Fallout 2 mod FO2 Engine Tweaks (Sfall)

Timeslip, what influenced win9x support removal? could you upload sfall v2.0 into sourceforge

Timeslip said:
Edit: 2.1 download is now up on sourceforge. Changes since 2.0:
>Some elements of sfall can now be translated
>Removed win9x support
 
Guest said:
Timeslip, what influenced win9x support removal?
Me switching to vs2008. It was hacky enough trying to build win9x compatible programs with vs2005, and I'm not even going to attempt it with 2008. On the other hand, if anyone happens to have a copy of vs6 lying around it should be relatively easy to build a win9x version for yourself.

The win9x version never worked properly anyway. Since 1.46 I haven't even been able to get in game with it.

Guest said:
could you upload sfall v2.0 into sourceforge
No, because I don't have it. There was no source control before I uploaded it to sourceforge, so svn revision 1 is the closest you're going to get. (It's very very close to 2.0d anyway. Only the eax code is gone.)
 
Nirran said:
thank you for adding DX10 support

Nirran
hmm? When'd I do that? :shock:

sfall was DX9 all the way last time I checked. I hope I haven't been coding in my sleep or something.


Edit: There's working* multiplayer (and the client) in svn now, if anyone's interested. All it does is mirror the screen of the main player to the clients, so they can't scroll around independently or anything. When in combat, if a player has registered to take over a specific pid, then when it's the turn of a critter with that pid then input control is transferred to the client. When it's not their turn, a player has no control at all. It's a bit pointless all in all, so I haven't put in any communication features or anything else that would be useful to actual players but a bit boring to write.

The only slightly interesting thing I can think of is that you can take over non-party members too, thus you can have one person playing the good guy, and some actually intelligent opponents on the other team in combat. (Subedit: made even more interesting because of the effects it would have on every single script that calls dude_obj in combat.)

*Disclaimer: Statement only true for a slightly lax value of 'working'.
 
Timeslip said:
Nirran said:
thank you for adding DX10 support

Nirran
hmm? When'd I do that? :shock:

sfall was DX9 all the way last time I checked. I hope I haven't been coding in my sleep or something.

donno about that,but it is working on my dx10 system,odd

Nirran
 
Nirran said:
donno about that,but it is working on my dx10 system,odd
Of course it is. DirectX is (mostly) backward compatible after all. Fallout itself is a DirectX 2 game, and I'm quite glad it didn't break the moment DirectX 3 came out, because I couldn't program back then. :P
 
Nirran said:
odd cause the first i tried on my dx10 system it didnt,anyway cool lol
oh, twas it a missing d3dx_something.dll problem? I should probably add that one to the FAQ.

The default directx installation on vista is a bit... lacking. It's missing most of the d3dx9 dlls. Running the DirectX installer should replace them all, as will installing any recent game. I'm not sure what win 7 looks like by default, but it may have the same problem.
 
iirc it behaved as if sfall wasnt installed at all

now that i think about it tho fo2 was the first game i installed on my system,sense then i have installed many games and ran dxinstall several times

Nirran
 
Nirran said:
iirc it behaved as if sfall wasnt installed at all
Odd, doesn't sound like a DirectX issue then.

No idea what was going on there, but at least it's working now. I haven't done anything to fix it. :shrug:
 
I just noticed the "control NPCs in combat" option in the ini file. Wow!!!

So I tried it, and it seems pretty cool.

I am wondering how well it really works.

It seems all teh characters have the correct inventory and AC and AP, but it also seems, and help me out if I am wrong, that they have the main PC's perks and skills....

I sure hope that isn't the case, because this is the most amazing concept ever.
 
Michi said:
It seems all teh characters have the correct inventory and AC and AP, but it also seems, and help me out if I am wrong, that they have the main PC's perks and skills....

I sure hope that isn't the case, because this is the most amazing concept ever.
They should have their normal skills and perks, but the character screen may still display the player skills rather than the skills of what you're currently controlling. (Actually, I'd advise against visiting the character screen while controlling something else. It may cause bits of the pc to rub off onto the npc.)

The known problems are that the npcs will share the pc's traits, that any scripts that call obj_dude while it's a controlled npcs turn will get that npc returned instead of the real player, and some graphics glitches.

Edit: Actually, looking at the code I appear to have fixed the traits problem. (More sleep coding. Yay. :P) There is still the problem that the player loses traits during the npcs turn though. Jinxed is the only trait I can think of off the top of my head for which that'll have direct effects for the controlled npc, but there will still be side effects if the player takes damage.
 
Hey there Timesip, I wanted to ask one thing - is there a command in sfall that would unequip armor only? Something like /inven_unwield(dude_obj);/?

I want to make something like this: player wears an armor, the script owner sees it and asks for it. The player can then choose to unequip and give it to the script owner.

Sorry if this is the wrong place to ask, but I can't seem to find a proper command for it anywhere.
 
Translations.ini

Hi Timeslip,

the "Translations.ini" works well. Is there anything else to translate than this?

Code:
[sfall]
SaveInCombat=Cannot save at this time
KarmaGain=You gained %d karma.
KarmaLoss=You lost %d karma.

Again, thanks for including this option in sfall :ok:
 
Re: Translations.ini

JaW said:
the "Translations.ini" works well. Is there anything else to translate than this?
There's a few more. Here's the complete default file.

Code:
[sfall]
SaveInCombat=Cannot save at this time
KarmaGain=You gained %d karma.
KarmaLoss=You lost %d karma. 
Update1=A newer version of sfall is available: %d.%d.%d
Update2=Visit %s to download

[AppearanceMod]
RaceText=Race
StyleText=Style
MainButtonText=Appearance
 
Re: Translations.ini

Timeslip said:
JaW said:
the "Translations.ini" works well. Is there anything else to translate than this?
There's a few more. Here's the complete default file.

Code:
[sfall]
SaveInCombat=Cannot save at this time
KarmaGain=You gained %d karma.
KarmaLoss=You lost %d karma. 
Update1=A newer version of sfall is available: %d.%d.%d
Update2=Visit %s to download

[AppearanceMod]
RaceText=Race
StyleText=Style
MainButtonText=Appearance

Great job. It works with Appearance Mod like a charm now :clap:
 
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