Fallout 2 mod FO2 Engine Tweaks (Sfall)

Timeslip said:
brother_soifran said:
But the result is strange.
My mouse moves slowly, the game works, but there is no smoothing of the graphics...
Just a slower game...
Are you using the high res patch? I would recommend against combining very high resolutions with sfall's dx9 mode, or you'll have time to go cook yourself a burger between each frame.

No just time to open a beer, not to drink it.
And no, I don't use yet the HR patch.
You talk about the mash one?

Timeslip said:
As to why the shader isn't working, if you're using an upscaling shader, (I assume that's why you're expecting it to be smoothed?) then sfall's resolution needs to be at least 2x fallout's internal resolution, whether that's the default 640x480, or anything else you've set with the res patch. I'd suggest replacing the shader with something that just paints the whole screen red first, to check that it's working.

heu... :oops: :shock:
:mrgreen:

Timeslip said:

Lol ok ;)
 
@Timeslip but it will be worth to do that! hm we will see, what mabe you can find out about it. When you know somethin nice sty me/us tunned ;)

anywhere the new scrit is just beatiful. and make always my dream came too.
 
question is it possible to fix the bug that causes party members with more then 5 stages to not level past stage five?i know the pro files will have to be packed in master.dat or even better stop the game from copying the party pro files into the data folder(heh)would be awesome,if not no sweat,awesome mod timeslip
 
Nirran said:
question is it possible to fix the bug that causes party members with more then 5 stages to not level past stage five?i know the pro files will have to be packed in master.dat or even better stop the game from copying the party pro files into the data folder(heh)would be awesome,if not no sweat,awesome mod timeslip
That's not a bug, it's a deliberate cap. Actually, I've already been able to remove it and shuffle the messages around a bit to make the leveling up part work, but then once an npc did hit level 6 things went... weird. As far as I can tell, it didn't load the level 6 proto correctly, and I never managed to find out why. The issue with npc stats resetting may be related.
 
Timeslip said:
The issue with npc stats resetting may be related.
I believe it was recently determined that NPC stat resetting (like with Cassidy) was the result of a bug with his base proto (it used the wrong script). It was also brought to attention that having a base proto for an NPC in the protos directory causes the NPC to lose levels/reset when saving/loading a game. I have overcome these issues by modifying the main dat files to include the updated/new NPC protos. Doing so fixes the issues I just mentioned. At this time, this seems to be the only working fix.
 
killap said:
It was also brought to attention that having a base proto for an NPC in the protos directory causes the NPC to lose levels/reset when saving/loading a game.
Yeah, that's the issue I was talking about. There's no reason for that to happen that I could see either, it's just another random problem with reading party member protos. I suspect that if I could fix that, I might be able to get the level 6's back. :?
 
Sfall was updated recently...

Changelog:
Code:
v1.44b
>Added an option to setup a key to toggle highlighting of items on the ground
>Fixed issue with death anim hook scripts crashing on some npcs
>Fixed fake traits/perks not being removed if picked and then canceled

v1.44
>Added two new hook scripts to allow scripting of death animations
 
Hi, Timeslip

I make a new damage formula and I will do some tweak on perks and traits, is it possible for you to add them to your next version of sfall when they are finished. I would like to use your traits "jack of all trades" and "diligent learner" to replace two chem related traits, also, I try to change the skilled trait and found it is hooked by sfall (LevelUpHook function), I may load differrent version depend on the settings the ddraw.ini, is it OK with you?
 
Made another very little update; only one change, to let you swap the left and right mouse buttons around for any left handed players amoung us.

crazycc said:
I make a new damage formula and I will do some tweak on perks and traits, is it possible for you to add them to your next version of sfall when they are finished. I would like to use your traits "jack of all trades" and "diligent learner" to replace two chem related traits, also, I try to change the skilled trait and found it is hooked by sfall (LevelUpHook function), I may load differrent version depend on the settings the ddraw.ini, is it OK with you?
If you've got any patches you want me to include, feel free to send them over. For the most part though I think it's better to add new traits than try and overwrite any old ones that have hardcoded effects.
 
hello,
May someone can explain me where put the files in the int2ssl.zip and sslc.zip please?
I think it's in FSE, but where exactly please?
Thanks

Brother Soifran
 
brother_soifran

To compile the scripts do not necessarily use the FSE.

Unpack the archive with the program in any folder.
In the same folder, create a file 1.bat
And write it so
sslc.exe name.ssl

In the same folder, create a file 2.bat
And write it so
int2ssl.exe name.int

To compile run 1.bat, to decompile 2.bat.

For convenience, create a bin folder and copy the program there.
And correct bat files
bin\sslc.exe name.ssl
bin\int2ssl.exe name.int

To ensure that each case would not write the file name.

Create a file P.bat
@echo off
rem @bin\cpp.exe %1.ssl -w -Iinclude %1.i
@bin\sslc.exe %1.i
rem @move %1.int ..\data\scripts\
@del %1.i

Create a file Compile.bat
@echo off
@for %%f in (*.ssl) do P %%~nf

To compile, run Compile.bat
 
Hey Timeslip - what do you think about the possibility of an sfall function where you can set party members to 'mimic' you weapon holstered/drawn status? Several folks here on NMA have mentioned it can be a bit tedious to tell all your party members to holster weapons in places like NCR, so it occured to me it might be cool if they would simply 'copy' the player - when s/he holsters, they follow suit. And when s/he draws, they do the same.

Of course, there is one key problem - unarmed players may never draw a weapon, so neither would their followers!! Would it therefore also be possible to be able to turn it on/off in-game??
 
I think, this could be done via script. It is possible to add new hotkeys, so IMO it should be possible to press a hotkey that tells a global script to "talk" to your party npcs and tell them they have to put away their weapons. It would be just a different way than activating this via a dialog node.

Still, not so easy work, I think.
 
Josan12 said:
No need to mimic anything. Simple check if the item in the current player's slot is weapon or not is possible even with the old scripting system.

The idea is excellent, if I may add, and shouldn't be hard to script. Too bad I have no time to help you with it now, not to mention that I should renew my scripting knowledge before starting something like that...
 
You mean as alternative idea? "IF player has NOT weapon in hands THEN put away your fucking weapon too"? Sounds most easy.
 
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