Fallout 2 mod FO2 Engine Tweaks (Sfall)

Shiozaki said:
How is it you guys are so cool?

I don't know about the other guys:

beretcrunch.jpg
 
Dude101 said:
edit

I have uploaded all of TeamX's offline docs, Kanhef is in the process of translating the rest and plans to upload googlish place holders for now.
Great job of you two :-) I can only say that your work is really appreciated by me.
 
I was wondering, if there is a possiblity to...uh...combine players inventory with the car's trunk? I mean, if you want to pick something up, it doesn't go into your inventory, but straight to the trunk (providing you're in the same location as your Highwayman).

I know I know, UNREALISTIC...BUT - after playing Fallout 2 for about 10 times now I have little patience to drop stuff from my inventory, pick up the new things, drag them to the trunk and then return for my properties. It'd make the game less a chore.
 
One addition that is not unrealistic, is to have access to you companions inventories when bartering.
 
@Timeslip
There have been a number of people with issues regarding the sound acceleration in DirectX, just wondering if this is something you could look into or fix? The issue seems to be when the sound acceleration is too high it clips the end game movies short.

EDIT:
Please also rename in the ddraw.ini my AP ammo fix mod to Glovz's Combat Overhaul Mod. The AP Ammo fix mod is now just some modified proto files as per this thread - http://www.nma-fallout.com/forum/viewtopic.php?t=43677

EDIT2:
Any way to fix saving games during combat, even if it means old saves will not work?
 
Changing ammo modifier properties

@Timeslip

I brought this up in Glovz's AP ammo thread, but I figure that I'll bring it up here too and see what you have to say about it.

Basically, is it possible to tweak the engine so that all ammo values being treated as a DR modifier become a DT modifier instead? Or does the engine already do this via an undocumented function/feature? If the answer to any one of my two questions is yes, then it'll go a long way into a possible solution into the AP ammo problem.

Thanks,

-- The Haen.
 
Hey Timeslip I've got a request for you. Do you think it would be possible to add support to fallout 2 for a gamepad controller? I know you added the wheel mouse using sfall so I wonder if you could let the mouse be driven via a gamepad?
 
Why should someone wants to play Fallout with gamepad?

/Edit: Ok, I read it in the Mutants Rising forum.
 
Timeslip better make your engine with really good weather effect and the possibility to make headshots to your enimies :ugly:
 
While I do understand your taking the piss out of me there is a valid reason for all this. All I'm talking about is translating the gamepad vertical/horizontal movements to that of a mouse.
 
You'd think making a engine to mimic or use the VB demo stuff be a better uses of your time idk.

Just an random thought i had.
 
Ravager69 said:
I was wondering, if there is a possiblity to...uh...combine players inventory with the car's trunk? I mean, if you want to pick something up, it doesn't go into your inventory, but straight to the trunk (providing you're in the same location as your Highwayman).

I know I know, UNREALISTIC...BUT - after playing Fallout 2 for about 10 times now I have little patience to drop stuff from my inventory, pick up the new things, drag them to the trunk and then return for my properties. It'd make the game less a chore.
That doesn't really make sense from a game engine point of view. The best you could do would be a normal mod that gives the player +1000-ish carry weight when he has the car, but you're going to have major problems if you lost the car for any reason.

Glovz said:
@Timeslip
There have been a number of people with issues regarding the sound acceleration in DirectX, just wondering if this is something you could look into or fix? The issue seems to be when the sound acceleration is too high it clips the end game movies short.
I've got no idea. I suppose it wouldn't hurt to look at it. :)

Edit: I'm not getting the problem, regardless of my sound acceleration and sfall settings, or even if I try it without sfall. That's weird, because I remember I always used to get it if I didn't turn sound acceleration down. Must have been fixed in a sound driver update since then...

Glovz said:
Any way to fix saving games during combat, even if it means old saves will not work?
The best 'fix' I could make would be to disable saving in combat. While that would definately solve all saving-in-combat related issues, I'm not sure anyone would appreciate it. :P

Wild_qwerty said:
Hey Timeslip I've got a request for you. Do you think it would be possible to add support to fallout 2 for a gamepad controller? I know you added the wheel mouse using sfall so I wonder if you could let the mouse be driven via a gamepad?
Definitely possible, (probably quite easy, actually,) but I don't have a gamepad myself so it's not something I can do. :(
 
Timeslip said:
I've lost count of the number of feature requests people have made to which I've thought, 'that would be easy if I had fallout's source code', (tell me about being one of them, obviously, :P) and I seem to be unemployed over the summer, so I've decided to jump on the lets-write-a-fallout-clone bandwagon for a bit. Here's how it's coming so far:

Character creation
In game
The mapper

Hopefully, (although realistically very very unlikely,) I'll have something playable by the time I run out of summer.

What scripting engine do you want to use? Python/Lua-based something would be sweet :-)
 
hey timeslip this looks really cool, hope there will be a possibility to add new skills :crazy:


edit: why is weather mod not at sfall page? where i can download it?
 
Karel said:
What scripting engine do you want to use? Python/Lua-based something would be sweet :-)
AFAICT the map editor (mockup?) was created with C#. There are both C# bindings for Lua and Python (IronPython). The decision might boil down to how he wants to use the scripting language. For simple scripts Lua is more lightweight and might be the better choice therefore. If he wants to make the engine fully customizable he could write major (non-time-critical) parts in Python and in this case Python would ease the development and save him some time.

I'm really curious about this aspect as well :-)
 
1.31 is up. I've removed the bonus move fix for being a bit buggy, (if you reloaded in combat it didn't work,) and added an option that prevents you from saving in combat at any time except for the very start of your turn. As well as working around the bonus move problem, that should also prevent some of the other weirdness caused by saving in the middle of combat. (By no means does it fix all the problems though. I still strongly advise against saving in combat at all.)

I've done some optimization in dx9 mode, resulting in an fps increase of around 50%. It's not necessary at 640x480, but anyone playing at high resolutions using the resolution patch will hopefully find it causes less stuttering.

mvBarracuda said:
Karel said:
What scripting engine do you want to use? Python/Lua-based something would be sweet :-)
AFAICT the map editor (mockup?) was created with C#. There are both C# bindings for Lua and Python (IronPython). The decision might boil down to how he wants to use the scripting language. For simple scripts Lua is more lightweight and might be the better choice therefore. If he wants to make the engine fully customizable he could write major (non-time-critical) parts in Python and in this case Python would ease the development and save him some time.

I'm really curious about this aspect as well :-)
Well, the obvious answer would be that I was using exactly the same scripting language as the original game. Having to rewrite hundreds of scripts isn't my idea of fun, after all. Certainly no python or lua. I would have just used C# if I wanted another scripting language.

It's a moot point anyway. I got bored and stopped working on that ages ago, just like I said I would. :P
 
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