Fallout 2 mod FO2 Engine Tweaks (Sfall)

The crash seems related to message/string printing, but I'm not sure why your RP crashed.
MultiHexPathingFix option has been removed from ddraw.ini and always enabled since sfall 3.7b.
 
The crash seems related to message/string printing, but I'm not sure why your RP crashed.
MultiHexPathingFix option has been removed from ddraw.ini and always enabled since sfall 3.7b.
I fixed my issue, I copied too many files from the Sfall ZIP and must have overwritten something from RP. I do have another question, though. I just noticed that the Aimed Shot hit chance variables are changed. There were 8, and now there are only 7. How do they align?

-;BodypartHitMod0=-40
-;BodypartHitMod1=-30
-;BodypartHitMod2=-30
-;BodypartHitMod3=0
-;BodypartHitMod4=-20
-;BodypartHitMod5=-20
-;BodypartHitMod6=-60
-;BodypartHitMod7=-30
-;BodypartHitMod8=0
+;BodyHit_Head=-40
+;BodyHit_Left_Arm=-30
+;BodyHit_Right_Arm=-30
+;BodyHit_Torso_Uncalled=0
+;BodyHit_Right_Leg=-20
+;BodyHit_Left_Leg=-20
+;BodyHit_Eyes=-60
+;BodyHit_Groin=-30

EDIT: I assume that they're 1-7, but what was 8, and is it now irrelevant.
 
I fixed my issue, I copied too many files from the Sfall ZIP and must have overwritten something from RP. I do have another question, though. I just noticed that the Aimed Shot hit chance variables are changed. There were 8, and now there are only 7. How do they align?
EDIT: I assume that they're 1-7, but what was 8, and is it now irrelevant.
Mod3 (torso) and Mod8 (uncalled) were combined as BodyHit_Torso_Uncalled since 3.7.4. You can check the changelog in readme for details.
 
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Some Pentium Pro and Pentiun 3 processors do not support the CMOVxx command, so sfall will not work on such processors.
On Pentium, this will not work 100%.
 
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Some Pentium Pro and Pentiun 3 processors do not support the CMOVxx command, so sfall will not work on such processors.
On Pentium 2, this will not work 100%.
I thought CMOVcc is available for all i686 processors?
https://www.agner.org/optimize/instruction_tables.pdf
It was actually one of the main reasons I dug up PIII machine to test sfall 3.8.x/4.x, to see if CMOVcc and long NOP work on it.

Although I don't really think ancient PII can handle newer sfall, even 3.8.x.
 
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I still have an old computer, Athlon 700 MHz, I need to connect and check it)
Wow, a working K7 processor? :crazy:
It'd be great if it has D3D9 compatible graphics card so DX9 mode can be tested.

Also last night I just use dumpbin /disasm to check the code dump. It seems sfall has been using xmm# registers and SSE2 instructions in some part of the code since 2.1. But I'm not sure which part of the code will trigger them, probably DX9 related functions.
 
“Ctrl and move” gone?
This is just me being curios, but while checking the Fallout 2 Manuel I found on page 123 that holding ctrl while moving in combat only uses up AP until the weapon in the active slot can still be fired.
That's actually a neat feature, the odd thing is it only works in Fallout Fixt (0.81), but not in the RP mod (as far as I can tell).
Is there a story behind it?
 
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The "reserve movement" mechanism is still mentioned in Fallout 2 manual. Guess they didn't proofread well or it was accidentally cut.

EDIT: in check_move_ there is a check on LCONTROL & RCONTROL as in FO1, maybe it's just bugged?
 
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Use the examine action icon on weapons/ammo while in the barter screen.
Am I doing something wrong?
When I use this function it has a weird glitch that always puzzled me. Normally it shows the item's description from pro_item. And by doing so it seems to skip the added line “It weighs X pounds.” that the game adds when in the inventory screen.
However, in the case of firearms and ammo it doesn't skip the added lines: (“It has X/X shots of X.” and “Dmg Mod: X/X”) which then appear to glitch out the pro_item text. It flickers once and then all it displays are those added lines. At least when I use it.

Apparently those lines come from PROTO.msg
It weighs X pounds. (ignored by Fo1 & Fo2)
{540}{}{It weighs %d pounds.}
{541}{}{It weighs %d pound.}
It has X/X shots of X. (displayed by Fo1 & Fo2)
{526}{}{It has %d/%d shots of %s.}
Ammo (displayed by Fo2. The lines are missing in Fo1, which then displays the pro_item text)
{510}{}{AC Mod: %d}
{511}{}{DT Mod: %d}
{512}{}{Dmg Mod: %d/%d}

It seems that whatever ignores {540} and {541} should also ignore {526}, {510}, {511} and {512}, but doesn't. (I guess…)

In addition the pro_item description are written for a certain amount of space (inventory window) but the dialogue window in the barter screen is smaller and can cut off the last bit of the text (for example the “Talisman” in FoRes has too much text for the barter window but fits in the inventory one). And there seems to be no function to skip between the upper and bottom half of it (like the “arrow icon/scroll” as in standard dialogue, or in Fo1 (TMA) it was possible to skip between the two halves by typing in the TMA keyword a second time).
Not an issue most times, but expecially the text for firearms can be long.
 
I'm not sure the flicker glitch you have. I just tested with Resurrection and both weapons and ammo show their item description from pro_item and ammo count / ammo modifiers as usual. The text from pro_item for firearms/ammo will be truncated if over 160 characters.
 
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I tried again with Fo1, Fo2, FoRes, Nevada (so it shouldn't be my version) and on two different PCs (including one that should be a proper gaming PC). And in all cases it is the same. I get the pro_item text for all items but "weapons that use ammo" and "ammo" itself. In those cases I only get “{526}{}{It has %d/%d shots of %s.}” & “{512}{}{Dmg Mod: %d/%d}” (with the exception of FO1 ammo, in that case I get the pro_item text, probably as Fo1 ammo doesn't use those Fo2 ammo-modifier additions).
And on my own PC (which is the slowest of the bunch) I can get a flickering effect sometimes, but it's irregular. Can't be language (Fixt is set to English, Nevada is its own entity). Non-English PC? Anyway, the inability to dispay pro_item text (EDIT: in the barter screen) for "weapons that use ammo" and "ammo that has those modifier lines in proto" is 100% consistent at my end.
 
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If for ammo you only got "Dmg Mod: %d/%d" not "AC Mod: %d. DT Mod: %d. Dmg Mod: %d/%d", it seems to me you're using sfall older than 4.1/3.8.13.
 
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Yes, that explains one oddity, but it's still the same thing.

I tested all games I currently have set up and two of those (MegaMod and Oblivion Lost) showed the line as you described. (I usually don't change anything, OL was an exception as I struggled to get it to run, so I tried a few things, including updating the dll. I even tried 4.1.8.1.)

However, in both cases (as with all others) that line is the only thing I see. It seems as if that ammo line or the “shots” line in case of “weapons that use ammo” replaces the pro_item text. Once I was able to trigger the flicker repeatedly, so I could make it out, and it seems to be the pro_item text which shows up for a brief second before being replaced by the line from proto.msg.

Here are a few screenshots of what I see in the barter screen: http://www.filedropper.com/ammobarter (and it's always just this one line with ammo/firearms (only sometimes I have that flicker first). Remarkably, the only exception is Fo1/Fixt ammo (screenshot included) which has no lines in proto.msg (other than the weight one, but that gets skipped regularly anyway) and it displays the pro_item text just fine.)

I tried to delete the line in proto.msg, just to see if that would solve it, but that only caused a crash. I really can't guess what the issue at my end could be. To me it seems as if the lines from proto.msg replace the pro_item text. (Which would explain as why the “weight” line from proto.msg is ignored in the barter screen (and all those items do display the pro_item text as they should in my games (spear, stimpak, knife, books etc.)). It's only those two types with proto.msg lines that don't). But if no-one else can reproduce it, then nevermind I guess :). It's not that problematic. It just seemed consistent enough, with a plausible cause, to bring it up.
 
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