Fallout 2 mod FO2 Engine Tweaks (Sfall)

Yes, I use Athlon XP+ Barton 2,5GHz

Nice you found the problem with sfall, good there is new fixed one to download :)
Thanks a lot Timeslip and keep up the work!
 
I'm on 1.33c and all of my scripts stopped working in the game. They work fine in the mapper.
 
taag said:
I'm on 1.33c and all of my scripts stopped working in the game. They work fine in the mapper.
I haven't come across any problems with non working scripts... Obvious question; do they work if you remove sfall? If they do, do they still work if you put sfall back but turn the ScriptExtender option off? (Or, if you have it off already, do they work if you switch it back on.)
 
@Timeslip

1.33c works very well on my FO2!
Thank you very much you fixed the tool, its very usefull if wants to play FO2 in WinXP!
 
I have question about windowed mode, is it possible to change window properties, so I could move window. Right now window start in upper left part of screen. I would like to move window to center of my desktop. If making window movable is not possible then maybe you can add some variables to ddraw.ini like - window_start_x_pos, window_start_y_pos.
 
Timeslip said:
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.

I'm having the same problem as the other poster but I have a C2D chip so SSE instructions shouldn't be a problem. I'm trying to run FO1 with your mod in Vista 32. I've disabled everything in the ini with no change.

Is there something I'm missing?
 
Horn said:
I'm having the same problem as the other poster but I have a C2D chip so SSE instructions shouldn't be a problem. I'm trying to run FO1 with your mod in Vista 32. I've disabled everything in the ini with no change.

Is there something I'm missing?
It's not the same problem, that dx 3 required message is just the generic error you get when something goes wrong when sfall tries to start up.

Silly question, but have you made sure you're using the fallout 1 version and not the fallout 2 version? Also make sure you're using the correct fallout exe. (You need the us version of 1.02, iirc.)

Edit: Also make sure fallout is set to run as admin, or preferably disable UAC.
 
Timeslip said:
It's not the same problem, that dx 3 required message is just the generic error you get when something goes wrong when sfall tries to start up.

Silly question, but have you made sure you're using the fallout 1 version and not the fallout 2 version? Also make sure you're using the correct fallout exe. (You need the us version of 1.02, iirc.)

Edit: Also make sure fallout is set to run as admin, or preferably disable UAC.

I am using Fallout 1 (100% certain on this). I can get the game to start without your modified dll and in the lower right hand corner it says version 1.20. I've also tried running as admin and with all different levels of application compatibility.

I believe the game is patched to the latest BUT I am running a version purchased from good old games (gog.com). They say other mods work with this version so I don't think this is the problem.

Edit: I can confirm that it does with the gog version of fallout 1 as someone else has tried it and gotten it to work. So it seems like the problem is something odd on my end.
 
1.34 is out. There's an option for moving the window around in windowed mode. Strictly speaking the window was draggable already, but direct input tended to eat the mouse cursor if you tried to drag it normally, and fallout hides the context menu if you right click the task bar...

There's also (highly) experimental support for adding new elevators, up to a maximum of 64. Create a new ini file, change the ElevatorsFile line in ddraw.ini to point at it, and for each new elevator add a section like:

Code:
[24]
Image=5
ID1=0
Elevation1=0
Tile1=0
ID2=10
Elevation2=1
Tile2=1000
The number in square brackets is the id of the elevator, (you can use numbers below 24 to modify existing elevators, or above 24 to add new ones) ID is the map id of the map to teleport to, elevation and tile are self explanatory, image is a number between 0 and 23 that corresponds to one of the original elevators whose frm you want to use. (You can't add new images for the extra elevators, sorry.) The number of id/elevation/tile entries should match the number of buttons on the image, to a maximum of 4.

Edit: Found something else I need to change to get the extra elevators to work properly. Will be fixed tomorrow, but modifing existing elevators should still work.

Horn said:
I am using Fallout 1 (100% certain on this).
I meant are you using the fallout 1 version of sfall, rather than fallout 1 itself. :)

I believe the game is patched to the latest BUT I am running a version purchased from good old games (gog.com). They say other mods work with this version so I don't think this is the problem.
I was half expecting them to include sfall with it tbh, because it's the only reliable fix for the blackout problem that I know of. Do you get blackouts without sfall then?
 
Timeslip said:
I meant are you using the fallout 1 version of sfall, rather than fallout 1 itself. :)

I'm using this one which I believe is Fallout 1. Is the link in the first post a newer version?


I was half expecting them to include sfall with it tbh, because it's the only reliable fix for the blackout problem that I know of. Do you get blackouts without sfall then?

I haven't played far enough into it yet to answer this.

Thanks for the help! I certainly appreciate it.
 
Horn said:
I'm using this one which I believe is Fallout 1.
yup, that's the right one. No idea why it's not working then. You can try the windows 9x version, but that that'll involve some editing of the exe.

Might be worth asking whoever it was that got it to work with the gog edition if anything special was required.
 
Well, I got it working in a rather unusual way - I was installing the unofficial patch to see if that would affect anything so I made a backup of the falloutw.exe in the fallout directory. I tried running this new exe and it worked fine. If I rename the file back to falloutw.exe, it crashes again.
 
1.34b is up. Hopefully adding new elevators should work now.

Horn said:
Well, I got it working in a rather unusual way - I was installing the unofficial patch to see if that would affect anything so I made a backup of the falloutw.exe in the fallout directory. I tried running this new exe and it worked fine. If I rename the file back to falloutw.exe, it crashes again.
So simply renaming falloutw.exe and running the renamed file was enough to get it working? That's odd... Oh well, as long as it's working I don't suppose it matters.
 
Hey Timeslip: any plans to move the weather mod a bit further along? New weather SFX would be SO awesome! Plus some dynamic darkening using your shaders when it rains / storms etc ....

Pweeeeeeeze! :))
 
Josan12 said:
Hey Timeslip: any plans to move the weather mod a bit further along? New weather SFX would be SO awesome! Plus some dynamic darkening using your shaders when it rains / storms etc ....
nope, but if anyone else wants to feef it and finish it then feel free. (I only wrote the rain shader for someone who asked for it. I never intended to make a whole mod in the first place.)
 
Timeslip, do you think it would be possible to add new weapon types to fallout? Or even new attack modes?
 
Timeslip said:
nope, but if anyone else wants to feef it and finish it then feel free. (I only wrote the rain shader for someone who asked for it. I never intended to make a whole mod in the first place.)

Yeah, someone should help you. It's unrealistic to expect everything to be done just by you. You have open sourced it, so was there any success with that?

P.S. I'm a programmer also but I'm more familiar with Java and Databases. It has been years since I worked in something else.

P.P.S. I have some requests: is it possible to re-enable or implement again the "Tell me about" feature from Fallout 1? And is there a way to get back the Night Person trait?
 
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