Fallout 2 mod FO2 Engine Tweaks (Sfall)

Besides my request for a solution for overwriting the rotate-button, I have a next request, that would totaly rock for me. :)

Could it be possible to add a second patch *.dat file? And a third or fourth and so on, all with higher importance?

Because: I want to make a patch for Shattered Destiny, but the only possibility to do this now is to create a new *.dat file with the hole mod and the included modified data. If I put the modified files in the /data/ folder, it will be ignored because the games uses my defined patch *.dat file (shattered.dat) of course, where the main mod files are in.

It would be good, if we could add more *.dat files like this:

mod-xy.dat - main file
mod-patch1.dat - a small patch for the main file
mod-patch2.dat - next patch
...

And so on. So I do not need to repack everything and it wouldn't needed to redownload the hole mod.
 
ahm whats about this small tool (sry forgot the name) mod changer or soomething like that. You can set multi dat files so far as i know.
 
Timeslip

Add in sfall ogg or wav(48000 and bit 32)

Mr.Wolna'

sry for OT, but why you will make that?
The ability to add an unlimited number of holodiskov

The ability to add an unlimited number of quests

Change View pip boy

And much more
 
Lexx

Because: I want to make a patch for Shattered Destiny, but the only possibility to do this now is to create a new *.dat file with the hole mod and the included modified data.

add in mod

folder files (update files)

1.bat

dat2 x -d temp shattered_ger.dat

xcopy /s /e files\*.* temp\

del shattered_ger.dat

cd temp

..\dat2 a -r ..\shattered_ger.dat *.*

cd

mod-xy.dat - main file
mod-patch1.dat - a small patch for the main file
mod-patch2.dat - next patch

+1
 
ah timeslip, i will make a shader, which tolls you have use for your work? or can you give me pplz any tipps?

edit:
and a request, Please add some extra stuff ti the global scriot, like if inventar is open or the option menu etc. Because with this you can edit existing fo windows, e.x. extra options for the resulation patch, and even for yor sfall direkt ingame and not throuth the ini.
 
Timeslip


add sfall

;old
disable=0

;new
disable=1

offset old | new
0xB0E76 64 | 00
0xB1411 E8 56 08 F7 FF| E9 00 00 00 00
0xB1442 E8 25 08 F7 FF | E9 00 00 00 00
0xB0F0B 85 C9 0F 84 0E FC FF FF| E9 11 FC FF FF 90 90 90
 
Mr.Wolna

what is it for jordaN?

;old
disable=0

;new
disable=1

offset old | new
0xB0E76 64 | 00
0xB1411 E8 56 08 F7 FF| E9 00 00 00 00
0xB1442 E8 25 08 F7 FF | E9 00 00 00 00
0xB0F0B 85 C9 0F 84 0E FC FF FF| E9 11 FC FF FF 90 90 90

This?

Я на русском напишу. Добро?

Я хочу сделать случайные встречи для мода. Вообще хорошо бы случайные встречи сделать через worldmap.txt, но это займет много времени, это я буду делать позже.

В ф1 случайные встречи сделаны через скрипты, поэтому нужно убрать окно случайных встреч, и что бы когда происходит встреча сразу грузилась карта, а скрипт карты будет создавать встречу.

Конечно это решение временное, пока не сделаю worldmap.txt
 
Timeslip: I appear to have found a bug with Sfall.

1) I created a new weapon with thrown secondary attack. When i tried to target an enemy with it it crashed immediately.
2) I tried it with a regular spear and it did the same.
3) Did a clean re-instal; and deleted all folders. started new game, spear thrown attack worked fine
4) Copied in 1.2 patch, worked fine
5) copied in Sfall files and it crashed when i tried to target with spear thrown attack.

Can anyone else confirm this bug>?

Also, does anyone know how to define what weapon skill a newly created weapon uses? (melee, energy weapons, etc)
In Cubik's editor and the mapper there doesn't seem to be an option... ?
 
When you edit a weapon in the official mapper, there is a "Flags-Ext" button. If you click on it, you can choose the fire modes (single, burst, etc.) and after that the programm asks if this is a big weapon or not. I think, if you use energy attacking modes, the engine knows from itself, that this is a energy weapon or when you choose the "fist-attack" then it is unarmed and so on.
 
I'm trying to start uni, so nothing new is going to get added to sfall for the next few weeks.

Josan12 said:
Timeslip: I appear to have found a bug with Sfall.
No problems throwing spears here. Are you using an old version?

Code:
v1.35d
>Fixed crash bug with throw weapons introduced in 1.33
 
Hmm maybe we should make a request list or similar for better overview? The last two or more pages are forgotten very fast.
 
Lexx said:
When you edit a weapon in the official mapper, there is a "Flags-Ext" button. If you click on it, you can choose the fire modes (single, burst, etc.) and after that the programm asks if this is a big weapon or not. I think, if you use energy attacking modes, the engine knows from itself, that this is a energy weapon or when you choose the "fist-attack" then it is unarmed and so on.

Hmmm. Yeah, that would be my guess also. But if you set a weapon to, say, primary burst and secondary single, how would the game know if it was a small gun or energy weapon?

I've created a new weapon that does a 'single' attack, range 1, with laser damage and no projectile graphic. I would guess the game may think because it's not a biggun and does laser damage it's an energy weapon, but it actually seems to hit 100% of the time, even though Narg has an energy weapon skill of 4%!?! I don't get it. Even stranger, if i go into targeted attack, it has 95% chance of hitting any body part except the torso, which it has 17% chance!? this makes no sense to me. Can anyone shed some light on this? Are there unwritten weapon rules set by the engine i'm breaking?
 
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