Fallout 2 mod FO2 Engine Tweaks (Sfall)

Helios said:
Hi, this is my code for changing Viewport and Start Position with Engine.
The .ini options: StartXPos=, StartYPos=, ViewXPos=, ViewYPos=

<snip>

The Code is for main.cpp
Your starting position code only works if the first thing the player does is start a new game; you need to modify the function at 004BCBFC as well. The viewport thingy doesn't seem to work at all though. In my ida database I have that address marked as being part of the array of perks... :|

Edit: I think you're 0x200 off. Again, changing those addresses only works if you click new game straight away though; load/cancel/new breaks it. It'll need a hook in the ResetWorldMapVars function.

Edit2: OK, sfall 1.24 is up. As well as being able to set start position/viewport in ddraw.ini, I added some script functions to let you read or change it in game.

Josan12 said:
My quesiton is: can these animations be set to play AFTER the
inventory screen is closed?
I can't think of a way to do it. Doesn't mean it's not possible, of course, just that I don't know how.
 
Hey Timeslip, do you read the wather effect thread?

What you think is it possible with your engine? I thouth about a fx file ,like you drunk mod for the weather effects? Or is this idea bullshit?

Edit: There are so many changes at the current version, did ou thin k about an intarface for your ini file?

The best i thin is an extra button in the fallout options who open w window with the new settings but i thinks thi is inpossible or?

But who knows you are a really godd modder, or is there nothing to make without the fo engine code?
 
Mr.Wolna said:
Edit: There are so many changes at the current version, did ou thin k about an intarface for your ini file?

The best i thin is an extra button in the fallout options who open w window with the new settings but i thinks thi is inpossible or?

But who knows you are a really godd modder, or is there nothing to make without the fo engine code?

It is possible. Could easy be done with Visual Basic or similar. But I don't think, that this would be needed so much.
 
I think it will be great to see this inside fallout, you know like an extra button , and then you can make the changes it look original and much better ,i think.
 
Nah... sorry, I thought, you mean to write a new programm, with that you can make the change without writing it manuel in the ini file.

As far as I know, it will not be possible to create a new button in the fallout 2 menu. (Unless somebody convinces me from the contrary)
 
Damn! We need the Source code :roll:

SO a visual tool ist good too. But i zhink not so important like the wather effects :wink:
 
Just a request that I would normally say wouldnt be possible, but you've done wonders so far...

Would it be possible to add multiple ammo types to a weapon. I mean have two different type of ammo in the gun at the same time and each having a different calibar.

In other words can I finally make an assualt rifle with a grenade launcher :)

I know its already possible to create new ammo calibars by hex editing the pro file as the mapper doesnt knwo about the new calibars.

On a side note is it possible to make a timeslip patch for the mapper?
 
encase you didn't catch it, TS released 1.24:

v1.24

* Added options for setting starting world map position and world map viewport
* Added new script functions: get_viewport_x, get_viewport_y, set_viewport_x, set_viewport_y
 
I'm going to download it and read what all the current features are, I'm probably a little behind on all of its features by now.
 
All shaders can load up to 128 textures (e.g. add the lines 'string texname1="filename.bmp";' and 'texture tex1;' to load a texture from data\art\stex\filename.bmp)

Can someone in the know, break this down for me? does this mean we could have a HRP? Is anyone planning to do anything with the EAX support?
 
Wild_qwerty said:
Whats a HRP?

Is how you would add weather effects to the game?

High Resolution Pack.

Wild_qwerty said:
On a side note is it possible to make a timeslip patch for the mapper?

PLEASE. He has already declined this before, but it would be very helpful.
 
I pmed timeslip alredy but he didin't answer me. So someone of you guys know ist is possible to add weather effects with timeslps engine(with fx shader filters)?
 
Hi Timeslip,
I've been working on a mod for fallout2 in the form of a dll, and am now faced with the dilemma of where to load it.
I was wondering if you would consider 'if possible' incorporating a dll loader into your mod.


Here is some example code for what I was thinking of. A small function that 'I hope' should be capable of loading multiple files.


#include <windows>
#include <stdio>


void LOAD_DLLS()
{
char dllName[65] //buffer for dll name
char dll_num[33] //buffer for key name
int num = 1; //key name number

sprintf_s(dll_num, 32, "dll%d" ,num); //key name = dll1

while(GetPrivateProfileString("Dlls", dll_num, "", dllName, 64, ".\\ddraw.ini"))
{
LoadLibrary(dllName); //load a dll
num++;
sprintf_s(dll_num, 32, "dll%d" ,num); //next key name
}

}


And the corresponding section in the INI.

[Dlls]
dll1=test.dll
dll2=something.dll
dll3=blah_blah.dll
etc..

In any case Thanks
 
Mario_Dweller said:
Just set memory offset 4C06D8(file offset B0AD8) from 75 to EB.
That's exactly what sfall used to do before I changed it for you. :P

The current fix will make sure that execution always jumps by there anyway.

Edit: And to everyone else, I'm in the middle of exams and don't have time to do any programming right now. Will be back in 3 weeks or so, assuming I survive...
 
:?... You are right. I've tested it once again and it has the same worldmap blinking side effect(after a very long travelling, not after 35 days) as version before you changed it... :roll: :roll:. But your new version does not work for me. Have you tested it ?

I wish you best luck in exams :wink: to see new update of sfall soon :twisted: :twisted: :mrgreen:
 
Mario_Dweller said:
Have you tested it ?
Yes, and it worked fine. It will only work for new games though. If you start a game with the option enabled, the horrigon encounter will never occur even if you turn the option back off again later. If you start a game with an older version of ddfix, or with the option turned off then the encounter will occur in that game, even if you later turn the option on.
 
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