Fallout 2 mod FO2 Engine Tweaks (Sfall)

I've succesfully managed to catch the bug with end combat when hovering over dude when controling an npc, however i had to do several tries to get the other bug. beat's me why it doesnt do it every time. besides during recording that footage my computer almost boiled. somebody had to mess with it last night (inside the chasis) since all of a sudden it had all the unplugged broken fans plugged back in. I knew the second i turned it on today that something is wrong since the noise was killing me, it's aslo laggy as hell today, and heats up temedeusly. ever since i used AMD recording software (i had to enable some stuff in their bloatware and since that moment it became laggy as hell and heats up tremedeusly CPU is over 50% most of the time God only knows why...

EDIT:
Update. it appears that when chasis fans failed GPU temp stacked iside chasis and as it turns out 63 degrees celsius is "too much" for the crappy GPU i have as it began to heat throttle badly. especially that during the day ambient temp was 30 degrees. Anyways Luckily i had few spare chasis fans, so i've installed them, plugged them in, and voila problem solved purrs as a kitten.

@Lexx
I don't think this will be easy to implement, based on how the perks are unlocked (based on character level) so i guess chaces of 'perk restriction to window on a certain level' are rather slim.


@Mr.Stalin
@NovaRain
Also I would gladly welcome back the feature from long past sfall versions of party npcs to enable sneaking when CombatControl=2 it would allow Katja on lvl 4 to basically do the dirty work at BoS armory door for the player :D , which would be "uber cool". she could break into armory in two ways. Either during combat while sneaking with stealth boy on and by using elecronic lockpick on the door, or by enabling sneak and equipping plus turning on stealth boy on her during combat, finishing fake combat and order her to use lockpick skill while using sfall extended with UsePartySkills=1 option enabled in sfall-mods.ini when switching to sfall extended.
 
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Well I'm certain at one point that was possible however it was the time that CombatContorl not ControlCombat was used and stuff was too much glued/tied to player skills i remember back then all party npc's were benefitting from my fast shot trait as well as all perks and sulik could burst like 4 times with HK-P90 thanks to this. I mean those things were op but the possibility for them to use sneak (by simply pressing 1 on keyboard during their combat turn) was helpful many times one tried to do a quiet little bonanza to a group of baddies while keeping rest of the baddies that were farther away or behind walls unaware.
 
sfall 4.2.7 and 3.8.27 are released on SourceForge, along with their respective modders packs.
Changelog said:
v4.2.7
>Fixed the default values for Movie1 - Movie17 options
>Fixed the playback of additional movies defined in Movie18 - Movie32 options
>Fixed OverrideMusicDir=2 not overriding the music path properly
>Fixed incorrect Melee Damage stat value being displayed in some cases when setting BonusHtHDamageFix=1 and DisplayBonusDamage=0
>Fixed attack_complex script function not setting result flags correctly for the attacker and the target
>Fixed and improved sfx/speech playback for alternative sound files
>Fixed and improved the behavior of nested timer events in global scripts
>Improved the functionality of AllowDShowMovies: added volume control support and a new value to force avi videos to fit the screen width, and fixed movie subtitles not showing up
>Changed AttackComplexFix to make attacker_results and target_results arguments work independently of each other
>Changed ObjCanSeeObj_ShootThru_Fix to allow critters to see through other critters and added a check for the direction the source is facing
>Changed the behavior of replacing FRM aliases for critters. Now FRM files from their aliases are taken only if the critter doesn't have its own files
>Added a fix for ANIM_charred_body/ANIM_charred_body_sf animations not being available to most appearances
>Added a fix to remove floating text messages on the map when moving to another map elevation
>Added a fix for a visual glitch on the black edges of the map when the map borders for the hi-res patch are set smaller than the screen size
>Added a fix to prevent the execution of critter_p_proc and game events when playing movies
>Added a fix to prevent crashes and loading maps when the death animation causes the player to cross an exit grid
>Added a fix to limit the maximum distance for the knockback animation to 20 hexes
>Added a tweak to allow setting custom colors from the game palette for object outlines
>Added a tweak to add the city name in the description for empty save slots by default
>Added an option to use Fallout's normal text font for death screen subtitles
>Added a debug message about a corrupted proto file
>Added a function extension for vanilla metarule3 function and added set_horrigan_days and clear_keyboard_buffer macros to sfall.h in the modders pack
>Added DAM_PRESERVE_FLAGS flag to attack_complex script function to keep the existing result flags when setting new flags
>Updated the example global shader file in the modders pack
>Updated German and Russian translations
 
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Greetings.
Can anyone please tell me
How sfall nowadays works (or not works) with killap unofficial fallout 2 patch?
Or with modern version of sfall there is no need in killaps patch for F2?
 
Newer sfall works well with UP. And sfall alone can't solve scripting/mapping bugs, so you still need to install UP and update sfall.
 
Newer sfall works well with UP. And sfall alone can't solve scripting/mapping bugs, so you still need to install UP and update sfall.

Thanks!

Should I just install sfall (latest version) after killap's UP?
Or sfall update is more complicated than that?

ps Also about "Updated German and Russian translations" in sfall latest version.
I can choose russian language before sfall update and it will instal russian localization over an english game version, for example?
Or I should install russian version of F2 before killap's patch and sfall update?
 
Thanks!
Should I just install sfall (latest version) after killap's UP?
Or sfall update is more complicated than that?
As long as you don't overwrite the existing ddraw.ini, you should be OK. You can check sfall-readme.txt for more info on installation.

ps Also about "Updated German and Russian translations" in sfall latest version.
I can choose russian language before sfall update and it will instal russian localization over an english game version, for example?
Or I should install russian version of F2 before killap's patch and sfall update?
Russian localization should work on English version of the game, or you might want to check updated UP/RP as they should have more complete localization than killap's.
 
So maybe someone here can help me as i have a sort of fallout engine issue.

I've finally managed to purchase a Bandicut license for myself and was trying to cut down to size those upscaled Fo1 I've managed to download from Ryan's Cinematics a while ago.
the videos are in MPEG-1 format and codec (MPEG layer2 for audio) 30fps constant bitrate 1440x1080 pixels. Beeing 30FPS as Ryan cinematics fucked up and switched from original 29,97 to 30fps causes the downloaded video to be played back a bit faster than original.

The problem is whenever i edit the videos in bandicut they playback in allplayer just fine, however they're totally screwed ingame they get hyperturbomode and no sound. (though they are converted to .avi mpeg-1 and the ones i downloaded were mpeg-1 format with extesion changed to avi.

Can anybody give the exact parameters for .avi videos (using sfall's AllowDshowMovies=1) to be playbacked properly in Fallout 2 engine?
i mean: interlaced or not, what FPS, what codecs. bitrate etc.
Anybody?

Forgot to add the main purpose of the video edit is to cut them properly to what they are originally in game since Ryan joined tem together and it's sort of nonsense to have them in one file.
 
Can anybody give the exact parameters for .avi videos (using sfall's AllowDshowMovies=1) to be playbacked properly in Fallout 2 engine?
i mean: interlaced or not, what FPS, what codecs. bitrate etc.
Anybody?
There are no correct or pre-defined parameters for the avi videos, all playback is performed under Windows (DirectShow).
The game sends an AVI file there and gets only the rendered image as a texture and puts it on the game window.
All settings are made in your installed decoders in Windows.
 
the videos are in MPEG-1 format and codec (MPEG layer2 for audio) 30fps constant bitrate 1440x1080 pixels. Beeing 30FPS as Ryan cinematics fucked up and switched from original 29,97 to 30fps causes the downloaded video to be played back a bit faster than original.
Convert this to the correct fps, in virtualdub for example.
 
the upscaled videos originally were in 30fps (it's different from original fallout fps videos) althogh it works fine.
the problem is after i cut the vidoes more or less 'similarly' to originals in Bandicut while keeping the original format ( the only different thing beeing the bitrate since it doesn't automatically detect original bitrate and has no option to keep the original one) the videos get fucked up after cutting them to size no matter if it's the same fps as originally upscaled videos or not.
So what is the correct fps for fallout engine videos then?

EDIT:

As a sidenote, I've managed to find the exact same video upscaler Ryan's Cinematics used, and besides not costing millions of dollars to use as i previously thought, it also has a renewable trial period of 32 days. Given it also uses specifically trained AI to upscale videos and *also* uses your machine's nvidia GPU for the job, to make it faster. The work times shoudn't be too horribly long for short videos such as game cutscenes. when i'll manage to scratch some cash for a budget PC with nvidia card, then I'll do the upscaling myself and there won't be no hassle with this goddamn relaying or Ryan's Cinematics videos, Plus I'd also upscale Resurrection and Nevada cinematics. but for now, that's a song for the future.

Unfortuneatly I'm not an nvidia fanboy (quite the opposite actually: 'fuck nvidia') so i don't have a nvidia card in my pc from the get go.
 
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So what is the correct fps for fallout engine videos then?

I'm telling you that there are no strict parameters for the video.
the main thing is that the time of the video coincides with the original one (this is necessary for syncing subtitles)

Send a link to the video I'll see what's wrong with fps
 
I think I've read somewhere in the Sfall change log that sfall makes corrections and fixed to the critical table. I could be wrong and this could have been RP, but I think it was Sfall. I'd like to know what those fixes are, because I want to make fixes too and if its already been fixed then redundancy. I couldn't find notes on changes anywhere.

Where can I get information on the fixes to the critical table that have already been done?

Thanks in advance.
 
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Ok, I spent a few hours trying to to find the defines for some of the values but I just couldn't find them.

In criticals.cpp

I can see this:
#define SetEntry(critter, bodypart, effect, param, value)

and then looking at this
SetEntry(18, 0, 0, 5, 5001);

I can understand first value is critter (horigan), second is bodypart (0-7), third seems to be the critical lever (0-5)...

But the 4th and 5th value, I'm not understanding well. I think (but not sure) "param" decides which field (element) within the level to change (critical mult, critical flag, stat check, message, etc) , and the 5th sets the value of the field.


But I'm not clear how the param works. is it from 0-6 for each field from left to right as ordered according to the critical table posted on fandom?

And the values for the "VALUE" field I suppose should be different according what the param field number is. Have I got this right?

Is the "VALUE" field a decimal number representing the equivalent hex value?
 
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They are the same as the arguments of set_critical_table script function.
4th: element/value type, 0-6 correspond to the columns in the critical hit tables. (0 - damage multiplier, 1 - effects, etc.)
5th: the value for the element, so it can be multiplier values, effects (DAM_* defines in Define.h header), SPECIAL stats (STAT_* in Define.h), or message numbers (in combat.msg)
 
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