Fallout 2 mod FO2 Engine Tweaks (Sfall)

Code:
v2.8a
>New script functions: len_array, resize_array, temp_array, fix_array, string_split, list_as_array
>New hook scripts: hs_removeinvenobj, hs_barterprice
>Added an option to adjust the rotation rate of the critter frm in the inventory/new char screens. (From Mash)
>the list_xxx functions can now list over scenery, walls and misc objects.
>A new ammo mod (From Haenlomal)
>Fixed a crash bug in get_uptime

awesome

edit : possible the flag in hs_removeinvenobj is the number of items being removed?

edit : not a big deal but can
Code:
int     arg3 - the default value of the goods

int     arg6 - the value of all goods being traded before skill modifications
be given sfall returns?
possible to add similar args for the player side of the table?

either way with these is not a big deal,would allow complete control over bartering,but personally i wont use it,id set the values to vanilla

Nirran
 
Nirran said:
edit : possible the flag in hs_removeinvenobj is the number of items being removed?
Yes, it's possible. I haven't checked for sure what it is.

Nirran said:
edit : not a big deal but can <snip> be given sfall returns?
eep, not a big deal? Not being able to modify the barter price kind of renders the whole script utterly pointless. :oops:

Luckily, you can indeed set the barter price, I just forgot to include that fact in the readme. There's one return value, an integer, and it sets the total value of the npc's side of the table.

Nirran said:
possible to add similar args for the player side of the table?
Unfortunately not; the player side of the table just uses the face value of the items, so there's no barter price calculations performed for it.
 
thanks :)

i actualy ment that if you dont want to do it,then dont bother heh

ack on the player side

edit : set_sfall_return in barter sets the cost to 1,changed the number to 1000 2000 200000 always 1,even with nothing on the table

Nirran
 
Nirran said:
edit : set_sfall_return in barter sets the cost to 1,changed the number to 1000 2000 200000 always 1,even with nothing on the table
Meh, typo'd and didn't notice because my test script does actually try and set the value to 1, so it looked like it was working. :roll:

Fixed in svn.
 
Maybe my post last page got missed .... so i'll ask again - is it possible to script new 'warning boxes' using sfall? Or add a function to do so?

Thanks, Josan

Josan12 said:
Is it possible to add a script function that can bring up the 'poisoned' or 'radiated' bar with new text?
 
Timeslip said:
This one is mainly to save Haenlomal from having to wait around for me to finish everything else.

Wow, just for me? Now I feel special! :lol:

All kidding aside, I've managed to do some quick testing with it, and everything seems to be in order. I'll probably give it a more thorough run through when RL stuff dies down a bit, but I think things should be cool on my end. Thanks!

-- The Haen.
 
2.8b is up.

Code:
>new script functions: atoi, atof
>Moved SkipCompatModeCheck to the [Debugging] section of ddraw.ini
>Removed a few options from ddraw.ini that should never be turned off
>Added an option to apply bug fixes to the critical table without having to supply an ini (Values from killap)
>Fixed broken return value from hs_barterprice

Josan12 said:
Maybe my post last page got missed .... so i'll ask again - is it possible to script new 'warning boxes' using sfall? Or add a function to do so?
It wasn't missed, it's simply been brought up and answered previously in this thread. I'll respond again if/when I have something constructive to add.
 
Timeslip said:
It wasn't missed, it's simply been brought up and answered previously in this thread. I'll respond again if/when I have something constructive to add.

Ah. Yes, i see it on page 35. :( :cry:
 
Timeslip said:
2.8b is up.
Code:
>Removed a few options from ddraw.ini that should never be turned off
Ah, too bad the dialogue escape key option gets removed. :(
I was too used to press 0 to close dialogue windows, especially when I talk with my NPC team mates like setting combat preference, telling them to put away weapons, etc. It's pretty convenient. Any possibility to add it back?
 
NovaRain said:
Timeslip said:
2.8b is up.
Code:
>Removed a few options from ddraw.ini that should never be turned off[/quote]
Ah, too bad the dialogue escape key option gets removed. :(
I was too used to press 0 to close dialogue windows, especially when I talk with my NPC team mates like setting combat preference, telling them to put away weapons, etc. It's pretty convenient. Any possibility to add it back?[/quote]
Have you heard about [url=http://www.nma-fallout.com/forum/viewtopic.php?t=52908]party orders addon[/url]?
 
Timeslip, you made very much changes to ddraw.ini. Shouldn't it be named 2.9 against 2.8b ?
 
hakimio said:
NovaRain said:
Timeslip said:
2.8b is up.
Code:
>Removed a few options from ddraw.ini that should never be turned off
Ah, too bad the dialogue escape key option gets removed. :(
I was too used to press 0 to close dialogue windows, especially when I talk with my NPC team mates like setting combat preference, telling them to put away weapons, etc. It's pretty convenient. Any possibility to add it back?
Have you heard about party orders addon?
Sorry, but that's not the stuff I want, although it looks useful.
I just want to terminate dialogue quickly and with always the same key.
 
NovaRain said:
Any possibility to add it back?
No, it's very obviously a bug, and using it can break critters scripts.

Going through the ini, I only ended up removing about half of what I intended because I could see a use in disabling practically everything, but that one wasn't one I was having any doubts over.

Edit: meh, now I am having doubts. I suppose making use of that bug would be safe in that specific circumstance... :?

Cubik2k said:
Timeslip, you made very much changes to ddraw.ini. Shouldn't it be named 2.9 against 2.8b ?
Not really, given that I had already started making them in 2.8a, which, as I said, was released a little early. (i.e. I'd already moved ExtraCRC and AllowUnsafeScripting.) 2.8b was everything that I originally intended to have done for 2.8a.

In any case, it's only a number. :shrug:
 
Timeslip said:
NovaRain said:
Any possibility to add it back?
No, it's very obviously a bug, and using it can break critters scripts.

Going through the ini, I only ended up removing about half of what I intended because I could see a use in disabling practically everything, but that one wasn't one I was having any doubts over.

Edit: meh, now I am having doubts. I suppose making use of that bug would be safe in that specific circumstance... :?
I know that could break some scripts, but most scenario my use is something like:
*Talk to Cassidy* -> *Trade some items* -> *Press ESC back to main dialogue* -> *Press 0 (numpad) to "leave" the dialogue*
I don't have to move/click my mouse or to remember which NPC's exiting option is which number key.

Or when I know I accidentally choose a wrong dialogue (quest-critical), I usually just press 0 to terminate the dialogue to save some time from clicking following dialogue to leave and load my game. Just for pure convenience.

Maybe just adding a comment in the INI, warning that using 0 key could break some scripts? :oops:
 
Josan12 said:
Ah. Yes, i see it on page 35. :( :cry:
And now I have something constructive to add: done, and will be in 2.9. You're still limited to 10 boxes in total though, (in the vanilla game there are 5,) and the maximum number that can be displayed at once hasn't changed.
 
Timeslip said:
Josan12 said:
Ah. Yes, i see it on page 35. :( :cry:
And now I have something constructive to add: done, and will be in 2.9. You're still limited to 10 boxes in total though, (in the vanilla game there are 5,) and the maximum number that can be displayed at once hasn't changed.

Woohoo! :clap: Thanks Timeslip!

But how will the text inside the warning box work? Can we enter anything we like in a script? (or sfall global script?)

Timeslip said:
and the maximum number that can be displayed at once hasn't changed.

What is the maximum that can be display, for my information?
 
Josan12 said:
But how will the text inside the warning box work? Can we enter anything we like in a script? (or sfall global script?)
The text for the boxes are in interface.msg. You'll just need to tack a few extra entries to the end of it. The text colour will be set up in ddraw.ini

You can't change the text on the fly with scripts, because the boxes are rendered when the game first starts up and then cached.

Josan12 said:
What is the maximum that can be display, for my information?
I'm not certain, but it looks like all 5 of the original boxes could be shown at once, so the limit will be 5.
 
Timeslip said:
No, it's very obviously a bug, and using it can break critters scripts.

(...)

Edit: meh, now I am having doubts. I suppose making use of that bug would be safe in that specific circumstance... :?

I agree this is a bug when you play the game, but it's very useful for testing new scripts and dialogue. For instance, if a dialogue is broken and one node sends to itself, using 0 is the only non-drastic way of exiting the loop.
Generally, it's convenient when testing any dialogue for the millionth time. So I too would opt for bringing it back, if you don't mind, that is. :)

And now I have something constructive to add: done, and will be in 2.9. You're still limited to 10 boxes in total though, (in the vanilla game there are 5,) and the maximum number that can be displayed at once hasn't changed.

This is excellent! Thank you! :clap:
 
The "0" in dialogues should be optional. I don't want players to abuse stuff in my dialogues, with pressing 0 in specific situations. :P
 
Re 0 in dialog:
I'll compromise on it then. I'll leave it out of ddraw.ini, but still leave the code for reading it from the ini in sfall, so you can just readd it to your own ini if you need it for some reason. That way it helps with my ini uncluttering and prevents anyone who doesn't know what it is any why they shouldn't use it from using it, but still lets those of you who do know what you're doing still use it. Plus, if I'm going to do that for DialogueFix, then it's a good excuse to do the same thing for other options. So, for reference, here's a list of all the ini cleanups I've made/will be making.

Moved to the [Debugging] section: (And hence only work with the trace version of sfall included in the modders pack)
ExtraCRC, AllowUnsafeScripting, SkipCompatModeCheck

Removed from ddraw.ini, and which can no longer be disabled:
SharpshooterFix, PathfinderFix, ScriptExtender, WorldMapCitiesListFix, CitiesLimitFix, NPCLevelFix, FixWithdrawalPerkDescCrash, ShivPatch, ImportedProcedureFix, PrintToFileFix

Removed from ddraw.ini, but which will still be recognised if they're readded:
DialogueFix, GainStatPerkFix, BlackSkilldexFix, SaveInCombatFix, SingleCore
 
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