Fallout 2 mod FO2 Engine Tweaks (Sfall)

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

:o :( :cry:

Do me a favour, call the cops. Tell them to look at the bottom of the stairs. (this is a joke BTW).


images
 
mvBarracuda said:
It's not too late :-) Somebody could still create a Fallout-like engine based on FIFE. Any volunteers?
Well, I volunteer as long as somebody else does the scripting engine part :mrgreen: No, really, we thought about using FIFE for BGE (a year ago), but there are far too many scripts already done, which would mean writing both new scripting engine and some kind of compatibility mode for older scripts (which is kinda tricky).
 
Karel said:
Well, I volunteer as long as somebody else does the scripting engine part :mrgreen: No, really, we thought about using FIFE for BGE (a year ago), but there are far too many scripts already done, which would mean writing both new scripting engine and some kind of compatibility mode for older scripts (which is kinda tricky).
It really depends on the amount of work you invested into it so far. I personally think that an expert should be able to implement Fallout-compatible scripting into FIFE so you could use the (uncompiled) Fallout scripts with FIFE. On the other side the whole legal aspect (implementing the SPECIAL ruleset in a new engine without paying license fees) scares me off. And we got no active programmer on the team who would be interested to add Fallout scripting support so a FIFE-based Fallout is up to a 3rd party developer anyway.
 
mvBarracuda said:
Karel said:
Well, I volunteer as long as somebody else does the scripting engine part :mrgreen: No, really, we thought about using FIFE for BGE (a year ago), but there are far too many scripts already done, which would mean writing both new scripting engine and some kind of compatibility mode for older scripts (which is kinda tricky).
It really depends on the amount of work you invested into it so far. I personally think that an expert should be able to implement Fallout-compatible scripting into FIFE so you could use the (uncompiled) Fallout scripts with FIFE. On the other side the whole legal aspect (implementing the SPECIAL ruleset in a new engine without paying license fees) scares me off. And we got no active programmer on the team who would be interested to add Fallout scripting support so a FIFE-based Fallout is up to a 3rd party developer anyway.

About 400 files of various sizes... But technically (I just got the idea, mind that it's 1:17 am here), it is probably not necessary to actually write a scripting engine per se! The scripts (or rather their sources) may be easily converted to Python (I love Python, for those who don't know that yet :mrgreen: ) with several regular expressions (the indentation is there, testing for bugs and hand-picking them won't be so hard with modern tools).

Hmmm, that got my interest. We could get rid of all art / sound import problems and the speed of development could be improved... The only problem are legal issues - I'm not sure what are the chances of surviving if the "mod" is non-profit and e.g. requires Fallout2.exe somewhere to run (we could call it "Megapatch" :mrgreen: ).
 
Karel said:
The only problem are legal issues - I'm not sure what are the chances of surviving if the "mod" is non-profit and e.g. requires Fallout2.exe somewhere to run (we could call it "Megapatch" :mrgreen: ).
You could work around copyright issues if you simply require that users copy critter.dat & master.dat into the right folder. This way it will still require that users have legal copies of Fallout 2 to run BGE.

On the other hand the IP issues are the real problem: I don't think you could label it as a mod if you make a Fallout-like game with a similar engine. But you could also say that Fallout: Online didn't receive a cease and desist letter despite the fact that they're basically creating a Fallout: Online game without having the license for it.
 
mvBarracuda said:
Karel said:
The only problem are legal issues - I'm not sure what are the chances of surviving if the "mod" is non-profit and e.g. requires Fallout2.exe somewhere to run (we could call it "Megapatch" :mrgreen: ).
You could work around copyright issues if you simply require that users copy critter.dat & master.dat into the right folder. This way it will still require that users have legal copies of Fallout 2 to run BGE.

On the other hand the IP issues are the real problem: I don't think you could label it as a mod if you make a Fallout-like game with a similar engine. But you could also say that Fallout: Online didn't receive a cease and desist letter despite the fact that they're basically creating a Fallout: Online game without having the license for it.

Well, it's a matter of how much you can replace and still call it a mod - I guess if you preserve copyright inside and make it look almost exactly the same and require whole Falout 2 installation, it should be OK... Time to start tinkering with FIFE :-)

EDIT: I'm never ever going to buy anything from ATI/AMD again.
 
Can you keep fife discussion in the fife thread please. This one is cluttered enough already...

And back on topic, 1.32 is out. There are two new script functions; add_fake_perk and add_fake_trait. They let you add new perks and traits. Enjoy. :)

Edit: And now 1.33, with another 14 script functions.
 
@Timeslip

I have a big problem with running the game with sfall v1.33b.
I have WinXP SP2 with DirectX Nov 2007.
I set [Graphics] mode to 4 (for dx9 fullscreen).

Here is a picture with the information:
RP_with_sfall_133b.jpg
 
Cubik2k said:
@Timeslip

I have a big problem with running the game with sfall v1.33b.
I have WinXP SP2 with DirectX Nov 2007.
I set [Graphics] mode to 4 (for dx9 fullscreen).
Do graphics modes 0 or 5 work, do earlier versions work?

If earlier versions work then I've broken something. Not sure what, because for fallout to display that error than sfall must be crashing in the middle of its init code, and I haven't changed that for ages.

If mode 0 works, check your graphics card/drivers and direct x installation. If mode 0 or any earlier versions also don't work, then check you're using the right fallout exe.
 
Earlier version (1.28c and 1.30) works well with any mode. I do not have other versions of sfall. Only last one 1.33b.

I reinstalled graphic drivers and DX9.0c (Nov 2007) and the 0 and 5 Mode doesn't work too. The same dialogue window appears.

The fallout2.exe is not changed and is from Killaps RPv1.2
 
Cubik2k said:
Earlier version (1.28c and 1.30) works well with any mode. I do not have other versions of sfall. Only last one 1.33b.

I reinstalled graphic drivers and DX9.0c (Nov 2007) and the 0 and 5 Mode doesn't work too. The same dialogue window appears.

The fallout2.exe is not changed and is from Killaps RPv1.2
Looks like something I've changed in sfall then. I can't get 1.33b to crash here though, no matter what settings I use...

Try disabling things in the ini until it starts working. (eax/input/script extender being the obvious ones, then work your way through the misc section.) Hopefully that'll tell me what the problem is. If it still doesn't work with everything disabled, I'll have to send you a debug version with some logging code.
 
These are settings from my ddraw.ini v1.33b and game is running OK, but changing graphics Mode to 4 or 5 crashes game with this Dialogue Window :
sfall_133b_Mode_4.jpg


Code:
[Sound]
EAX=0
DefaultEnvironment=0

[Speed]
Enable=0

[Graphics]
Mode=0

GraphicsWidth=640
GraphicsHeight=480

GlobalShaderMode=0

ScaleFilter=0

TextureFilter=0

OverrideConsole=0

[Input]
Enable=0

UseScrollWheel=0

ScrollMod=0

MouseSensitivity=100

MiddleMouse=0x30

BackgroundKeyboard=0
BackgroundMouse=0

SpeedModKey=0

SpeedToggleKey=0x00

SpeedKey0=0x52
SpeedKey1=0x4f
SpeedKey2=0x50
SpeedKey3=0x51
SpeedKey4=0x4b
SpeedKey5=0x4c
SpeedKey6=0x4d
SpeedKey7=0x00
SpeedKey8=0x00
SpeedKey9=0x00

GraphicsModKey=0

ToggleGlobalShader=0x52

CycleScaleFilter=0
ToggleScaleFilter=0
ToggleTextureFilter=0

[Misc]
TimeLimit=13

ScriptExtender=0

SharpshooterFix=1

PathfinderFix=1

WorldMapTimeMod=100

WorldMapFPS=0

ForceLowResolutionTimer=0

WorldMapEncounterFix=1
WorldMapEncounterRate=5

;WorldMapDelay=0

WorldMapSlots=0

WorldMapCitiesListFix=1

;StartingMap=

;VersionString=

;ConfigFile=

;PatchFile=

;MaleStartModel=hmwarr
;MaleDefaultModel=hmjmps
;FemaleStartModel=hfprim
;FemaleDefaultModel=hfjmps

Movie1=iplogo.mve
Movie2=intro.mve
Movie3=elder.mve
Movie4=vsuit.mve
Movie5=afailed.mve
Movie6=adestroy.mve
Movie7=car.mve
Movie8=cartucci.mve
Movie9=timeout.mve
Movie10=tanker.mve
Movie11=enclave.mve
Movie12=derrick.mve
Movie13=artimer1.mve
Movie14=artimer2.mve
Movie15=artimer3.mve
Movie16=artimer4.mve
Movie17=credits.mve

;StartYear=-1
;StartMonth=-1
;StartDay=-1

;LocalMapXLimit=480
;LocalMapYLimit=400

;PerksFile=Perks.ini

PipBoyAvailableAtGameStart=0

ExtraKillTypes=0

DamageFormula=0

DialogueFix=0

DisableHorrigan=0

NPCAutoLevel=0

StartXPos=-1
StartYPos=-1
ViewXPos=-1
ViewYPos=-1

CitiesLimitFix=1

SingleCore=0

OverrideArtCacheSize=0

GainStatPerkFix=0

BlackSkilldexFix=0

PrintToFileFix=0

SaveInCombatFix=0
 
Sorry for double post but I think this is most important information for Timeslip for fixing his sfall and I do not want he did not read about this.

@Timeslip

I tested sfall 1.33b again and changed only this two things in ddraw.ini from your archive fresh downloaded:

I discover, that if I set this things:

Code:
[Speed] 
[b]Enabled=0[/b] 
[Graphics] 
Mode=0

the game is running OK


but if I set

Code:
[Speed] 
Enabled=0 
[Graphics] 
[b]Mode=4 (or 5)[/b]

then the game crashes with error:
"An illegal instruction was executed at address 00bac885"


if set
Code:
[Speed] 
Enabled=1

then there is an error described in yesterday post (something with Win95, DX 3 etc).
 
Does it really work, if you write "Mode=4 (or 5)"? I mean the "(or 5)" after the 4.
 
Cubik2k said:
I discover, that if I set this things:

Code:
[Speed] 
[b]Enabled=0[/b] 
[Graphics] 
Mode=0

the game is running OK
None of the code related to that has changed since 1.10 or earlier. Are you really sure 1.30 was working with that turned on?

That dx3 error should really only be displayed if something in the fallout exe isn't where sfall expects it to be.

Cubik2k said:
but if I set

Code:
[Speed] 
Enabled=0 
[Graphics] 
[b]Mode=4 (or 5)[/b]

then the game crashes with error:
"An illegal instruction was executed at address 00bac885"
That sounds like a different problem entirely. Could be something related to the changes I made to try and speed up the resolution patch in DX9 mode... Are you using it, and what resolution are you running at? Also, what resolution are you trying to run sfall at? (I assume 640x480 still?)

Edit: And does it still crash if you use mode 5 with some weird resolution, like 641x481? Something that isn't a multiple of 8 wont trigger the new code.
 
Lexx said:
Does it really work, if you write "Mode=4 (or 5)"? I mean the "(or 5)" after the 4.

No Graphics Mode works, only 0 works but this is the same as you running FO2 without sfall.

Timeslip said:
I discover, that if I set this things:

Kod:
[Speed]
Enabled=0
[Graphics]
Mode=0


the game is running OK

None of the code related to that has changed since 1.10 or earlier. Are you really sure 1.30 was working with that turned on?

Yes I am sure, 1.30 works quite good with Speed Enabled=1 and Mode=4 and 5

I just used ddraw.ini from 1.33b with ddraw.ddl v1.30 with Mode=4 and Speed Enabled=1 and game is running very nice. No other options are touched, they are default as you did in 1.33b

Are you using it, and what resolution are you running at? Also, what resolution are you trying to run sfall at? (I assume 640x480 still?)

I do not use any resolution patch (do you mean Mash patch?) with sfall. Only Fallout 2 v1.02d US. And I do not make changes in other options in ddraw.ini, too.
 
OK, I think I found the problem. Are you using an oldish cpu by any chance? i.e. something earlier than a P4/Athlon 64, that doesn't support the sse2 instruction set.

It was something I did while trying to improve performance in dx9 mode; I turned on sse support in the compiler to see if it would generate different code for the screen copy, and forgot to turn it back off again. I've rebuilt it with sse support disabled, so it should work again now.
 
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