Fallout 2 mod FO2 Engine Tweaks (Sfall)

Hi, sorry for a noob question.
I see 3.x version is still released...
What is the difference between 3.x and 4.x?
What version should I use in windows 10 if I only want to play in windowed mode?
 
3.8.x is mainly for older hardware and OSes (especially Win2000). It lacks some extended features and newer hook scripts support.
For modern systems 4.x is definitely the better choice.
 
I've set Mode=5 to play in window.
But in this case I have an error: d3dx9_43.dll is missing.
How to fix that? I have windows 10, DirectX 12, Intel HD Graphics 530.
 
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Better to set window mode in f2_res.ini, imo. If for whatever reason the window size won't be remembered on game restart, you can easily just drag it bigger. The hi-res patch window mode also doesn't skrew up the cutscene colors.
 
I've started the game in windowed mode with Mode=5 and game window appeared in the left top corner.
Is there possibility to change window position? I can't move this window with mouse.

Better to set window mode in f2_res.ini, imo. If for whatever reason the window size won't be remembered on game restart, you can easily just drag it bigger. The hi-res patch window mode also doesn't skrew up the cutscene colors.
What is f2_res.ini? I have no such file.
 
It's part of the hi-res patch. I thought it's included by default nowadays.
 
I've started the game in windowed mode with Mode=5 and game window appeared in the left top corner.
Is there possibility to change window position? I can't move this window with mouse.
What is f2_res.ini? I have no such file.
You can set up a key for WindowScrollKey option in ddraw.ini. For example, with WindowScrollKey=-1 when you hold down Ctrl key you can move the window with your mouse movement.
As for f2_res.ini, if you have a f2_res.dll in your game directory, try looking it under C:\Users\<your user name>\AppData\Roaming\Fallout2 folder.
 
Hello.
Looks like art LST files are limited to 4096 entries. There is "MoreTiles=1" option in ddraw.ini. If it disables it for tiles then what about mapper? Is there a patch for mapper? Or how does one create a map with an object with a tile with FRM ID above 4096? Thanks

And if there is a solution... what about scenery and walls?
 
sfall 4.2.2 and 3.8.22 are released on SourceForge, along with their respective modders packs.
Changelog said:
v4.2.2
>Fixed GAMEMODECHANGE hook being triggered in dialog even when the game mode is not changed
>Fixed the return value of charcode script function for characters in the extended ASCII character set
>Fixed the return value of get_script script function
>Fixed and improved the functionality of substr script functions
>Restored and fixed RemoveWindowRounding option that was removed in 4.1.2
>Improved the functionality of inventory_redraw script function
>Changed the way IniConfigFolder works. Now the game will search for the ini files relative to the specified directory
>Changed the debug message about missing art file for critters to also be displayed in game
>Code refactoring for various script functions
>Added a fix to prevent the player from moving when clicking on a script-created window and prevent the mouse cursor from being toggled when hovering over a 'hidden' window
>Added a fix to prevent crashes when DebugMode is enabled and there is a '%' character in the printed message
>Added an option to load a global shader file at game startup and added an example global shader file to the modders pack
>Added support for executing the timed_event_p_proc procedure in global scripts
>Added SPECIAL flag to the game mode functions (when switching from dialog mode to barter mode, or a party member joins/leaves in dialog screen)
>Added a new argument to hs_gamemodechange hook script
>New game hook: HOOK_STDPROCEDURE_END, as an extension to hs_stdprocedure hook script
>New script functions: add_g_timer_event, remove_timer_event, reg_anim_callback, get_sfall_arg_at, hide/show_window, set_window_flag, get_text_width, string_compare, string_format, objects_in_radius, tile_by_position
>New hook script: hs_targetobject
 
no implementation will be made for scenery.
NOTE: 1 scenery object can store up to 6 images in self.

Is it as easy as dropping the sfallM files into your mapper folder, and turning on the tiles function...does it require anything else?

;not described yet...
MoreTiles=1
 
I don't remember which version it was exactly, but one of the newer sfalls said something to the effect of "Fixed incorrect APs being given at the start of each round, resulting in enemies having a hidden higher AC than they should."

Well, I've done some testing with the newest sfall and I can only say what a HUGE difference this makes! Especially the geckos in Arroyo always seemed like they had RNJesus on their side, now they... don't.

Everyone should be using this! Astounding work!
 
Okay. Has no one found a way to remove this feature of generating "hand animation" whenever you use items on something? Or did people find it as such an useful, immersive and convenient feature, so no one gets bothered enough to think this is something that should be optional?
 
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