Timeslip said:It's a moot point anyway. I got bored and stopped working on that ages ago, just like I said I would.
Well, I volunteer as long as somebody else does the scripting engine part 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).mvBarracuda said:It's not too late Somebody could still create a Fallout-like engine based on FIFE. Any volunteers?
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.Karel said:Well, I volunteer as long as somebody else does the scripting engine part 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).
mvBarracuda said: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.Karel said:Well, I volunteer as long as somebody else does the scripting engine part 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).
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.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" ).
mvBarracuda said: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.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" ).
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.
Do graphics modes 0 or 5 work, do earlier versions work?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).
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...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
[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
[Speed]
[b]Enabled=0[/b]
[Graphics]
Mode=0
[Speed]
Enabled=0
[Graphics]
[b]Mode=4 (or 5)[/b]
[Speed]
Enabled=1
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?Cubik2k said:I discover, that if I set this things:
Code:[Speed] [b]Enabled=0[/b] [Graphics] Mode=0
the game is running OK
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?)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"
Lexx said:Does it really work, if you write "Mode=4 (or 5)"? I mean the "(or 5)" after the 4.
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?
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?)