Fallout 2 mod FO2 Engine Tweaks (Sfall)

While we are at it, selling the beta version of Fallout 2 as a finished game in 1998 was kinda low too.
 
Lexx said:
Or it was a accident and the readme file shouldn't be in it OR they have been too lazy to write something own.
Nah, it's purely amateur work. They simply took the files, I'm sure they even didn't bother to read the readme and started to selling it with game.

Any other, "normal" company would simply ask authors, maybe offer some support. But as we all know Interplay isn't a "normal" company, and never was (ok, maybe long, long, long time ago was).

Sorrow said:
While we are at it, selling the beta version of Fallout 2 as a finished game in 1998 was kinda low too.
That's actually a standard for many publishers/developers/whatever.
 
Continuum said:
Sorrow said:
While we are at it, selling the beta version of Fallout 2 as a finished game in 1998 was kinda low too.
That's actually a standard for many publishers/developers/whatever.
Too bad that the Fallout 2 box doesn't carry any warning about that "standard".
 
the new compiler sometimes does not read the procedures,i decompiled some and they only have the variables,nothing else

edit : it happens when the compiler doesnt like the macro's included,took the macros out and put the code in dirrectly and it worked
 
Nirran said:
the new compiler sometimes does not read the procedures,i decompiled some and they only have the variables,nothing else

edit : it happens when the compiler doesnt like the macro's included,took the macros out and put the code in dirrectly and it worked
The compiler relies on an external preprocessor, so whether or not you use macros there will be no difference in what code it sees. The macro's can't have been expanding into exactly the same code as what you put in manually.

If you edit p.bat to remove the step that deletes the temp file, you can open it up and see what the code looks like once all the macros have been expanded but before sslc sees it.
 
the only thing i did to the macro's was delete "\" on each line,i tested variable and define name lengths and it does the same thing regardless,checked the code in temp and it has no code at all,btw whats the best pre-proccessor?
 
Nirran said:
the only thing i did to the macro's was delete "\" on each line
Ah, I think I see your problem. :P

Those slashes tell the preprocessor that it's a multiline macro and to continue reading the next line. You've effectively redefined all your macros to be blank. Don't change things like that if you don't understand what you're changing...

As to the 'best' preprocessor, it doesn't really matter. Everything's pretty standardised these days, at least with the basic directives used in fallout scripts like #define and #include. I use visual studios preprocessor personally, since it was what I already had installed.
 
i ment that i deleted those \ when i put the code dirrectly into the script,not that i deleted them from my macro,my include file still has them

is that one free?

edit : anyway,it is the pre proccessor and not the compiler,thnx for your help timeslip,Awesome Mod you wrote
 
Nirran said:
i ment that i deleted those \ when i put the code dirrectly into the script,not that i deleted them from my macro,my include file still has them
Ah, ok, that's better. Still not quite identical though; you need to delete the line break too. The preprocessor should stick the whole macro on one line.

Nirran said:
is that one free?
Yup, download the vs c++ express edition.
 
Hi Timeslip,:)
There seems to be a problem with the path you use for saving the sfall "sfallgv.sav" etc. It gets changed if you load a patch dat causing the file not to be created. Unless its just me. :?
 
Timeslip said:
Nirran said:
i ment that i deleted those \ when i put the code dirrectly into the script,not that i deleted them from my macro,my include file still has them
Ah, ok, that's better. Still not quite identical though; you need to delete the line break too. The preprocessor should stick the whole macro on one line.

Nirran said:
is that one free?
Yup, download the vs c++ express edition.

thnx
 
Timeslip

worldmap.txt

type_00=ratio:25%, pid:16777479, Item:268(wielded), Item:(0-30)41, Script:771, If (Global(0) > 50)


Is it possible to add SetGlobal?

Sample

type_00=ratio:25%, pid:16777479, Item:268(wielded), Item:(0-30)41, Script:771, SetGlobal(0, 15)
 
is it possible to grab the weapon used for this hook script?

Code:
hs_combatdamage.int

Runs whenever the target takes damage in combat. Does not run for misses, or on extra targets when bursting.

Critter arg1 - The target
Critter arg2 - The attacker
int     arg3 - The amount of damage to the target
int     arg4 - The amount of damage to the attacker
int     arg5 - The special effect flags for the target
int     arg6 - The special effect flags for the attacker

int     ret1 - The damage to the target
int     ret1 - The damage to the attacker
int     ret1 - The special effect flags for the target
int     ret1 - The special effect flags for the attacker

awesome Mod Timeslip !
 
Hi Timeslip,
Just letting you know that I sent you a PM. It's regarding an appearance changing mod I've been working on for Josan & x'il's "long haired dude" which I was hoping to get added to sfall.
If you could take a look and let me know what you think that would be great. If you want me to change anything or you think it needs more work let me know. I'd be glad to hear your opinion either way.
Thanks
 
@Timeslip
Have you given up on the tile size problem and/or the level cap problem?

You have mentioned a few pages back that you were investigating on both these fronts.
 
Have you given up on the tile size problem and/or the level cap problem?

Ditto. The tile size problem is an absolute git in terms of modding. Surely the parameters for the tile sizes should be set somewhere and can be changed?
 
Tilesize + optional "light over flat scenery" option. That's what the world needs to have. :>
 
Back from holiday. Time to get back to work. :)

Firstly 1.48a is up. Nothing much new, just some quick changes in response to the steam thing, and a fix for that rather huge bug that mash pointed out. I'll try and get something a bit more substantial done this week.

Code:
>Altered numbering scheme to avoid bug in unicode version of windows
>sfall now displays its version number on the title menu
>display an appropriate message and quit when used with steam
>fixed very nasty bug when saving with a patch file loaded
>added new script functions to get the current sfall version
The new numbering thing is just that I'm starting from .1 each time instead of .0, and tacking an a on the end, since that seems enough to fix the explorer.exe lockups.

@Mash
Got your pm's, will include it in the next release. :clap:

@Glovz
level cap as in npcs? I think any extra levels could be scripted, trying to change it in the engine caused to much breakage. I still haven't come across any tile stuff.

@Jordan
Why use setglobal there? What would you want it to do, set the global when you have that encounter? Couldn't you do it in the map script? You'd want it set even if you used outdoorsman to avoid the encounter?

@Nirran
Possibly. I don't know where the weapon pointer is at the point that hook runs. Probably on the stack somewhere.
 
Can you look at the issue with set_script I PMed you about? Don't mean to be irritating, but this was more than a month ago and I'm itching to add the decomposition-preventing code to my addon, but it will not work because of the issue.
 
Larger tile before left click (isn't placed on the map):

tilebefore.gif


Larger tile after left click (is placed on the map):

tileafter.gif


Roof tile after left click (is placed on the map):

roofafter.gif


Larger tile surrounded by default ones:

scr00000.gif




Fact: there's a difference in "behavior" between roof and ground tiles. Roof is getting a typical too large bitmap syndrome (similar to wall/scenery) and after left click roof tile will "jump" to the bottom. While in case of ground tiles everything above that black thing is simply cutted. After left click there's no sudden "jump" :o

Also, Mapper will crash when larger tiles are on the map, you're in in-game mode (F8), and you'll press "D" (night). Maybe it's somehow related to highlight "feature"?

Tough problem!


------------------------EDIT

This "jump" is related to Frames Offset. Change from default 0,0. and ground tile will start "jumping" too. But it's looking different in both cases (roof and ground tile).
 
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