Fallout 2 mod FO2 Engine Tweaks (Sfall)

I was unsuccessfully trying to find some Frank Horrigan Encounter patch. Does sfall contain it ? I need to disable this encounter.
 
Timeslip said:
How are you testing this then? If the new code block is too big to fit on top of what your replacing, modifying and recompiling sfall should be pretty much the only way to do it. Do you have some other way of overwriting that code block?
Unfortunately I can only test it on paper (reviewing my changes and stepping through it over and over again), but I verify what values are contained in the identified variables before coding by modding the exe and testing in game. Then I write the code out with how I want to use those variables.

I realize it's odd to work this way, but it seems to work for me. :D
 
Mario_Dweller said:
I was unsuccessfully trying to find some Frank Horrigan Encounter patch. Does sfall contain it ? I need to disable this encounter.
No it doesn't. It shouldn't be any trouble to add it if you want it though.
 
Timeslip said:
No it doesn't. It shouldn't be any trouble to add it if you want it though.

Yes, It would be cool. We need to disable it. It's better to use ForceEncounter for such things anyway.
 
My another fix (Combat_p_proc fix)

From mapper help (about combat_p_proc):

fixed_param = COMBAT_SUBTYPE_WEAPON_USED (1)
fixed_param = COMBAT_SUBTYPE_HIT_SUCCEEDED (2)
...

fixed_param == 2 - works fine, but fixed_param == 1 never accrue. With this fix now fixed_param == 1 call combat_p_proc when Object miss.
Quite useful for modding weapons damage.

http://rapidshare.com/files/87388090/main.cpp.html

I hope you understood me.
 
@Alray
Sorry I don't quite understand the context of your change.

Could someone explain exactly what the change will do in game?
 
Glovz said:
@Alray
Sorry I don't quite understand the context of your change.

Could someone explain exactly what the change will do in game?
If I understand it correctly, it wont do anything by itself. It's just a fix so that the combat_p_proc gets called whenever weapons are used, instead of just when they hit. (fixed_param is set to COMBAT_SUBTYPE_WEAPON_USED, so there should be no side effects.) It's just a convenience for modders; COMBAT_SUBTYPE_WEAPON_USED is never used in any of the default scripts.
 
When combat_p_proc call - number of event, wich call combat_p_proc send with fixed_param. But in original FO2 combat_p_proc calls only when:
COMBAT_SUBTYPE_HIT_SUCCEEDED (2)
COMBAT_SUBTYPE_TURN (4)
COMBAT_SUBTYPE_NONCOM_TURN (5)

I add new event, wich call combat_p_proc - this event is MISS. When combat_p_proc call by this event fixed_param get 1 value.
 
Does sfall still need separate global.fx file for the filters to work or has it been integrated in to ddraw.dll? If not, updating the documentation in ddraw.ini might be a good idea and if it's still needed maybe url where one could be found could help the users find one.
 
Got question can i play with sfall 800x600 but not streatching graphics? something like patcher? and if yes how to configure it...for any help big thx :)
 
1.20 is up.

Code:
>Added an option to disable the horrigan encounter
>Added two new script functions set_global_script_type and available_global_script_types
>Added two additional execution modes for global scripts
>combat_p_proc fix (From Ray)
>Added an alternative damage calculation formula. (From Glovz)

The global script changes need a bit more explanation. Previously, global scripts were by default linked to the local map loop like any normal script, with the option of calling set_global_script_repeat(-1) to tie them to the input loop so that they would be executed on the world map and other dialog screens where they wouldn't otherwise be run. Tying the scripts to the input loops has some problems, because there are no script functions to tell if a dialog window is open, so this release adds a couple of extra types, one which will cause script to only run on the world map screen, and one which will run scripts on both the world map and local maps, but not dialog windows. set_global_script_repeat(-1) still works for backward compatibility reasons, but it does the same thing as set_global_script_type(1).

Petrell said:
Does sfall still need separate global.fx file for the filters to work or has it been integrated in to ddraw.dll? If not, updating the documentation in ddraw.ini might be a good idea and if it's still needed maybe url where one could be found could help the users find one.
You don't need a global.fx for the software filters. You're right that there's a misleading line in ddraw.ini from before they were added though, so I'll reword that next version. (A global.fx shader can still be used as a hardware filter, if you want one.)

gregor_y said:
Got question can i play with sfall 800x600 but not streatching graphics? something like patcher? and if yes how to configure it...for any help big thx :)
No.
 
Timeslip said:
You don't need a global.fx for the software filters. You're right that there's a misleading line in ddraw.ini from before they were added though, so I'll reword that next version. (A global.fx shader can still be used as a hardware filter, if you want one.)

Ok, that clears things up :) Great work so far btw. Keep up the good work :clap:

Is there a difference with HW and SW filters or is the first for DX9 and last for 8/16bit ddraw?
 
Petrell said:
Is there a difference with HW and SW filters or is the first for DX9 and last for 8/16bit ddraw?
There's definitely nothing misleading in ddraw.ini about that. :P

Code:
;Set to something other than 0 to apply a software scaler in graphics modes 4 or 5

SW filters run on the CPU, HW on the GPU. (And hence HW is generally faster.) The SW filters are hardcoded, and HW is roll your own. They're the only differences.
 
I didn't followed this for a while... so, my question: For what exactly is the combat_p_proc fix?
 
Lexx said:
I didn't followed this for a while... so, my question: For what exactly is the combat_p_proc fix?
I can understand not wanting to read through hundreds of posts, but that one is only 8 above you... Please at least read through the last page or two before asking something. :|
 
Well, I was at work so I couldn't read really much. But thanks for the info.
 
Hi Timeslip,

I'm playing through FO1 and am level 9 and about halfway through the game. I think other than a forced encounter near Shady Sands ,and a run in with the Irish guy, I've had 4 random encounters. I've been using SFall 1.9b but I saw on your site that version 1.18e adds:

v1.18e
>Added an option to modify the encounter rate
>Make use of a higher resolution counter for world map fps counting if one is available

Does this not apply to the FO1 version of SFall or am I just missing something in the INI file? I can't seem to find anything that applies to world map encounters. :cry:

Thanks for all the coolness you've supplied so far.
 
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