For what somebody should need this?
Kanhef said:I figured out what the problem with the shiv is. The proto itself looks fine, it has the right object type and all. I tried moving the knife to the shiv's ID number, and it does the same thing! The player appears to be wielding it, but it can't be used and the damage/range don't show up in the inventory screen. After a bit of poking around, I found that this is hardcoded into the _item_get_type function. It checks if the item has ID 383 (i.e. the shiv) and immediately returns 5 [misc. item] instead of looking it up in the proto file. I think this test is at offset 0x67f25 in fallout2.exe, but I'm not great at reading x86 machine code.
static const DWORD wp_function_timer=0x4c9370;
static const DWORD wp_function_difference=0x4c93e0;
static const DWORD wp_function_event=0x4c8b78;
static void _declspec(naked) worldmap_patch() {
_asm {
push eax;
push ebx;
tck:
mov eax,ds:[0x50fb08];
call wp_function_difference;
cmp eax,0x42;
jl tck;
call wp_function_timer;
mov ds:[0x50fb08],eax;
pop ebx;
pop eax;
call wp_function_event;
retn;
}
}
int worldmappatch=GetPrivateProfileInt("Misc", "worldmappatch", -1, ini);
if(worldmappatch!=-1) {
SafeWrite32(0x004BFE5E, ((DWORD)&worldmap_patch) - 0x004BFE62);
}
I think the simplest way to do this is to change the number it tests for to something high enough (a million or so) that it will never be used. That way there's no need to change the jump instruction, or even figure out which way it branches.Glovz said:@Timeslip
Any chance in you looking into this:
Kanhef said:I figured out what the problem with the shiv is. ... hardcoded into the _item_get_type function. It checks if the item has ID 383 (i.e. the shiv) and immediately returns 5 [misc. item] instead of looking it up in the proto file. I think this test is at offset 0x67f25 in fallout2.exe, but I'm not great at reading x86 machine code.
No, that wont work correctly; image needs to be between 0 and 23. I only copy the list of exits, not the image list, so you specify one of the original elevators to copy, rather than picking the image frm's yourself. (Which is why there's no separate caption setting.)Jordan said:Elevators with the signatures do not work correctly.
Code:Image=143 - The main type of
Should be doable. What would a piece of fallout script to get a reload animation to play on a critter look like?Josan12 said:So to sum up - the intention is to get the game to play the weapon 'idle' animations when it plays the 'reload' sfx.
Done.Alchemist said:2Timeslip:
Please, replace the decompiler you have uploaded to you site with this one:
http://alchemistslab.fatal.ru/fallout/int2ssl-1.56.7z
Timeslip said:Should be doable. What would a piece of fallout script to get a reload animation to play on a critter look like?
reg_anim_clear(dude_obj);
reg_anim_begin();
reg_anim_animate (dude_obj, 00, -1);
reg_anim_end();
Yup, that was all I needed. Included in 1.43b.Josan12 said:Does this help?!?
It did indeed. Also included in 1.43b.Josan12 said:Would this help you figure out how to eliminate the stupid bug where corpses can block your line of fire?
I am experiencing problems with Fallout 1 right now. The wastelands look too deserted, even for a post-apocalyptic world. I have scouted around The Hub for two months and there were only 3 encounters. That's just way too low (I am afraid to imagine how long it will take to get one of the Special Encounters).About patch. Several members from TX forum and fallout.ru forum tested new patch and everything looks fine. I took code for this patch directly from Fallout 1 (there are no problems with trevels).
Stop spreading the panic. There is NO engine-level bug in Fallout 1. Therefore there is NO problems with encounter rates there. And that's why there is no option in the ini-file. It either some character stat of yours or the area specific table is causing this effect.I am experiencing problems with Fallout 1 right now. The wastelands look too deserted, even for a post-apocalyptic world.
Did you panic? Sorry, couldn't resist.Stop spreading the panic. There is NO engine-level bug in Fallout 1. Therefore there is NO problems with encounter rates there. And that's why there is no option in the ini-file. It's either your some character's stats or the area specific table is causing this effect.
I'm just tired of F2 fans who come to F1 and begin to complain about this "bug". You are neither first one nor last one.Did you panic?
It wasn't removed. Sfall for Fallout 1 never had this ability.hat's why I'd hate to see the ability to manually set encounter rates removed
Glad to hear that, actually. Hopefully, it will be modded someday.You are neither first one nor last one.
I know (well, now that you told me about it ). I just hope it's not going to be removed for fallout 2.It wasn't removed. Sfall for Fallout 1 never had this ability.