Inline assembly code has been modified frame pointer register 'ebx'
\scriptextender.cpp(7682): warning C4731: 'LoadGlobalScripts' :
Inline assembly code has been modified frame pointer register 'ebx'
urk, apparently vs sometimes uses ebx as a sort of extra frame pointer. Does the compiled code still work?

What is the new version of the .dll required?

Also it looks like maybe changelog on your personal site isn't updated anymore: [redacted]
 
Sduibek said:
What is the new version of the .dll required?
Can't remember, sorry. iirc it's the latest one that was ever released, but it doesn't really matter anyway; the directx installer will install the whole lot of them.

Sduibek said:
Also it looks like maybe changelog on your personal site isn't updated anymore: <snip>
eww, please don't link to chorrol. chorrol.com hasn't been updated by me in a loooooong time. It went down years ago, so I switched to sourceforge, then it came back up randomly a couple of years later but without my ftp access and with a non-responsive admin, so I haven't been able to get it pointed at sourceforge or taken down. It's just sitting there serving obsolete versions of everything for ever more.

Although for that matter, I killed most of my sourceforge site too when I started my new job, rather than leave it unupdated due to lack of time. iirc it's just a bunch of download links now.
 
One interesting thing is I tried to test the compiled sfall with VS2012 v110_xp toolset in XP SP2, and it seems working. I didn't try DX9-related functions though.
BTW, you didn't update ddraw.ini for NPC combat control options.

@Sduibek
The DX9 dll dependency is now D3DX9_43.dll.
 
NovaRain said:
One interesting thing is I tried to test the compiled sfall with VS2012 v110_xp toolset in XP SP2, and it seems working. I didn't try DX9-related functions though.
I thought the 110_xp toolset had a min requirement of SP3? That's what I built it with anyways, so if it's SP2 then sfall will work on SP2 too. SP2 is out of support anyways, so I really hope no-one is still using it either way...

NovaRain said:
BTW, you didn't update ddraw.ini for NPC combat control options.
oh, poop. I normally update it in step with svn, so I didn't check it at the end. Ah well, I shouldn't make it too easy for people to break their games anyways. They can look up the extra lines they need to add if they want.
 
Timeslip said:
I thought the 110_xp toolset had a min requirement of SP3? That's what I built it with anyways, so if it's SP2 then sfall will work on SP2 too. SP2 is out of support anyways, so I really hope no-one is still using it either way...
The reason I try to test SP2 is also because I saw the documents on MSDN, and thought "XP SP3 only? oh really? What will the error message be?"
Timeslip said:
NovaRain said:
BTW, you didn't update ddraw.ini for NPC combat control options.
oh, poop. I normally update it in step with svn, so I didn't check it at the end. Ah well, I shouldn't make it too easy for people to break their games anyways. They can look up the extra lines they need to add if they want.
At least you might want to remove ControlPartyMembers in INI, since now it's only a decoy. :P
So I guess the only thing 3.2 different from SVN is version number?
 
Timeslip I removed the URL from my post, so you can remove it from your quote of me if you want
nod.gif
 
Added a few new requests to the wiki which I might as well post here too. Removed a couple old ones I posted because I found out how to do them script-wise: removed my requests for tracking hexes moved (can be done with a lot of global scripts), persistent object pointers (when I failed at doing this with global scripts I didn't realize it was because global scripts weren't saving for me) and regular item use (can be done with hs_removeinvenobj).

My requests *drumroll* are:

- Very unlikely, I know, but if there'd be a way of overriding the critical failure effect tables that'd be really awesome.

- a version of get_light_level that returns an object's light level rather than the general one: it's really annoying that I (as far as I can tell) can't replicate object lighting in the to hit hookscript and therefore can't make flare's worthwhile like in the original.

- a get_script type function that gives me the script ID, rather than a pointer to a specific script object: would be really cool to be able to take one object's script and give it to another.

- a function like get_tile_fid, only then get_tile_pid; specifically I want to know the "material" of certain tiles so I can tell where traps can be set easier or not.
 
Cool, thanks Timeslip!

And thanks, NovaRain. I'm still including the latest version of sfall for each version of Windows in my mods. I guess I'll use yours for Win 2k then.
 
killap said:
And thanks, NovaRain. I'm still including the latest version of sfall for each version of Windows in my mods. I guess I'll use yours for Win 2k then.
If Timeslip doesn't change PartyControl.cpp in SVN except setting ControlCombat default to 0, my win2k build with r252 source should be functionally the same as the official 3.2.
 
Back
Top