The "always use magic hand animation" is from non-official build of sfall. In the official build you don't get the magic hand animation when using items on objects.What does that even mean?
The "always use magic hand animation" is from non-official build of sfall. In the official build you don't get the magic hand animation when using items on objects.What does that even mean?
Two of the major features in this release are FO1 style world map features. People playing Et Tu should have already seen them in game:Changelog said:v4.2.3
>Fixed the timing of setting WORLDMAP, DIALOG, PIPBOY, INVENTORY, INTFACEUSE, and INTFACELOOT game mode flags
>Fixed the timer event execution in global scripts
>Fixed the palette and the movie playback in DX9 mode
>Improved the functionality of create_message_window script function to support the '\n' control character for line break
>Removed TownMapHotkeysFix and DisplaySecondWeaponRange from ddraw.ini because there is little reason to turn them off
>Added a fix for duplicate critters being added to the list of potential targets for AI
>Added a fix for the playback of the speech sound file for the death screen being abruptly ended in some cases
>Added a fix for the barter button on the dialog window not animating until after leaving the barter screen
>Added a fix for the division operator treating negative integers as unsigned
>Added a fix for trying to loot corpses with the 'NoSteal' flag
>Added an option to allow using the special '^' character in dialog msg files to specify the alternative text that will be displayed in the dialogue based on the player's gender
>Added options to draw a dotted line while traveling on the world map (similar to Fallout 1, from Ghosthack)
>Added an option to display terrain types when hovering the cursor over the player's marker on the world map (from Ghosthack)
>Added a flashing icon to the horrigan encounter and scripted force encounters by default
>Added new flags to force_encounter_with_flags script function
>Added a procedure and macros for comparing unsigned integers to lib.math.h in the modders pack
>Increased the maximum text width of the total weight display in the inventory
>New script functions: string_to_case, set_terrain_name, get_window_attribute, set_town_title, message_box, 'div' operator (unsigned integer division)
>New hook script: hs_encounter
(Note: currently the line drawing doesn't work well when you travel by car.)
So how "safe" would it be for me to update the sFall that comes with the Restoration Project (3.3a) to the latest one? Will it break my save?
sfall-readme.txt said:If you are using a mod that included sfall already (e.g. killap's unofficial patch or RP, etc.) then that mod has probably included a custom modified ddraw.ini. In that case, overwriting it with sfall's vanilla ddraw.ini will be likely break your game. Instead, only overwrite ddraw.dll, and keep the mod's existing copy of ddraw.ini. (Or, if you know what you're doing, you can merge them together by hand.)
SoAs long as you don't overwrite existing ddraw.ini it should be safe.
Changelog said:v4.2.4
>Fixed stuttering when playing avi movies
>Fixed a crash when playing mve movies in DX9 mode with the CPU doing the palette conversion and without the hi-res patch
>Fixed a crash when using older versions of the hi-res patch
>Fixed a possible crash or player's turn being skipped when returning to the game after using Alt+Tab in combat
>Fixed a bug introduced in 4.1.9 that could cause a hang when loading a saved game
>Fixed COMBATTURN hook not being triggered when loading a saved game in combat
>Fixed and improved the playback of alternative sound files
>Re-added TownMapHotkeysFix option to ddraw.ini for mod testing
>Changed play/stop_sfall_sound script functions to return/accept the ID number of the played sound instead of a raw pointer
>Changed the 'Radiated' on the character screen to be highlighted in red color when player's stats are affected by radiation exposure
>Added a new 'fullscreen windowed' mode to DX9 graphics modes
>Added saving the position of the game window to ddraw.ini
>Added a fix for the player's money not being displayed in the dialog window after leaving the barter/combat control interface
>Added a fix for a crash or animation glitch of the critter in combat when an explosion from explosives and the AI attack animation are performed simultaneously
>Added a fix for the 'Fill_W' flag in worldmap.txt not uncovering all tiles to the left edge of the world map
>Added a fix for leaving the map after reloading a saved game if the player died on the world map from radiation
>Added a fix to prevent the player from dying if a stat is less than 1 when removing radiation effects
>Added a fix for the same effect message being displayed when removing radiation effects
>Added a fix for NPCs not fully reloading a weapon if it has more ammo capacity than a box of ammo
>Added an option to display messages about radiation for the active geiger counter
>Added an option to change the displayed message when you recover from the negative effects of radiation exposure
>Added a new value to AllowUnsafeScripting to disable the memory address check in unsafe script functions
>Added a new value of 3 to the 'mark_state' argument of mark_area_known script function to uncover locations without radius (Fallout 1 behavior)
>Added a new mode to play_sfall_sound script function
Your existing saves should work after updating sfall to the newest version, and if things go wrong you can still revert to 4.0.7.I'm using no other major mod, only the Steam version of the game with sfall 4.0.7 and the Hero Appearance mod installed over it.
Changelog said:v4.2.5
>Fixed a bug introduced in 4.1.9 that could cause the combat to end automatically in some cases
>Fixed a bug introduced in 4.2 that caused AI to miscalculate the hit chance in determining whether to use secondary attacks if BodyHit_Torso and BodyHit_Torso_Uncalled modifiers were not equal
>Fixed a bug introduced in 4.2.3 that caused CorpseDeleteTime not to set the timer correctly
>Fixed a bug introduced in 4.2.4 that caused AllowDShowSound=2 not to work
>Fixed and changed the behavior of GvarID option in the drugs ini file
>Fixed loot_obj script function not returning the correct object when switching to another corpse in the loot screen
>Fixed and improved the functionality of ReloadWeaponKey for using any non-weapon item
>Improved the fix for items on the ground being obscured by a pool of blood after the corpse is removed
>Changed the priority of files in the AutoSearchPath folder to be higher than the PatchFileXX options
>Added a fix for AI skipping a target simply because its weapon is currently empty
>Added a fix for AI not always considering the safe distance when using grenades or rockets
>Added a fix for AI behavior for 'Snipe' distance preference (distance=snipe in AI.txt). Now the attacker will try to shoot the target instead of always running away from it at the beginning of the turn
>Added a fix to reduce friendly fire in burst attacks. Now there is an extra roll for AI to not use burst attacks if a friendly critter is in the line of fire
>Added a check for the weapon range and the AP cost when AI is choosing weapon attack modes
>Added a tweak to allow party members to keep their current target as one of the potential targets when choosing new targets at the beginning of their turn
>Added a tweak to the displayed message if the main target of a missed attack has the 'Flat' flag set
Changelog said:v4.2.5.1
>Fixed the extra check for friendly fire treating non-critter objects as friendly critters
>Changed the debug message about missing art file for critters to be displayed in game only when in sfall debugging mode
Can we make requests for future sfall updates here?
Why not just use script function to get the weapon pointer from the attacker?I suggest adding weapon_used as arg8 in TOHIT hook. https://sfall.bgforge.net/hook-types/#tohit
Where can I suggest this, like formally, without annoying any sfall guys?
1. Можете пофиксить в движке чтение и использование сэмплрейта из хедера acm?
Первое не понял.1. Можете пофиксить в движке чтение и использование сэмплрейта из хедера acm?
2. Если первое невозможно, то можете в AllowDShowSound снизить задержку между треками? В оригинале 40мс при входе на локацию и 1сэмпл между одним и тем же треком локации, у AllowDShowSound я насчитал 170-200мс задержки.