Fallout 2 mod FO2 Engine Tweaks (Sfall)

Discussion in 'Fallout General Modding' started by Dude101, Jul 30, 2007.

  1. Mario_Dweller

    Mario_Dweller It Wandered In From the Wastes

    153
    Apr 9, 2004
    I was unsuccessfully trying to find some Frank Horrigan Encounter patch. Does sfall contain it ? I need to disable this encounter.
     
  2. Glovz

    Glovz Vault Dweller
    Modder

    736
    Sep 16, 2005
    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
     
  3. Timeslip

    Timeslip Water Chip? Been There, Done That
    Modder

    921
    Aug 15, 2007
    No it doesn't. It shouldn't be any trouble to add it if you want it though.
     
  4. Mario_Dweller

    Mario_Dweller It Wandered In From the Wastes

    153
    Apr 9, 2004
    Yes, It would be cool. We need to disable it. It's better to use ForceEncounter for such things anyway.
     
  5. Alray

    Alray First time out of the vault

    50
    May 10, 2007
    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.
     
  6. Glovz

    Glovz Vault Dweller
    Modder

    736
    Sep 16, 2005
    @Alray
    Sorry I don't quite understand the context of your change.

    Could someone explain exactly what the change will do in game?
     
  7. Timeslip

    Timeslip Water Chip? Been There, Done That
    Modder

    921
    Aug 15, 2007
    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.
     
  8. Alray

    Alray First time out of the vault

    50
    May 10, 2007
    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.
     
  9. Petrell

    Petrell First time out of the vault

    94
    May 22, 2006
    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.
     
  10. gregor_y

    gregor_y Where'd That 6th Toe Come From?

    405
    Jan 19, 2007
    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 :)
     
  11. Timeslip

    Timeslip Water Chip? Been There, Done That
    Modder

    921
    Aug 15, 2007
    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).

    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.)

    No.
     
  12. Petrell

    Petrell First time out of the vault

    94
    May 22, 2006
    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?
     
  13. Timeslip

    Timeslip Water Chip? Been There, Done That
    Modder

    921
    Aug 15, 2007
    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.
     
  14. Alray

    Alray First time out of the vault

    50
    May 10, 2007
    Timeslip

    Rename please:

    combat_p_proc fix, not critter_p_proc
     
  15. Timeslip

    Timeslip Water Chip? Been There, Done That
    Modder

    921
    Aug 15, 2007
    Sorry. I typo-ed it once in the readme and ended up copy/pasting it everywhere. :(
     
  16. Lexx

    Lexx Background Radiant
    Moderator Modder

    Apr 24, 2005
    I didn't followed this for a while... so, my question: For what exactly is the combat_p_proc fix?
     
  17. Timeslip

    Timeslip Water Chip? Been There, Done That
    Modder

    921
    Aug 15, 2007
    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. :|
     
  18. Lexx

    Lexx Background Radiant
    Moderator Modder

    Apr 24, 2005
    Well, I was at work so I couldn't read really much. But thanks for the info.
     
  19. ~;...} Radscorpion

    ~;...} Radscorpion First time out of the vault

    20
    Oct 6, 2007
    EDIT: Nothing, sorry, someone remove the post.
     
  20. MekBoy

    MekBoy First time out of the vault

    3
    Jan 31, 2008
    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:

    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.