Fallout 2 mod FO2 Engine Tweaks (Sfall)

Discussion in 'Fallout General Modding' started by Dude101, Jul 30, 2007.

  1. NovaRain

    NovaRain Casual Modder Modder

    Mar 10, 2007
    A crash message or log would be helpful.
     
  2. PokemonTotalWar

    PokemonTotalWar First time out of the vault

    6
    Jun 1, 2019
    "The instruction at 004ee97a referenced memory at 02078354
    The memory could not be read from

    Click on OK to terminate the application"

    Is the error message.

    I also noticed that MultiHexPathfindingFix isn't in the latest version, should I add it, should I get this working, or is it default/removed?
     
  3. NovaRain

    NovaRain Casual Modder Modder

    Mar 10, 2007
    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.
     
  4. PokemonTotalWar

    PokemonTotalWar First time out of the vault

    6
    Jun 1, 2019
    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.
     
  5. NovaRain

    NovaRain Casual Modder Modder

    Mar 10, 2007
    Mod3 (torso) and Mod8 (uncalled) were combined as BodyHit_Torso_Uncalled since 3.7.4. You can check the changelog in readme for details.
     
    Last edited: Jun 4, 2019
  6. Mr.Stalin

    Mr.Stalin Agent of Enclave Modder

    281
    Oct 29, 2015
    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%.
     
    Last edited: Jun 4, 2019
  7. NovaRain

    NovaRain Casual Modder Modder

    Mar 10, 2007
    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.
     
    Last edited: Jun 4, 2019
  8. Mr.Stalin

    Mr.Stalin Agent of Enclave Modder

    281
    Oct 29, 2015
    I still have an old computer, Athlon 700 MHz, I need to connect and check it)
     
    • [Rad] [Rad] x 1
  9. NovaRain

    NovaRain Casual Modder Modder

    Mar 10, 2007
    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.
     
  10. PokemonTotalWar

    PokemonTotalWar First time out of the vault

    6
    Jun 1, 2019
    How is FullItemDescInBarter supposed to work? I don't seem to get any extra information with it on
     
  11. NovaRain

    NovaRain Casual Modder Modder

    Mar 10, 2007
    Use the examine action icon on weapons/ammo while in the barter screen.
     
  12. PokemonTotalWar

    PokemonTotalWar First time out of the vault

    6
    Jun 1, 2019
    Oh, wow, I never realized that the binoculars icon while holding down the button and when just clicking gave different results. Thanks!
     
  13. Muttie

    Muttie It Wandered In From the Wastes

    191
    Oct 9, 2017
    “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?
     
    Last edited: Jun 5, 2019
    • [Rad] [Rad] x 1
  14. Mr.Stalin

    Mr.Stalin Agent of Enclave Modder

    281
    Oct 29, 2015
    Yes, I used it 6 years ago, for work, programming/repairing mobile devices.
    Now, 6 years later, maybe he's dead. :nuclear:
     
  15. Mr.Stalin

    Mr.Stalin Agent of Enclave Modder

    281
    Oct 29, 2015
    It seems it was cut from the engine. but can add to the sfall.
     
  16. NovaRain

    NovaRain Casual Modder Modder

    Mar 10, 2007
    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?
     
    Last edited: Jun 5, 2019
  17. Darek

    Darek is currently unavailable

    Jan 7, 2008
    I reported this 7 years ago in this very thread. It's only partially broken.
    http://www.nma-fallout.com/posts/3923314/
     
    • [Rad] [Rad] x 1
  18. Muttie

    Muttie It Wandered In From the Wastes

    191
    Oct 9, 2017
    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.
     
  19. NovaRain

    NovaRain Casual Modder Modder

    Mar 10, 2007
    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.
     
    Last edited: Jun 7, 2019
  20. Muttie

    Muttie It Wandered In From the Wastes

    191
    Oct 9, 2017
    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.
     
    Last edited: Jun 7, 2019