Fallout 2 mod FO2 Engine Tweaks (Sfall)

So I somehow installed a non-official sfall without even realizing it? How in the world did this happen?

Although I did install a mod called Inventory Filter. Perhaps this mod is causing such issue?

And... one thing I also didn't mention is that I actually merged ddraw file for the newest Sfall by myself, since I'm using Killap's Restoration Patch. It said I have to merge it, so I did. But I don't remember ddraw contains any settings for magic hand animation, so I'm not entirely sure.
 
sfall 4.2.3 and 3.8.23 are released on SourceForge, along with their respective modders packs.
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
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:
WorldMapTravelMarkers - draws a dotted line while traveling on the world map:
7T6sVWt.png

(Note: currently the line drawing doesn't work well when you travel by car.)

WorldMapTerrainInfo - displays terrain types when hovering the cursor over the player's marker on the world map:
IDortGg.png


Also some trivial note about system backward compatibility:
In January I found an old IBM Netfinity 5000 tower server, so I finally have an opportunity to test running FO2 + sfall on a Pentium II machine:
  • CPU: Pentium II 450 MHz (Deschutes) x2
  • Memory: 1 GB
  • Graphics: S3 Trio64V2/GX 1 MB (No D3D9 support, obviously)
  • Hard drive: 18.2 GB SCSI
Surprising it runs decently well, including those new interface features. Of course with a spec this old it's impossible for me to test DX9 mode, but honestly DX9 mode wasn't really on my check list in the first place. So yes, current sfall 4.2.x should run on specs as old as Pentium II era. Too bad I can't find myself old AMD machines without costing me an arm and a leg...
 
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(Note: currently the line drawing doesn't work well when you travel by car.)

Personally I really don't mind it. The travel markers should be seen as "time stamps" - the slower you get, the closer they are grouped together. Same applies to the car - it's quite fast, thus the markers are spread out further.
 
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?

EDIT - Also, is there a way to completely disable idle animations for the player using sfall? I swear to god these can get so annoying after a while.
 
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As long as you don't overwrite existing ddraw.ini it should be safe.
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.)
 
As long as you don't overwrite existing ddraw.ini it should be safe.
So
1. Overwrite the RP's ddraw.dll with other mod's dll.
2. Modify RP's ddraw.ini with the few command line we found in other mod ddraw.ini

What about sfall-mods.ini? Because I see Et Tu has that file but RP's seem to have not~

EDIT: I used the 3822 version, just replace the dll, and adding a few lines from 3822ini into the RPini in CORRECT section to allow for item highlight. Adding those lines at the end of file wont work. I find the item highlight code of RPini, then add those lines right below and it works. Work like a charm. The 4x version has two files that need to add to script folder and it affect my game to the point of unplayable, and delete it make it work again, so I avoid 4x for now~
 
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sfall-mods.ini is not present in base RP2.3.3 because it was not a part of sfall back then. Sure copy it over ( together with *sfall.dat* if it's not present yet. They're both needed for some newer sfall features ( for example party control (which is now script controlled). also some scripts from modder's pack may be nessecary as well (those go to data/scripts in your game folder [but remember not all of them] ) ask @NovaRain which ones need to be present in scripts folder as I don't quite remember.
 
sfall 4.2.4 and 3.8.24 are released on SourceForge, along with their respective modders packs.
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
 
Apologies if this has been asked before, but I've played about halfway through the game with a pretty outdated version of sfall (4.0.7). Should it be safe for me to overwrite with the latest version and continue from my last save, or should I stick with the old version until I'm about to start a new game?

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.
 
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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.
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.
 
sfall 4.2.5 and 3.8.25 are released on SourceForge, along with their respective modders packs.
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
 
sfall 4.2.5.1 and 3.8.25.1 are released on SourceForge. They are maintenance releases for the previous version.
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
 
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.
 
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.
Первое не понял.
Второе зависит от OS (наверное) и установленных кодеков на твоем компе, возможно слабый ПК и что-то он там долго возится с открытием mp3 файла.
В общем никаких специальных установленных задержек в sfall нет.
 
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