Fallout 2 mod FO2 Engine Tweaks (Sfall)

Mash said:
Hi Timeslip,
Just letting you know that I sent you a PM regarding an update to the Appearance mod. No fantastic hurry if your currently working on other things.
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.
 
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?
 
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
 
JaW said:
It is messed up in higher resolutions.
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.)
 
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.
 
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.
 
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.
 
Lexx said:
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.
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.

Lexx said:
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?
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...
 
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 :)
 
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
 
Timeslip said:
Steam players may now commence your demanding of the fallout source code from interplay. :P

The clouds silver lining? wow. If we could get our hands on the source because of this. Just wow.
 
Dude101 said:
The clouds silver lining? wow. If we could get our hands on the source because of this. Just wow.
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.
 
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.
 
So we should be silent about it. Bethesda doesn't need to know everything. :>
 
Ausir said:
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.
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.
 
Ausir said:
Interplay cannot modify the games in any way, even patch them, without Bethesda's approval.
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
 
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:
>Some elements of sfall can now be translated
>Added a check-for-updates option
>Added an option to allow scrolling of quest lists in the pipboy (From Ray)
>Removed eax support
>Removed win9x support
>Removed the block on steam, and the timeout code
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.
 
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