Fallout 2 mod FO2 Engine Tweaks (Sfall)

Wild_qwerty said:
Timeslip, do you think it would be possible to add new weapon types to fallout? Or even new attack modes?
I think I know enough about weapon types to make an attempt at it, at least. New attack modes are less likely. :P

In any case, I'd prefer to work on one thing at a time. I'm waiting until elevators are tested properly before starting on something new, or I wont know which part is causing problems if any pop up.

taag said:
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?
The rain mod isn't built into sfall, it's just a normal fallout mod that uses sfall script functions. Not really much there to open source. :P

But yes, quite a few people have submitted modifications to sfall. Check the credits in the readme.

taag said:
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?
Tell me about, not really. At least, not in the immediate future.

Night person was included in JOG's modified version of my extra traits mod. The link seems to be dead now though, and I don't have a copy. I can add it to the official version easily enough; what are the hour ranges for the bonus?
 
I'll post my test results for elevators today.

As for the Night Person info, check out this link http://fallout.wikia.com/wiki/Night_Person

Update: The maximum number of elevators should be 50 instead of 64 since that's mapper's limit.

I tested the elevators and the game crashes with black screen when you step on it. There's nothing worthy in the debug log except that this line appears when the crash occurs

cur_town == -1 / Generator_Fixed == 0

If you exit the game properly, that line isn't printed
 
@Timeslip
Wondering if you could lend some help with the critical hit equaling 0 problem when people use my Combat Overhaul Mod. I'm not good with analzing the engine code but if you could post something like what's found here:
http://www.nma-fallout.com/forum/viewtopic.php?t=10538#368889
for the portion of the code that calculates a critical hit then I might be able to fix the problem.

Thanks,
Glovz
 
First I haven't played F2 in a long long time and am pleasantly pleased to see dedicated people working on making it even better than before. (this is also my first post)

That said I have installed Fallout 2 plus the Fallout 2 Restoration Project Patch v1.2.
This comes with a much older version of Timeslip's ddraw.dll version 1.29.1.0 (according to the dll).

The old version of course doesn't have some of the nice movie fixes and small windows fixes.
I backed up the old ones and installed the new version 1.34.1.0 from your website.

I don't have the time looking through 30 something pages if this has already been reported but there are two bugs I found in the few minutes of using 1.34.1.0.

I also had to modify a few settings in the new ini to reflect the changes caused by the F2RP. That being the City limit and number.

1) The first is a minor bug. The movies have subtitles and the dx9 mode causes them to flicker for a split second and go away.
In regular mode they flicker on and then fade in. This has probably been there since the beginning of the mod. They normally are suppose to just fade in.

2) The second bug messes up the skill percentages. In 1.29.1.0 version of ddraw.dll, start a new character and set the perks to Gifted and Good Natured.
The skill percentages for Big Guns and Energy Weapons should go to Negative numbers.. I think -8%.

But in 1.34.1.0 these numbers go to 300% when these perks are set.. That is cheating.

EDIT: I also checked with the version on NMA (1.29.3.0) and it doesn't cause the 300% bug.

I hope this helps.
~PhoenixClaws~
 
phoenixclaws said:
1) The first is a minor bug. The movies have subtitles and the dx9 mode causes them to flicker for a split second and go away.
In regular mode they flicker on and then fade in. This has probably been there since the beginning of the mod. They normally are suppose to just fade in.
I knew about that one; the problem is that fallout expects to be able to write directly to the front buffer, which isn't possible in dx9. I don't think there's anything I could do to reliably fix it, short of guessing which surface locks are to draw the subtitles and which are to draw the movies.

phoenixclaws said:
2) The second bug messes up the skill percentages. In 1.29.1.0 version of ddraw.dll, start a new character and set the perks to Gifted and Good Natured.
The skill percentages for Big Guns and Energy Weapons should go to Negative numbers.. I think -8%.

But in 1.34.1.0 these numbers go to 300% when these perks are set.. That is cheating.
Didn't know about that one... Found the problem and fixed it. I'll be releasing a 1.34c as soon as I've played with elevators a bit more, and then the main target for 1.35 will be new weapon types/animations.
 
Timeslip said:
I knew about that one; the problem is that fallout expects to be able to write directly to the front buffer, which isn't possible in dx9. I don't think there's anything I could do to reliably fix it, short of guessing which surface locks are to draw the subtitles and which are to draw the movies.

Didn't know about that one... Found the problem and fixed it. I'll be releasing a 1.34c as soon as I've played with elevators a bit more, and then the main target for 1.35 will be new weapon types/animations.

Thanks for looking into them so quickly. I figured the first one was just something that would be more trouble than what it is worth. It's not a big deal.

Anyways, it is awesome that things are moving along nicely. :)
 
Timeslip said:
... and then the main target for 1.35 will be new weapon types/animations.

I have a few suggestions for other options in regards to this.

1) New weapon types

2) Enable the ability to throw all melee weapons, so you can 'throw' the sledge hammer for example, or stab someone with a bayonet or hit them with the rifle butt for example (without using ammo in the hand to hand attack).
 
1.34c is up. I made a stupid typo in 1.34b which pretty much broke all elevators everywhere. Additional elevators seem to be working properly now. The bug with negative skill percentages wrapping around is fixed too.

Some of the elevators have further hardcoded effects. I don't really want to touch them because I have no idea what they're doing, so anyone replacing elevators for use of different maps might want to avoid using slots 4, 5 and 11.
 
I have a small question again. Could it be possible to set a level cap? I would like to include in my mod a level cap to 21, like in Fallout 1.
 
Lexx said:
I have a small question again. Could it be possible to set a level cap? I would like to include in my mod a level cap to 21, like in Fallout 1.
Yup; I know where the level up code is, so that was easy enough to add. I've also added an option to set a complete custom xp table while I was at it. Both will be included in 1.35.
 
And 1.35 is up. You get 4 addition weapon animations to play with, (11-14, for n to q.) That's as many as I can fit in without stepping on the toes of r, which is already taken by the corpse frms. (Actually, I seem to remember n being taken by something or other too... Is using n for extra weapon anims going to break something?)

If anyone wants more than 4 extra animations, or if using n causes problems, I can modify it to use the numbers 0 to 9 instead which will give 10 additional animation types without stepping on anything else. I haven't tested npcs using the new animations yet, but it uses the same code as the player so it should hopefully work.

There's also the custom xp table/level cap thing, and I fixed an issue with extra perks being broken on win9x. It's possible there's more stuff that's broken on win9x, so if anyone sees something that works on xp but not 9x please let me know. :)
 
Great! Tested it and at the moment it should work. But I have a question to the xp table and the level cap. To activate the level cap, do I need to define the xp table for this? As example, for level one I need 50exp, for level two 100exp and for level three 200exp and because after the 200 there is nothing more, it is also the level cap? /Edit: Tested it, yes it works. :)

But I also found out something else. I made my own xp table and used the fallout 2 cheat book(item) to level up. When I then wanted to increase my skills, it says, that I have already maxed them out, but I didn't. Don't know, if this has something todo with sfall..
 
Lexx said:
But I also found out something else. I made my own xp table and used the fallout 2 cheat book(item) to level up. When I then wanted to increase my skills, it says, that I have already maxed them out, but I didn't. Don't know, if this has something todo with sfall..
Yet another stupid mistake by me... Should be fixed now.

It was a problem with the fix for negative skills wrapping around, rather than the xp table, so it effects 1.34c as well.
 
Timeslip said:
Is using n for extra weapon anims going to break something?)

NA = Target Aiming Grid

Its the called shot art,

Great work on this, I can hardly beleive that you've done it so quick.

*EDIT*
Is it possible to add more save game slots?
 
Ok, i'm gonna show myself up for the noob that i am and ask: how do i make use of Timeslips new animation codes? They don't appear in the Mapper .... do i have to hex edit the weapon proto or something?
 
Heya timeslip,

Stumbled on another bug. *chuckles*

Tested it against 1.29d and 1.35b.

Crash occurs in 1.35b but not in 1.29d.

What happens is when you try to put a Plant Spike (gotten shortly after fighting the plants in the garden) into either weapon slot it crashes Fallout2.exe with this message below:

untitled.png


~Phoenix Claws~
 
Wild_qwerty said:
NA = Target Aiming Grid

Its the called shot art,
So it is going to break something? Oh well, as long as no one uses 11 for the weapon code it wont hurt. Actually, that's a good point, I can add more weapon types, and let them use s-z, and just make a note that trying to use 11 or 15 will cause problems.

Wild_qwerty said:
Is it possible to add more save game slots?
Not really; I'd have to make changes to the interface. Just copy/paste save games that you're not going to be loading for a while.

Josan12 said:
Ok, i'm gonna show myself up for the noob that i am and ask: how do i make use of Timeslips new animation codes? They don't appear in the Mapper .... do i have to hex edit the weapon proto or something?
sfall doesn't effect the mapper, so obviously a bit of hex editing is going to be involved. :)

Edit the byte at 0x3c. Use 12/13/14 for o/p/q animation codes, and I'll make a 1.35c release that lets you use 16-23 too if needed.

phoenixclaws said:
What happens is when you try to put a Plant Spike (gotten shortly after fighting the plants in the garden) into either weapon slot it crashes Fallout2.exe with this message below:
Can't replicate. I can equip/throw/drop plant spikes fine here...

Have you changed anything in the default ini that fixes it if you change back?
 
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