Fallout 2 mod FO2 Engine Tweaks (Sfall)

Timeslip said:
Skynet said:
This may be a stupid question, but will this fix also affect skilldex and sleep button vanishing, when "too many items" bug hits?
Afaik, the too many items bug corrupts your savegame rather than making the skilldex button vanish, but to answer your question, no, this isn't a fix for the too many items bug.

From Per's guide: "Buttons on the game display replaced by black squares and becoming unusable: the skilldex button on the main screen, and the sleep button in the Pipboy. This is actually a warning sign that the "too many items" bug is coming up."

What I meant was that will it fix this part of the issue with too many items bug?
 
Timeslip

That's doable, as long as the msg file isn't packed into a .dat. Will that do, or were the files you wanted to get at packed inside dats?

Without packaging.

If it is able to read the file lines, then would not be committing to a number script.

Is it possible to do that would be a description and name of the script, read not from scrname.msg, but from self script on the line 10000
 
Skynet said:
From Per's guide: "Buttons on the game display replaced by black squares and becoming unusable: the skilldex button on the main screen, and the sleep button in the Pipboy. This is actually a warning sign that the "too many items" bug is coming up."

What I meant was that will it fix this part of the issue with too many items bug?
Like I said, afaik the black skilldex is only triggered when the total number of quests and holodisks displayed in the pipboy exceeds a certain number, and not by the too many items bug. I've never been able to trigger the black skilldex bug simply by hoarding items if I deliberately didn't read the holodisks.

Both tend to happen near the end of the game, and the sort of people who collect all the holodisks are also the sort of people who collect other items, so the two things will tend to occur at similar times, making it look like they're related. Of course, just because I haven't seen any evidence that they're related doesn't mean that they're not...

I have tried looking into the too many items bug, but my script to spawn random items on every cell of the map wasn't able to trigger it. According to Per's guide they have to be in a container, so I'll try that next.

Jordan said:
If it is able to read the file lines, then would not be committing to a number script.

Is it possible to do that would be a description and name of the script, read not from scrname.msg, but from self script on the line 10000
Sorry, but I don't understand what you're asking. :(
 
Thanks Timeslip, excellent work. :clap:
The black skilldex fix seems to be working fine, I checked with all the elevators in the EPA, and they all worked.

@ Skynet, I would disregard what is written about the skilldex button in Per's Guide, it's not entirely accurate.

cheers
 
Timeslip

Sorry, but I don't understand what you're asking.

I’m sorry. My English is very bad. I translate the translator.

The original

scrname.msg

{851} {} {klint}

At damage drawing, the name appears on the display.

Whether probably that the line was read from msg a script

Sample

acklint.msg

{10001} {} {Klint}

And so for all....

You understand me?
 
I can't seem to recreate the too many items bug. Even filling every container and shop in klameth with 128 different items, I can still leave the map, return, save and load without problems...

Does anyone have a savegame already effected by the bug that I can look at? It needs to be either a vanilla 1.2 save, without any mods installed, or made with just killap's 1.02.24 patch and no other mods. (Not the RP.)

Jordan said:
You understand me?
I think so. You want to be able to override the messages in scrname.msg. :question:

What for though? I can probably override it, but since it would effect everything using that script I don't see what the advantage would be over just using scrname.msg...
 
Timeslip

It will add possibility to add and change scripts freely.
There is no necessity to make change in scrname.msg

It is easier to combine and do mod.

sfall for linux?
 
@ Timeslip, check out the weather effects I mentioned before in the FOnline open test. I think F11 turns it one. There are loads of tweak in FOnline which may be of interest also.
 
Jordan said:
sfall for linux?
sfall works under wine. Either use the win 9x version, or use the win xp version and set the wine config to use the native version of ddraw.dll.

Or is there a native linux version of fallout you're refering to?

Dude101 said:
@ Timeslip, check out the weather effects I mentioned before in the FOnline open test. I think F11 turns it one. There are loads of tweak in FOnline which may be of interest also.
FOnline is a completely new client. It's not really applicable to sfall, which just tweaks the original fallout exe. :(
 
@Timeslip
killap identified a bug in the AP Ammo Mod, I made any adjustment to the function that should fix it and sent it to you via PM
 
1.29 is out. Not really anything relevant to anyone who's not using the weather mod.

Code:
>Added skilldex, inventory and automap flags to the game mode functions
>set_shader_mode now lets you set a list of excluded and required loops simultaniously
>Added new script function: get_uptime

I made a 1.28c for Glovz's fix this morning, in case anyone missed it.

Jordan said:
It will add possibility to add and change scripts freely.
There is no necessity to make change in scrname.msg
Sorry, but after looking at this the file names are long gone by the time the messages are loaded, so there's not really any easy way to override them. A function that has to be called from inside the script might be the best I can do.
 
@Timeslip
I just realized the fix I made for the AP Ammo Mod is necessary for the Tweak as well. I will send an update for that soon.
 
Timeslip

Sorry, but after looking at this the file names are long gone by the time the messages are loaded, so there's not really any easy way to override them. A function that has to be called from inside the script might be the best I can do.

You wish to make function caused of a script?

Sample

self_name (Name object)
self_discription (Discription object)

I correctly understand?
 
@killap
It would be really nice to see some weather sneak into RP 1.2, not to necessarily affect anything but to rather just add more to the environmental feel of the game visually.
 
Glovz said:
@killap
It would be really nice to see some weather sneak into RP 1.2, not to necessarily affect anything but to rather just add more to the environmental feel of the game visually.

Weather would be nice, but I haven't had time to work with it yet and 1.2 looks like it is coming out today. I'll hold off for 1.3 before adding in weather as an option in the installer (that is if I decide on include weather at all)
 
Jordan:
Damn, learn how to use standart SSL features before asking to change engine's behavior! :violent:
Everything you have asked can be easily done through altering description_p_proc code and adding script overrides there.
Учи, блин, матчасть. На кой внедрять в движок костыли ради того, что всю жизнь замечательно штатно делается двумя строчками в скрипте?


Timeslip:
Sorry for being violent but I find Jordan's request redundant and ridiculous. There is no need to reimplement some features that are already present in the game just because of someone's not very good knowledge of standart SSL capabilities. :?
 
Alchemist, учи джордановский английский. ;)

Джордан, ё-моё, сначала объясни по-русски на тимЫксе, что конкретно ты пытаешься сделать. Скорее всего твоя проблема решается без необходимости ломания движка.

As I see this, Jordan is talking about combat messages, such as "Smb. was hit..." and so on. In such cases name string for this "smb." is taken from scrname.msg or pro_crit.msg and this can't be changed in a script. But anyway I don't see the reason why someone would need to change this, so I find Jordan's request unnecessary too.
 
Wasteland Ghost said:
As I see this, Jordan is talking about combat messages, such as "Smb. was hit..." and so on. In such cases name string for this "smb." is taken from scrname.msg or pro_crit.msg and this can't be changed in a script. But anyway I don't see the reason why someone would need to change this, so I find Jordan's request unnecessary too.

If it really needs to be changed, it is possible to create a new proto file.

If a critter is dead, the script also is dead, as far as I know. So.. if you use a guy named "TraderXY" and give him with script override the name "Peter", then ingame he will be "Peter" when he is alive. If you kill him and look the description, he becomes again "TraderXY". It is bugging me too, but not the kind of problem, that you can not fix with other tricks.
 
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