Fallout 2 mod FO2 Engine Tweaks (Sfall)

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

  1. Timeslip

    Timeslip Water Chip? Been There, Done That
    Modder

    921
    Aug 15, 2007
    Sorry, you managed to send it the day after I said I was going on hiatus. :P

    I'll include it the next time I make a release. I still need to fix up the multiplayer at some point, so I'm not going to abandon it forever.
     
  2. JaW

    JaW It Wandered In From the Wastes

    185
    Oct 1, 2006
    HI Timeslip,

    from the version v1.48a you added a feature to display sfall version on the title menu. It is messed up in higher resolutions. Please see menu screen with resolution 1280x720.
    http://img694.imageshack.us/img694/1226/1280x720.png
    Can you move it to right top corner (it should work fine) or add some option to ini file to switch it off?
     
  3. Nirran

    Nirran Vault Senior Citizen
    Modder

    Apr 15, 2007
    the massive damage bug i encountered in my damage formula mod is still causing outlandish numbers,tho ive only seen it happen with party memebers(sulik with an aimed shot),i know your not working on sfall right now ,thought id let you know anyway

    Nirran
     
  4. Timeslip

    Timeslip Water Chip? Been There, Done That
    Modder

    921
    Aug 15, 2007
    Well that's a quick enough fix that I suppose I can waste 10 mins on it. 2.0c is up.

    I've also included mash's latest code for the hero apperence mod, (image file naming requirements have changed, so the non-sfall half of the mod needs to be updated at the same time if you're using it,) and you can now modify traits via perks.ini in the same way as perks. (use '[t<trait id>]' as the section name instead of just '[<perk id>]') In fact, there's one thing you can do with traits that you can't do with perks; add the line NoHardcode=1 to remove the hardcoded effects of the trait. (whereas with perks you can just use fake perks to overcome the 119 limit, traits are selected at character creation, so you need to remove the hardcoded effects to keep the selection screen clean.)
     
  5. JaW

    JaW It Wandered In From the Wastes

    185
    Oct 1, 2006
    Lovely job! Thanks a lot, Timeslip :clap:
     
  6. Mash

    Mash Vault Engineer Modder

    369
    May 3, 2008
    Thanks Timeslip :)
    Hope your having fun on your hiatus.

    Just a bit of info for appearance mod users. All new appearance frm's require an underscore character be placed in front of their file names eg "HMWARRAA.FRM" becomes "_HMWARRAA.FRM" etc. This was done to separate them from NPC's who share the same art. Josan and x'il will probably be re-releasing the "long hair dude" mod soon enough to take this in account.
     
  7. Timeslip

    Timeslip Water Chip? Been There, Done That
    Modder

    921
    Aug 15, 2007
    I've just read the shattered destiny 2 thread, and I have a vague suspicion that sfall's trait modification code is going to stomp all over theirs, so I've made a quick 2.0d update that disables it all if the PerksFile line in ddraw.ini isn't set.
     
  8. Lexx

    Lexx Background Radiant
    Moderator Modder

    Apr 24, 2005
    We hacked the fallout2.exe to get the new traits work. Changed stuff here and there, etc. Dunno how big the influence would be. Didn't tested the new sfall version yet.

    Btw. there seems to be some other bug with Start Pos and View Pos. If i type in the coords (in pixel) for the new location, the game crashs. So I assumed that it doesn't use the coords like in the Fallout2.exe, but the zone coords (5x6 or whatever). But if I try this, there is no change ingame. It just doesn't work. Am I the only one who got this?

    If I change the coords directly in the fallout2.exe, everything works. But I would more like to do this with sfall.
     
  9. Timeslip

    Timeslip Water Chip? Been There, Done That
    Modder

    921
    Aug 15, 2007
    I was guessing that to remove the effects of the gifted perk you'd have had to modify trait_adjust_skill and trait_adjust_stat, but sfall was stomping on both functions.

    I've just tested it, (the inputs are pixels,) and it seems to be working fine. I can see a problem in that the tile that arryo is sitting on is still explored even if the player starts the other side of the map, but I assume that will clear up if you change the starting map to match the new x/y starting coords. I'm certainly not getting any crashing.

    It could be a bad interaction with another sfall option, but I can't think of anything that makes changes to that piece of code...
     
  10. Alray

    Alray First time out of the vault

    50
    May 10, 2007
    Hi, Timeslip. I wrote some new stuff for fallout 2 engine. In original Fallout there is limit for amount of quests, that show in pipboy. I wrote code wich create 2 new buttons and made scroll for quests for locations. This introduction is quite useful for modders who write global mods with a lot of quests. How it works you can see from this link:

    http://outlive.alfamoon.com/top_secret.html (link Scroll)

    Please, PM me your email address, I'll send you the code :)
     
  11. Timeslip

    Timeslip Water Chip? Been There, Done That
    Modder

    921
    Aug 15, 2007
    Typical. Just when I'm in the middle of working on fomm and trying to forget sfall exists for a bit, it's suddenly gone Complicated on me, fully deserving of the capital C. It's GPL stuff this time rather than anything else interplay has done.

    I've been posting a bit about it on my blog, but basically, it turns out I've been including GPL code in sfall since v1.17, so obviously now I'm required to make the whole thing GPL. Any thoughts? (Especially from anyone who's contributed code to sfall.) I'm tempted to make it properly GPL and start a sourceforge project for it.

    Interestingly, as I understand it, if sfall was GPL then the way interplay used it on steam, (not so much the trilogy, where it was optional,) automatically infects fallout2.exe with the GPL too. Since they didn't ask me about it, I've made no representations to them about the licence, and so the responsibility of checking it fell to interplay, so it probably can be applied retroactively in that case. Steam players may now commence your demanding of the fallout source code from interplay. :P
     
  12. Dude101

    Dude101 Vault Fossil
    Modder

    Aug 3, 2005
    The clouds silver lining? wow. If we could get our hands on the source because of this. Just wow.
     
  13. Timeslip

    Timeslip Water Chip? Been There, Done That
    Modder

    921
    Aug 15, 2007
    The important thing from my point of view is making sure that I'm not in violation of the GPL. Interplay is secondary. But yes, it would be interesting, although tbh I can't imagine interplay admitting to anything.
     
  14. Lexx

    Lexx Background Radiant
    Moderator Modder

    Apr 24, 2005
    Sounds like a soap opera. :P
     
  15. Ausir

    Ausir Venerable Relic of the Wastes

    Apr 20, 2003
    Well, thing is, Interplay actually included the additional materials like Sfall on the disc illegally, without Bethesda's permission, which they were required to request per the Asset Purchase Agreement. Bethesda actually owns the code, so Interplay can't release it themselves anyway. Not to mention that it's likely long lost.
     
  16. Lexx

    Lexx Background Radiant
    Moderator Modder

    Apr 24, 2005
    So we should be silent about it. Bethesda doesn't need to know everything. :>
     
  17. Timeslip

    Timeslip Water Chip? Been There, Done That
    Modder

    921
    Aug 15, 2007
    Trying to read that just makes my eyes bleed. I'd be surprised if a licence change was allowed, but I don't see anything in principle against including code changes. It only mentions needing bethesda's approval for packaging, advertising and promotional materials.

    Edit: And of course interplay can't give out source regardless. I'm just interested if including sfall was a breech of the agreement independent of any GPL gunk.
     
  18. Ausir

    Ausir Venerable Relic of the Wastes

    Apr 20, 2003
    Interplay cannot modify the games in any way, even patch them, without Bethesda's approval.
     
  19. Timeslip

    Timeslip Water Chip? Been There, Done That
    Modder

    921
    Aug 15, 2007
    Oh wow. No wonder they don't want to talk to me about having included it...

    Actually, I'm suddenly reminded of the PM conversation I was having with Chris over on the interplay forums, when he mentioned that the techie responsible for putting the fallout distributions together was being replaced. Wish I'd asked what he meant by that. :P
     
  20. Timeslip

    Timeslip Water Chip? Been There, Done That
    Modder

    921
    Aug 15, 2007
    Since no-one seems to have commented about moving sfall to sourceforge, I've gone ahead and done it. If anyone wants commit access, please PM me your sourceforge username.

    It's still going to be a while before I next build a new release of it though.

    Edit: 2.1 download is now up on sourceforge. Changes since 2.0:
    Edit2: And now I've uploaded a 'modders pack', containing sslc and the other stuff that's useful to any modders making sfall using mods.