Btw. can we force special encounters? You know, with the red flash etc. Would be fancy. Right now there are no special encounters in the Fo1 port, and I'm thinking about ways to implement them.
Changelog said:v4.2
>Fixed a bug in XPTable that prevented the player from reaching the highest specified level
>Fixed create_message_window script function to prevent it from creating multiple message windows
>Fixed obj_art_fid script function returning incorrect player's FID when the hero appearance mod is enabled
>Fixed a crash bug in message_str_game script function when passing a negative fileId value
>Fixed MainMenuFontColour not changing the font color of the copyright text on the main menu
>Fixed a hero appearance mod issue that caused the incorrect FRM to be displayed when opening bag/backpack in the inventory
>Fixed some arguments in BARTERPRICE hook when trading with a party member
>Fixed a crash bug introduced in 4.1.8 when calling game_time_advance in the map_exit_p_proc procedure with active explosives on the map
>Fixed some of sfall features that depend on the hi-res patch not working properly in some cases
>Fixed a bug introduced in 4.1.8 that broke the AllowLargeTiles option
>Fixed the AP cost display issue in NPC combat control mod
>Improved the functionality of add_extra_msg_file script function to use 'English' as the fallback language for loading msg files
>Changed the DAM_BACKWASH flag to be set for the attacker before calculating combat damage when taking self-damage from explosions
>Changed CorpseLineOfFireFix to be enabled by default
>Removed the dependency of Body_Torso from Body_Uncalled hit modifier, and re-added BodyHit_Torso to ddraw.ini. Now you can use set_bodypart_hit_modifier script function to set them individually
>Replaced the 'Take All' hotkey mod with an extended UI hotkeys mod in the modders pack
>Added a fix to prevent the car from being lost when entering a location via the Town/World button and then leaving on foot
>Added a fix for items on the ground being obscured by a pool of blood after the corpse is removed
>Added a fix for player's position if the entrance tile is blocked when entering a map
>Added a fix for the player stuck at 'climbing' frame after ladder climbing animation
>Added an option to change the path and filename of the critical table file
>Added an option to change the font color of the button text on the main menu
>Added an option to override the path location of all ini files used by scripts
>Added an option to change some of Fallout 2 engine functions to Fallout 1 behavior
>Added support for the new 'Energy Weapon' flag to weapon protos. This flag forces the weapon to use Energy Weapons skill regardless of its damage type
>Added options for tweaking some engine perks to the perks ini file
>Added a new flag to force_encounter_with_flags script function
>Added COUNTERWIN flag to the game mode functions (when moving multiple items or setting a timer)
>Added a new argument to hs_adjustfid hook script
>Added a new argument to hs_barterprice hook script
>Added a compute damage example script to the modders pack
>Slightly increased the width of the car fuel gauge on the world map interface
>New script function: register_hook_proc_spec
>New hook script: hs_stdprocedure
EDIT: the perks removing bug in gl_partycontrol.int is fixed. You can re-download the release package or just download the fixed script from my post below. Sorry for the inconvenience caused.Changelog said:v4.2.1
>Fixed a bug in save_array script function that could corrupt sfallgv.sav when saving a new array under the same key
>Fixed a crash bug in PremadePaths when a name exceeds 11 characters
>Fixed move_obj_inven_to_obj/drop_obj script functions not removing the equipped armor properly for the player and party members
>Fixed inven_unwield script function not updating the active item button on the interface bar for the player
>Fixed art_change_fid_num script function not setting player's FID correctly when the hero appearance mod is enabled
>Fixed critter_add/rm_trait script functions ignoring the value of the 'amount' argument. Note: pass negative amount values to critter_rm_trait to remove all ranks of the perk (vanilla behavior)
>Fixed the xp bonus set by set_swiftlearner_mod script function not being reset on game load
>Fixed the player name while controlling other critters
>Fixed NPC combat control mod not removing the inherited perks from controlled critters properly
>Improved the display of the car fuel gauge on the world map interface
>Improved the hero appearance mod to search for files in .dat files and folders simultaneously
>Improved hs_invenwield hook script to run for the player and NPCs when removing equipped items, and added a new argument to it
>Expanded set_critter_stat script function to allow changing STAT_unused and STAT_dmg_* stats for the player, and STAT_unused for other critters
>Changed AllowUnsafeScripting to not require sfall debugging mode
>Removed NPCStage6Fix and CorpseLineOfFireFix from ddraw.ini because there is little reason to turn them off
>Added a fix to prevent the player from equipping a weapon when player's current appearance doesn't have the animation for it
>Added a fix to use 'English' as the fallback language directory for loading msg files
>Added a fix for party member's equipped weapon being placed in the incorrect item slot after leveling up
>Added a new value to AIBestWeaponFix to change the priority multiplier for having weapon perk to 3x (the original is 5x)
>Added a new flag to MainMenuFontColour to only change the font color of the Fallout/sfall version text
>Added optional options to enable modification sections for perks and traits to the perks ini file
>Added support for displaying AP cost up to 19 on the active item button on the interface bar
>Added a check for valid objects to get/set_object_data script functions
>Added a debug message about missing art file for critters
>New script functions: unwield_slot, add_trait, get_inven_ap_cost
>Updated NPC armor appearance mod and added an alternative npcarmor.ini for vanilla Fallout 2 (in the modders pack)
sfall 4.2.1 and 3.8.21 are released on SourceForge, along with their respective modders packs.
Nah, it's me did a half-assed test job here.
Here's the updated script that should work correctly now (tested with PerksList=0,2,4,26,73). I'll update the release packages later.
Sorry if anyone got the crash when in combat.Changelog said:v4.2.1.1
>Fixed a crash bug introduced in 4.2.1 with the fix for corpses blocking line of fire