Mario_Dweller
It Wandered In From the Wastes
I was unsuccessfully trying to find some Frank Horrigan Encounter patch. Does sfall contain it ? I need to disable this encounter.
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.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?
No it doesn't. It shouldn't be any trouble to add it if you want it though.Mario_Dweller said:I was unsuccessfully trying to find some Frank Horrigan Encounter patch. Does sfall contain it ? I need to disable this encounter.
Timeslip said:No it doesn't. It shouldn't be any trouble to add it if you want it though.
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.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?
>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)
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.)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.
No.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
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.)
There's definitely nothing misleading in ddraw.ini about that.Petrell said:Is there a difference with HW and SW filters or is the first for DX9 and last for 8/16bit ddraw?
;Set to something other than 0 to apply a software scaler in graphics modes 4 or 5
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.Lexx said:I didn't followed this for a while... so, my question: For what exactly is the combat_p_proc fix?
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