Fallout 2 mod FO2 Engine Tweaks (Sfall)

hello ppl,long time no see

what all has the be set to use highlighting?i have it set to shift and containers,but it does nothing

edi t: with same exact settings and sfall 3.8.8 it highlihghts the item on the gorund
 
3: Sfall Version 4 (Asks me if I want to overwrite files)
You shouldn't overwrite the existing ddraw.ini. There's already a note about this in sfall readme.

hello ppl,long time no see
what all has the be set to use highlighting?i have it set to shift and containers,but it does nothing
edi t: with same exact settings and sfall 3.8.8 it highlihghts the item on the gorund
Item highlighting and party control features are moved into separate global scripts in sfall 4.x. Their settings are also moved from main ddraw.ini into a separate sfall-mods.ini.
 
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Item highlighting and party control features are moved into separate global scripts in sfall 4.x. Their settings are also moved from main ddraw.ini into a separate sfall-mods.ini.

awesome,that did it,thnx for the quick reply
 
NovaRain
Fix the how_much function in the compiler so that the function takes one argument.
Crafty, also asks to added fix for Fallout 1 "Protect("desc_p_proc");" to IsProtectedProc in optimize.c
 
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Yes, you can add additional argument to ToggleHighlightObject procedure, a simple example like:
Code:
procedure ToggleHighlightObject(variable obj, variable enable, variable color) begin
   if obj and (not enable or not checkLOS or not obj_blocking_line(dude_obj, tile_num(obj), BLOCKING_TYPE_SHOOT)) then begin
      if (alsoContainer and obj_item_subtype(obj) == item_type_container) or (not NO_HIGHLIGHT(obj)) then begin
         if (enable) then set_outline(obj, color);
         else set_outline(obj, 0);
      end
   end
end

procedure ToggleHighlight(variable enable) begin
   variable obj;
   foreach obj in list_as_array(LIST_GROUNDITEMS) begin
      if obj != outlined_object then begin
         call ToggleHighlightObject(obj, enable, outlineColor);
      end
   end
   if (alsoCorpse) then begin
      foreach obj in list_as_array(LIST_CRITTERS) begin
         if critter_state(obj) == CRITTER_IS_DEAD and not NO_STEAL(obj) then begin
            call ToggleHighlightObject(obj, enable, outlineColor2);
         end
      end
   end
   tile_refresh_display;
end

...

      outlineColor := GetConfig(configSection, "OutlineColor", 16);
      outlineColor2 := GetConfig(configSection, "OutlineColor2", 64);
This will highlight ground items (including containers) with yellow, and corpses with purple. Of course both can be changed with settings (OutlineColor/OutlineColor2) in sfall-mod.ini.
 
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have a strange bug with a saved game,my auto loot mod fails to perform a search in inventory one one save,but a save with less total number of items in inventory works fine ,wondering if sfall has an internal limit to the looping with lists,does it?

thxn

Nirran
 
How many are the items? I dumped all items from my car trunk to me and the H key of your auto loot mod still works.
 
the mod works,just the save is borked,i set it to 5k carry weight,it errors on that save


edit : if ur interested in researching this bug,i can upload the data party and global and the save


edit 2: wel it is definetly not a corrupted save, got rid of a bunch of junk and script works
 
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Okay, thanks. Is it possible to achieve this through other means then? Can you for example make a check in a script when the steal-interface has been opened? I just need this for one critter-script.
I tried using the party_add and party_remove commands in various instances, though party_remove was never called in the way I wanted it to meaning I never gained any experiences after the attempts.
 
sfall 4.0.4 and 3.8.9 are released on SourceForge, along with their respective modders packs and win2k version (3.8.x only).
Changelog said:
v4.0.4
>Fixed broken functionality of ExtraSaveSlots option. Now sfall will remember the last selected save game slot. The position data is saved to/loaded from an auto-generated slotdat.ini in your savegame folder
>Fixed the last additional notification boxes to the interface being missing
>Fixed a bug in NPC combat control that caused Gecko Skinning to appear in the perk selection window
>Fixed a bug in item highlighting that caused items to be kept highlighted when entering combat while holding the highlight key
>Fixed broken get_attack_type function (From Mr.Stalin and Crafty)
>Added a fix for being at incorrect hex after map change when the exit hex in source map is at the same position as some exit hex in destination map (From Crafty)
>Added a math script function: floor2
>New script functions: set_ini_setting, lock_is_jammed, unjam_lock, set_unjam_locks_time, get/set_map_enter_position, set_rest_heal_time, set_rest_mode, attack_is_aimed (From Mr.Stalin)
>New hook scripts: hs_setglobalvar, hs_resttimer (From Mr.Stalin)

The sslc and int2ssl included in the modders pack are also updated. Fixed the argument of how_much function (although it's never been used in vanilla/RP scripts) and enabled the support for ceil math function (it's been in sfall since 3.5, but you couldn't compile any script with it until now).

EDIT: BTW, I'm planning to stop releasing 3.8.x "ESR" soon.
 
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I've got crash with sfall 4.0.4 + RP 2.3.3 after starting game with custom character. Previous version of sfall 4.0.3 is working fine. When I choose preselected character crash do not occur. I reverted to 4.0.3 and is fine again. I am using Linux + wine.
 
Ok, I figured it out.
Problem was in my sfall update method. I did simple-minded copy and paste sfall archive without checking folder names. It created new path, because folder with name "scripts" is not the same as "Scripts", and thus game started loading all scripts from new semi-empty folder.
 
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Code:
>Fixed broken functionality of ExtraSaveSlots option. Now sfall will remember the last selected save game slot. The position data is saved to/loaded from an auto-generated slotdat.ini in your savegame folder

is it possible to take this the next step; and have fo2 remember the last quick save slot saved to in a similar method?would be great,and btw thnx much for u guys work on this awesome manipulation of an awesome game

Nirran

edit : is this the wrong place for ideas/requests?

edit 2: when NPCsTryToSpendExtraAP=1 is set,and dude is surounded with melee mobs,and a party member in melee mode is attacking thos critters,fo2 hangs for a sec or 3 during that party memebrs turn,tho not much of a hang,it happens
 
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Does anyone know how I can get the npcarmor.ini to work with the RP 2.3.3.? I'm trying to revert some of the custom armor appearances of some of the NPCs but sofar copying the npcarmor script and .ini file from the modderspack seems to do nothing at all. Any change I make in the npcarmor.ini is simply ignored. Do I need to activate it somehow in the ddraw.ini?
 
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