brother_soifran
Look, Ma! Two Heads!
Timeslip said:No.brother_soifran said:Edit:
Timeslip said:No.brother_soifran said:Edit:
Timeslip said: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.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...
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.
Timeslip said:
Thanks for searching this TimeslipTimeslip said:when I was looking for the tile size limits
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.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
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.Timeslip said:The issue with npc stats resetting may be related.
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.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.
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
Umm, I think we all know already... I posted about it over a week ago. Go back a page or two.phoenixclaws said:Sfall was updated recently...
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.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?
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.Josan12 said:*snip*