I've been reading the steam forums, and there's a few posts there I find interesting...
So apparently, sfall is included in the steam version of fallout 2, the high res patch doesn't work, and neither do some of the options in ddraw.ini. This is worrying; The version of the fallout2 exe that sfall works with is certainly one that the hi res patch works with; for sfall to be preincluded and semifunctional like that, it suggests that it's been modified. I know I (or presumably any of the others who've contributed to sfall,) haven't been asked for permission to include sfall in a commercial product, which is what this is apparently doing...
Anyone got a steam copy, and wouldn't mind poking at it a bit to find out what's going on? Failing that, I'll wait to see if there's any more interesting posts on the steam forums, and then drop steam an email.
I'm on holiday now, so no updates for a month or so, but I'll see what I can do when I get back.
Odd, I went to install sfall, and it seems that Steam already has it.
the high res patch does not work. just tried it.
Basic point of that thread was to change the first "Mode=" to "Mode-4", which unfortunately didn't change any of the color issues in the opening movie for me.
So apparently, sfall is included in the steam version of fallout 2, the high res patch doesn't work, and neither do some of the options in ddraw.ini. This is worrying; The version of the fallout2 exe that sfall works with is certainly one that the hi res patch works with; for sfall to be preincluded and semifunctional like that, it suggests that it's been modified. I know I (or presumably any of the others who've contributed to sfall,) haven't been asked for permission to include sfall in a commercial product, which is what this is apparently doing...
Anyone got a steam copy, and wouldn't mind poking at it a bit to find out what's going on? Failing that, I'll wait to see if there's any more interesting posts on the steam forums, and then drop steam an email.
the (critter != dude_obj) is sufficient to exclude the player. If he's still getting a perk, then I'd guess that either there's a problem in your script that lets it reach that line without passing the check, or there's a bug in the script functions that add perks.Nirran said:this is the check for it to not be dude_obj
They can be made at any point inside fallouts code where I can inject a jump without breaking anything, rather than being related to existing script procedures. The only limit is that I have to know where the related bit of code is in fallout2.exe, and to have relevant values passed to get_sfall_arg I need to understand what it's doing.MIB88 said:Alright, Timeslip, here's a request for you:
I'm on holiday now, so no updates for a month or so, but I'll see what I can do when I get back.