Fallout 2 mod FO2 Engine Tweaks (Sfall)

Discussion in 'Fallout General Modding' started by Dude101, Jul 30, 2007.

  1. Lexx

    Lexx Background Radiant
    Moderator Modder

    Apr 24, 2005
    For what somebody should need this?
     
  2. Alray

    Alray First time out of the vault

    50
    May 10, 2007
    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? :)
     
  3. Jordan

    Jordan It Wandered In From the Wastes

    106
    May 8, 2008
    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
     
  4. Glovz

    Glovz Vault Dweller
    Modder

    736
    Sep 16, 2005
    @Timeslip

    Any chance in you looking into this:

     
  5. Alray

    Alray First time out of the vault

    50
    May 10, 2007
    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).
     
  6. Lexx

    Lexx Background Radiant
    Moderator Modder

    Apr 24, 2005
    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. :)
     
  7. Mr.Wolna

    Mr.Wolna Vault Senior Citizen

    Nov 15, 2007
    yeah, really nice!

    good work.
     
  8. Alray

    Alray First time out of the vault

    50
    May 10, 2007
  9. Kanhef

    Kanhef Vault Dweller

    793
    Sep 2, 2007
    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.
     
  10. Alchemist

    Alchemist Nocturnal Mechanic Modder

    164
    Dec 26, 2004
    2Timeslip:
    Please, replace the decompiler you have uploaded to you site with this one:
    http://alchemistslab.fatal.ru/fallout/int2ssl-1.56.7z.
    You've published a development build with wrong version stamps and few bugs left. Remove it from public access ASAP to avoid confusion.
     
  11. Timeslip

    Timeslip Water Chip? Been There, Done That
    Modder

    921
    Aug 15, 2007
    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.

    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.

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

    Done.
     
  12. Josan12

    Josan12 Vault Senior Citizen

    Oct 15, 2007
    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?
     
  13. Timeslip

    Timeslip Water Chip? Been There, Done That
    Modder

    921
    Aug 15, 2007
    1.43b is up, same download link as 1.43a.

    Yup, that was all I needed. Included in 1.43b.

    It did indeed. Also included in 1.43b.
     
  14. Josan12

    Josan12 Vault Senior Citizen

    Oct 15, 2007
    *worships Timeslip* :D
     
  15. Nevill

    Nevill First time out of the vault

    85
    Mar 14, 2007
    worldmap patch

    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?
     
  16. Alchemist

    Alchemist Nocturnal Mechanic Modder

    164
    Dec 26, 2004
    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.
     
  17. Nevill

    Nevill First time out of the vault

    85
    Mar 14, 2007
    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.
     
  18. Alchemist

    Alchemist Nocturnal Mechanic Modder

    164
    Dec 26, 2004
    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.

    It wasn't removed. Sfall for Fallout 1 never had this ability.
     
  19. Josan12

    Josan12 Vault Senior Citizen

    Oct 15, 2007
    @ 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?
     
  20. Nevill

    Nevill First time out of the vault

    85
    Mar 14, 2007
    Glad to hear that, actually. Hopefully, it will be modded someday.

    I know (well, now that you told me about it :)). I just hope it's not going to be removed for fallout 2.