Changelog said:v3.7a
>Partially refactored all the source code to use proper engine function/variable names
>Removed a few options from ddraw.ini that should never be turned off
Original engine bug fixes and various features based on the work by Crafty:
>Added a fix for unable to sell used geiger counters or stealth boys
>Added a fix for not counting in the weight of equipped items on NPC when stealing or bartering
>Added a fix for only using one box of ammo when reloading a weapon above the ammo in the inventory list by drag and drop
>Added an option to prevent players from using number keys to enter unvisited areas on a town map
>Added an option to leave the music playing in dialogue with talking heads
>Added an option to skip the 'Move Items' window when using drap and drop to reload weapons in the inventory
Personally I don't plan to add more features from his build. I focus more on bug fixes than 'convenient features'.Cool, thanks for adding the "skip move items dialog" feature!
Looking forward to have other goodies from Crafty's version merged.
I would like to see new opportunities for scripting)Personally I don't plan to add more features from his build. I focus more on bug fixes than 'convenient features'.
I would like to see new opportunities for scripting)
for get_game_mode add support when open inventory loot/use interface window.
and a new hook allows you to get a pointer(obj_ptr) when a player uses the object/container located on the local map.
в этой теме написано для чего я бы хотел это использовать.Finally, some proper requests. Could you explain each of these in-detail and how you want to use them? You can also add issues to github.
if (art_anim(obj_art_fid(dude_obj))==ANIM_magic_hands_middle or art_anim(obj_art_fid(dude_obj))==ANIM_magic_hands_ground) then begin
object_array:=tile_get_objs(tile_num_in_direction(dude_tile, dude_cur_rot, 1), dude_elevation);
...
end
Because phobo2077 has been busy lately, I decided to pack some bug fixes and smaller features in another minor revision. Other modding/scripting improvements and features will have to wait until the next version.Changelog said:v3.7b
>Fixed broken sfall_ver_* functions
>Fixed potential undefined behavior and crashes in sfall arrays (From Vennor)
>Optimized some code to make the compiled DLLs about 10 KB smaller in size
>Switched to using the precomputed CRC table instead of creating the CRC table at runtime. This could potentially improve startup time in emulated or partially emulated environments (From Oppen)
>Added rounding calculation to ComputeSprayMod for more balanced bullet distribution in burst attacks
>Re-added CarChargingFix back in ddraw.ini to compatible with other mods that have custom vehicles
>Removed MultiHexPathingFix from ddraw.ini because there is little reason to turn it off
Various features based on the work by Crafty:
>Fixed a crash bug introduced with the inventory drag and drop fix
>Added a new setting to SpeedInterfaceCounterAnims to update the hp/ac counter instantly when the number is not negative
>Added an option to skip weapon equip/unequip animations when performing various actions
>Added an option to control the speed of pipboy alarm clock animations
>Added an option to change the carry weight limit
It says "when searching containers or doing other actions", so yes, the animations are disabled completely.Great news, thank you!
I just tried it, and there seems to be a light inaccuracy in the changelog: equip/unequip animations are disabled in all cases, not just when using a container.
Also, could you please clarify what "speed of pipboy alarm clock animations" is supposed to do? Allow to rest faster? I can't seem to get it to work.
Well in any case, it makes it sound like there are conditions, which there arent.It says "when searching containers or doing other actions", so yes, the animations are disabled completely.
I tried 1. I don't see any difference with the original.PipboyTimeAnimDelay changes the speed of the counter of Pipboy alarm clock during your rest. Setting it to zero doesn't mean your rest will finish instantly but only much faster then default. Try setting it to 120 or 0, the differences should be noticeable.
The animations are only skipped when action_climb_ladder_, action_use_an_item_on_object_, action_get_an_object_, intface_change_fid_animate_ and invenWieldFunc_ functions get called by the game. Maybe I should change the description a bit.Well in any case, it makes it sound like there are conditions, which there arent.
I tried 1. I don't see any difference with the original.
I'm using RP and EcCo. Want to see ddraw.ini?The animations are only skipped when action_climb_ladder_, action_use_an_item_on_object_, action_get_an_object_, intface_change_fid_animate_ and invenWieldFunc_ functions get called by the game. Maybe I should change the description a bit.
On my system, resting 12 hrs in Pipboy with PipboyTimeAnimDelay=0 takes less than 0.5 second, and PipboyTimeAnimDelay=127 takes nearly 10 seconds. I'm not sure why it doesn't work for you.