Fallout 2 mod FO2 Engine Tweaks (Sfall)

Since my get drunk mod was written for sfall 1.10, I'm working on a new extra traits mod to show script examples of stuff that I've added since then. I've got 4 so far, but I'd appreciate any extra ideas if anyone can think of something that should be possible with sfall. Unlike the get drunk mod, I want to end up with something that's actually usable in a real game.

nouvoMX said:
you forgot to set the graphics mode to 4, btw, fallout just crashes, it won't open im using the one I downloaded off your site , chorrol
Since you were already using global.fx, I'd assumed you were already using mode 4. :P (5 works as well, btw.)

I'm not sure why it's crashing. I managed to get it to crash by setting the height greater than the width, but at your 1440x900 resolution it's working fine. Does it work in graphics mode 5? Have you tried a couple of different resolutions? Have you made sure the hardware shader is turned off? (Despite what I say in ddraw.ini, I tested it myself this morning and it doesn't seem to like working at the same time as any of the software filters.) Does setting ScaleFilter=7 instead of 6 work?
 
you rock!

man you are a genius! :D and I'm stupid

I accidentally set the 1440 to 14400, lol

nway its working now,

settings are

ScaleFilter=6 , 1440 x 900 res. Mode=4, though the global shader mode is 0, not using the hardware filters coz its making the game slugish, its more cripier now, though, it's too thin now, how do i adjust it to make it more fat,

I can see the fonts/text now, and its more crisp! its actually playable now, thanks to you! :D though just wanted to make it a perfect box, sorry if I ask you to much,

nonetheless, you rock! :d

-----

oh mind you when i use the global shader mode, and set it to 3, the screen is so small, takes just 1/4 of the screen

and if I set to ScaleFilter=6 it looks like a 640x480 in the center of the screen, with black borders at the side
 
Alchemist said:
[The real nature of the bug in the FO2 is the enounter rate dependency on the host machine perfomance. Users with faster computers get lesser rate than users with the slow computers. FO1 does NOT have this bug. And never had. There is no need to repair something which is not broken. When people begin to talk about 'fixing' enconter rate in the FO1 they most probably are newcomers from FO2 and just want to have things in the customary manner. But it looks more like cheating or creating of new bugs than fixing anything. :roll:

It has been a very long time since I played FO1 and the low encounter rate compared to FO2 did have me concerned about character advancement for the end of the game. Luckily I had forgotten about the Deathclaw area in the boneyard too. I'm not worried about the XP anymore so all is good. I do still think it's not good that I can go from the Glow, to the BoS, to Necropolis, to Vault 13, and then to the Boneyard and only have 2 enounters for the whole trip (one of which was the UFO special encounter). Broken or not, that still seems light.
 
I find a lot of people complaining about the encounter rates, and what I think people forget is that it's a WASTELAND, people would not be wandering it without purpose or trying to often to fend for themselves living off the land far from any large population center.

Yes encounters are important for some XP but the player should not level up to quickly otherwise the game would be too simple too fast.

Having 2 or 3 encounters within a span of any 5 grid squares should be the limit in my opinion.

I'm still playing with the settings in the .ini file to achieve this myself.
 
I totally agree with you. It should feel like a waste land, but from my experience on this play through I'm not convinced I'm the only living creature outside the towns. I'm level 15 now (thanks to Deathclaw breeding area) and have run into 1 pack of raiders, 2 mole rat encounters and a radscorpion... int the whole time I've been playing. I get that there's not many people in the wastes, but where are all these "scarey" creatures that are supposed to be running around. I had to lie the people in Vault 13 and tell them the outside area wasn't safe, when in reality the only danger is dehydration or starvation. As long as they stay away from the bullies in the towns.


EDIT: Sorry for derailing the thread. That wasn't my intention.
 
Timeslip

Please, change:

static void _declspec(naked) Combat_p_procFix() {
...
}

with

static void _declspec(naked) Combat_p_procFix() {
_asm {
push eax;
push esi;
push ebx;
push edx;

mov eax,dword ptr ds:[0x510944];
cmp eax,3;
jnz end_cppf;


mov esi,0x56d2b0;
mov eax,[esi];
mov ebx,[esi+0x20];
xor edx,edx;
mov eax,[eax+0x78];
call Combat_p_procFixFunc1;
mov eax,[esi];

cmp dword ptr ds:[esi+0x2c],+0x0;
jng jmp1;

test byte ptr ds:[esi+0x15],0x1;
jz jmp1;
mov edx,0x2;
jmp jmp2;
jmp1:
mov edx,0x1;
jmp2:
mov eax,[eax+0x78];
call Combat_p_procFixFunc2;
mov eax,[esi];
mov edx,0xd;
mov eax,[eax+0x78];
call Combat_p_procFixFunc3;

end_cppf:

pop edx;
pop ebx;
pop esi;
pop eax;
call Combat_p_procFixFunc0;

retn;
}
}

This will fix crashes while using critter_dmg and crash in Modoc (toilet explosion)
 
I've been away this week, so I haven't had a chance to post. I've uploaded two new versions of sfall since then, (including the combat_p_proc bugfix,) as well as the first version of my extra traits mod. The traits mod doesn't actually contain any uncompiled versions of the scripts yet because I haven't had a chance to add any comments.
 
1.22 is up.

>Added EAX support
>2 new script functions: eax_available, set_eax_environment
>Bug fixes to save/load/new game hooks (Most visible result is that global scripts no longer run on the main menu)

EAX is probably one of those things that sounded a good idea at the time but which will never actually get used, so I haven't added script functions to do anything other than set the basic environment. If there is anyone around who feels like making up some appropriate settings for each map, I'll add the required functions to set all the other properties. (Obviously you aren't going to get full 3d sound with occlusion etc., because there's no directional data available.)

Actually, there's no reason why it would have to be done via script. I can just as easily add a perks.ini style file that specifies the settings for each map id. Let me know if anyone's interested. :)

Edit: I suppose that scripts have the advantage that you could change the effects depending on where you were on a map, but that level of control would probably be too tedious to bother with...

Edit2: Killap just pointed out that I'd included the wrong dll files in the download. Anyone who's downloaded 1.22 already might want to redownload.

Edit3: So no-one interested? Good job I didn't waste time adding in the functions to change the rest of the sound settings then. :P Are there any other bugs I've missed or features I've promised that I've forgotten about? If not, I'll leave it at that and head back to modding oblivion.
 
letterbox

I can see the fonts/text now, and its more crisp! its actually playable now, thanks to you! though just wanted to make it a perfect box, sorry if I ask you to much,

nonetheless, you rock! :d

hi timeslip, the letterbox option is too squeezed, the globar shader script you made for me at first produces a perfect box,

but the new letterbox option just gives me crisp text but not a perfect box
 
Oh wow, that EAX addition is definitely something, and yeah a perks.ini style solution would be good enough for me. :)
Also please don't go. :(
 
Hi. I've noticed bug in Horrigan encounter patch.
It works fine, but when that encounter should(shouldnt :]) be loaded, worldmap starts blinking.

BTW our txt files does not contain that encounter.
 
nouvoMX said:
hi timeslip, the letterbox option is too squeezed, the globar shader script you made for me at first produces a perfect box,

but the new letterbox option just gives me crisp text but not a perfect box
As long as you set a fullscreen resolution that matches the aspect ratio of your monitor, that filter should give exactly the same aspect ratio as the shader did. I've been testing it myself, and I can't find any problem. It always gives a 4:3 picture...

TF said:
Oh wow, that EAX addition is definitely something, and yeah a perks.ini style solution would be good enough for me. :)
Are you volunteering to make one? :P

I've added support for it in 1.22b, but someone needs to create a file called eax.ini that has an entry for each map you want to change the settings on. The map id's need to match the entries in 'data\maps.txt'.

Code:
;The settings to use for maps which have Active=0 or no entry at all
[Default]
EnvironmentOnly=1
Environment=1

;All other available properties
;Set EnvironmentOnly=0 to use
RoomLF=0
RoomHF=0
RoomRolloffFactor=0.0
DecayTime=1.0
DecayHFRatio=0.0
Reflections=0
ReflectionsDelay=0.0
Reverb=0
ReverbDelay=0.0
EnvironmentSize=10.0
EnvironmentDiffusion=0.0
AirAbsorbtionHF=-5.0

;First room inside the temple of trials
[3]
Active=1
EnvironmentOnly=1
Environment=24

;Outside the temple of trials
[126]
Active=1
EnvironmentOnly=1
Environment=25

Mario_Dweller said:
Hi. I've noticed bug in Horrigan encounter patch.
It works fine, but when that encounter should(shouldnt :]) be loaded, worldmap starts blinking.

BTW our txt files does not contain that encounter.
It's working fine here... I've changed how it works slightly in 1.22b, so see if that makes any difference.
 
It seems to be OK 8-)

EDIT: My mistake. It isn't OK. It seems like game wants to load some unknown map... :o... BTW I still use that Win9x version (sfall.dll 1.22.1.0) :oops:
 
Mario_Dweller said:
It seems to be OK 8-)

EDIT: My mistake. It isn't OK. It seems like game wants to load some unknown map... :o... BTW I still use that Win9x version (sfall.dll 1.22.1.0) :oops:
sfall 1.22b does exactly the same thing as the game does to mark when the encounter has already occurred. If it's still doing something weird, then presumably the horrigon map is referenced somewhere else in the exe other than the forced encounter code. Does a map with that id exist in your mod at all? If not, does creating a blank map with that id help?

Glovz said:
@Timeslip

Do you get the PM I sent you?
I did, but you didn't say what exactly it is that you want to be able to do. Can you explain what you're trying to do that can't be done by just editing the .pro's?
 
Timeslip said:
I did, but you didn't say what exactly it is that you want to be able to do. Can you explain what you're trying to do that can't be done by just editing the .pro's?
I would like to forward you the entire email thread I have that contains a couple of attachments (nothing big), this would explain everything. But I need an email address from you please.

If not I guess I could post most of it in a PM or in the thread but one of the attached files is a spreadsheet, those never transfer well into a post.

EDIT:
I guess if you really wanted I might be able to transfer the MS spreadsheet to a Google one. The other files should be post friendly.

EDIT:
Here's everything you need - http://www.mediafire.com/?brmd0v2adg1
 
Did you get Crow_cz's PM, Timeslip? I'm sure you did. It was sent circa 14 days ago.

It was about a certain bug with processing too much animations in one map file that's really bothering my modding team. I'd be pleased if you send him at least short dunno/no time now/wait a couple of days reply (provided that you have to ignore him for now). :wink:
 
Mario_Dweller said:
Timeslip: No, we removed that map from our mod and TXTs.
What happens if you try using sfall to disable the horrigan encounter on an otherwise unmodded game? Have you tried using the separate horrigan encounter patch with your mod, and does that behave in the same way?

Either it's a problem with the windows 95 version that doesn't show up on xp, or that map is referenced elsewhere in the exe, and my patch is incomplete and only works properly if the horrigan map exists.

Glovz said:
EDIT:
Here's everything you need - http://www.mediafire.com/?brmd0v2adg1
There's still not anything in there that explains why you can't just edit the .pro's. :P

Aside from that, I have nothing else to add that ravachol didn't already say. It should be possible to wrap the function and edit the pro files before they're returned, if they needed to be.

Jesterka said:
Did you get Crow_cz's PM, Timeslip? I'm sure you did. It was sent circa 14 days ago.
No I didn't. I never log in here except for 30 seconds to submit posts, so I never see/read PMs unless someone points them out. If you want to contact me desperately for some reason, PM me at the bethsoft forums. Otherwise just post here, since this is the only thread on these forums that I check fairly regularly.

In any case, I have no ideas for how to go about locating the bit of code that controls scenery animation, and without knowing where it is I can't look for way to change it. Probably beyond my skill, sorry.
 
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