Fallout 2 mod FO2 Engine Tweaks (Sfall)

Realy? I don't know :) With this I wrote simple client-server for Fallout (without combat, just moving and so on). In that times sfall didn't exist yet. Today I found this offset on my computer... Maybe someone need it, who knows? :)
 
Timeslip

KLIMaka corrected the error with the imported procedures with arguments.

http://teamx.ru/smf/index.php?topic=398.0

You can make these corrections in sfall?

Исправление проблем с временным стеком
5В75А : 89 АС 24 28 01 00 00 -> 89 60 1С 90 90 90 90

Отключение предупреждений
5DFF1 : 74 -> EB
5E1C4 : 74 -> EB

предотвращение слета при повторном экспорте
319СС : 01 -> 00
 
@Timeslip

Any chance in you looking into 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.
 
Hi, Timeslip.

I think i finally made normal worldmap patch. I already tired write this work, but one man from TX forum sponsored this work and I couldn't say "No" :D

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).

First of all you shoud delete any worldmappatch code from sfall
(WorldMapEncounterFix
WorldMapEncounterRate
WorldMapFPS
and maybe ForceLowResolutionTimer)

then

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);
	}

It seem work fine. Moving and special encounters work well. New patch independent from CPU or something else. It must work fine at all computers (one core or several).
 
Very good work! Hope to see it soon in sfall. it is always a pain in the arse if you make a new worldmap and don't know how fast other players will move over it. :)
 
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.
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.
 
Seems I'm getting a bit behind here... I've added in all the bits of code people have posted, but I haven't done any testing beyond making sure fallout still starts up, so I'm not replacing 1.42 with it yet. In the meantime, 1.43 can be downloaded from here. (And source from here.) I've also added an option to display karma changes to the notification window.

Jordan said:
Elevators with the signatures do not work correctly.

Code:
Image=143 - The main type of
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.)

I'll try and change it to copy the image list too, since that would let you create custom combinations of background images and captions.

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.
Should be doable. What would a piece of fallout script to get a reload animation to play on a critter look like?

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
Done.
 
Timeslip said:
Should be doable. What would a piece of fallout script to get a reload animation to play on a critter look like?

Errrm ... you're probably asking the wrong noob.

To play an animation, you just write:

Code:
reg_anim_clear(dude_obj);
   reg_anim_begin();
   reg_anim_animate (dude_obj, 00, -1);
   reg_anim_end();

00 is the 'idle' animation. So the above will just play
the idle animation.

Does this help?!? :oops:

Also - did you see this thread, Timeslip?:

http://www.nma-fallout.com/forum/viewtopic.php?t=49946

Would this help you figure out how to eliminate the stupid bug where corpses can block your line of fire?
 
1.43b is up, same download link as 1.43a.

Josan12 said:
Does this help?!?
Yup, that was all I needed. 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?
It did indeed. Also included in 1.43b.
 
worldmap patch

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).
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).

I like "WorldMapEncounterRate" feature of sfall and, if I may, I would suggest leaving that piece of code intact.

In fact, I was so impressed by the said feature that I came here to ask if something like that could be added for Fallout 1. :)

P.S. Never mind, just noticed that the latest version already allows that. Thank you for your awesome work! :)

P.P.S. Strange. The readme lists:
">Added an option to modify the encounter rate"
but I can't find the corresponding lines in ddraw.ini
Any ideas how I can modify it?
 
I am experiencing problems with Fallout 1 right now. The wastelands look too deserted, even for a post-apocalyptic world.
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.
 
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.
Did you panic? :mrgreen: Sorry, couldn't resist.

Anyway, I find the encouner rates in Fallout 1 terribly low, compared to what I used to get in Fallout 2. Blame killap's patch, didn't ever want to start the game without one. :)

And that's why I'd hate to see the ability to manually set encounter rates removed. But that's up to Timeslip, I guess.
 
Did you panic?
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.

hat's why I'd hate to see the ability to manually set encounter rates removed
It wasn't removed. Sfall for Fallout 1 never had this ability.
 
@ Timeslip: I can't seem to get a newer version of sfall than 1.42 from your website. Did you pull 1.43? or am i missing something?
 
You are neither first one nor last one.
Glad to hear that, actually. Hopefully, it will be modded someday.

It wasn't removed. Sfall for Fallout 1 never had this ability.
I know (well, now that you told me about it :)). I just hope it's not going to be removed for fallout 2.
 
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