Fallout 2 mod FO2 Engine Tweaks (Sfall)

Timeslip said:
Magnus said:
I have absolutely no idea how to script stuff
Code:
//hs_calcapcost.int
procedure start begin
  variable type;
  if hook_init == 0 then begin
    type:=get_sfall_arg;
    type:=get_Sfall_arg;
    if type==<whatever>
      set_sfall_return(<whatever>);
    end
  end
end

All right, thanks for putting that together! Got any idea how I could find those values, are they hex offsets or what am I looking for? Do I just compile that with the sfall compiler? Where do I put it, and will it run automatically? Also, will this be compatible with other mods?


Timeslip said:
Magnus said:
Also, is it possible to make Melee Damage apply to Throwing weapons? Is it possible to change the way it's calculated, I'm thinking ST+AG/3 would be good? And, is it possible to make it affect both minimum and maximum damage instead of just maximum?
Yes, script it. (a mixture of hs_combatdamage, and set_critter_extra_stat in a global script)
Sounds good! Like the above, how would I go about setting up a script like that?
 
Magnus said:
Sounds good! Like the above, how would I go about setting up a script like that?

its a rather complicated script,download my my custom perks mod and take a look at hs_combatdamage.ssl,could alter it to use melee damage values for throwing without much trouble,feel free

Nirran
 
Nirran said:
Magnus said:
Sounds good! Like the above, how would I go about setting up a script like that?

its a rather complicated script,download my my custom perks mod and take a look at hs_combatdamage.ssl,could alter it to use melee damage values for throwing without much trouble,feel free

Nirran

Got a link for that mod?
 
Magnus said:
No sir. All I see is an Edmund Burke quote... could you just post a URL?
No, really, it is. See that little button marked 'www'? Click it. :P

Also, for the hook script information you were after, I suggest you read the documentation in the modders pack. I wrote it for the benefit of people like you, not for myself to admire. (Edit: ah, I see you already have. I'll switch to the other thread.)

Edit: 2.8c is up to fix a problem with the critical table override option. (It's been there since the beginning, but 2.8b made it far far worse by having the setting default to on .)
 
Any clue why, when I updated sfall as it asked me to in F2's main menu, my game now crashes every time I get to the main menu? Is this possibly a problem with RP2.0? If so, that update notification should probably be turned off. If not... I'm stuck.

Edit: Tried restarting with no success. The intro videos play, but when the main menu should be coming up the game crashes to desktop.
 
DGT said:
Any clue why, when I updated sfall as it asked me to in F2's main menu, my game now crashes every time I get to the main menu? Is this possibly a problem with RP2.0? If so, that update notification should probably be turned off. If not... I'm stuck.
Have you tried to restart your computer?
I had the Hero Appearance mod crash the game every time with the new sfall. A restart of my PC fixed it.
 
DGT said:
Any clue why, when I updated sfall as it asked me to in F2's main menu, my game now crashes every time I get to the main menu? Is this possibly a problem with RP2.0? If so, that update notification should probably be turned off. If not... I'm stuck.
Did you overwrite the RP's custom ddraw.ini with the vanilla one by any chance?
 
Now that you mention it, yeah, I did -- that was what the installation instructions told me to do. Should've remembered that the RP had a customized version -- I don't remember what was different on it, though, which I guess means I'll have to reinstall the RP. In that case that update notification should be turned off for the RP's sfall, shouldn't it? I'll post something in the RP thread tomorrow, assuming killap doesn't see it here and no one tells me I'm wrong.

Edit: Oh yeah, and thanks for pointing out the obvious, Timeslip. <3 and ^5 and whatnot.

Edit2: Would it have worked to not copy/overwrite the .ini file?
 
DGT said:
Now that you mention it, yeah, I did -- that was what the installation instructions told me to do. Should've remembered that the RP had a customized version -- I don't remember what was different on it, though, which I guess means I'll have to reinstall the RP. In that case that update notification should be turned off for the RP's sfall, shouldn't it? I'll post something in the RP thread tomorrow, assuming killap doesn't see it here and no one tells me I'm wrong.
There is a note about it in the RP readme, and in the sfall FAQ. I've added a note to the sfall installation instructions too for next time.

DGT said:
Edit2: Would it have worked to not copy/overwrite the .ini file?
I'm not sure. Short of any bugs, there wont be any problems just updating the dll if you leave the ini alone, but I'm not sure why you were crashing at the menu in the first place. Up until the latest version, overwriting the ini has resulted in a very obvious crash at startup. That's gone away because one of sfall's defaults has changed to match what the RP uses, but I don't know what other differences there are.
 
Are there any big differences in the RP's sfall from the regular one, to which mod makers should remember to adhere?
 
Magnus said:
Are there any big differences in the RP's sfall from the regular one, to which mod makers should remember to adhere?
There's no changes in sfall itself at all. The RP just uses whatever was latest at the time killap was building the release. All the customizations are in the ini.
 
That's a fine puzzle, then. Just replacing the .ini with the RP's was insufficient; still crashed after the intro videos, as the main menu music started. I've now replaced the .dll with the original RP version, and F2 runs fine. It puzzles me why nothing is working like we think it should, but it's a moot point for me now. Ty for the help, Timeslip.

Only thing I can say now is pretty much irrelevant; the CheckForUpdates setting doesn't work for me.

That'll show me for either not reading or not remembering the readme/FAQ. Probably not remembering; I'm not quite that negligent, lol.
 
I have a new request:

There is a debug mode in the Fallout 2 executable, but it's deactivated by default. Can we get an option in the ddraw.ini to activate it? I have a serious problem that makes my game crash in some encounter when traveling over the worldmap, but I simply can't figure out what exactly it is.

There is also a patch for this, which is very old. But there are two problems:

1. It doesn't work with latest sfall and

2. I have no clue, if it worked for me now at all, because I don't get any debug output.

Would be nice, if something in that direction could be done. Saving the debug output in some txt file would be needed as well, if it doesn't happen on default. :>
 
Lexx said:
I have a new request:

There is a debug mode in the Fallout 2 executable, but it's deactivated by default. Can we get an option in the ddraw.ini to activate it? I have a serious problem that makes my game crash in some encounter when traveling over the worldmap, but I simply can't figure out what exactly it is.

There is also a patch for this, which is very old. But there are two problems:

1. It doesn't work with latest sfall and

2. I have no clue, if it worked for me now at all, because I don't get any debug output.

Would be nice, if something in that direction could be done. Saving the debug output in some txt file would be needed as well, if it doesn't happen on default. :>

I second this. Pinning down bugs is sometimes a difficult thing to do.
 
Lexx said:
I have a new request:
If by 'new' you mean 'several years old', I suggest you look at the DebugMode line in ddraw.ini. :P (Actually, that's another candidate for moving out to the debug version of sfall. Will probably do that in 2.9.)

You have the option of having it output to the screen or to a text file, but iirc you need to set the text file path in the fallout cfg rather than ddraw.ini since it's all handled by existing fallout code. sfall just turns it on.
 
Interesting. Never ever saw this before.


/Edit: Checked my ini file and yeh, it's not in there. Either I still use a very old file or I have no clue. Need to get me a new one.

/Edit²: Fixed my problem. Yay. Without the debug mode, I would still search that shit.
 
Lexx said:
/Edit: Checked my ini file and yeh, it's not in there. Either I still use a very old file or I have no clue. Need to get me a new one.
Must be very very old then. The option was originally added in v1.10. :P

In any case, here's the relevant line and comment: (They're just below the world map delay options in the 2.8 ddraw.ini.)
Code:
;Set to 1 to enable debugging output to screen or 2 to create a debug.log file
;While you don't need to create an environment variable, you do still need to set the appropriate lines in fallout.cfg
DebugMode=0
Not entirely sure what the appropriate lines are, but I do have this suspicious looking block in my fallout.cfg
Code:
[debug]
mode=environment
output_map_data_info=0
show_load_info=1
show_script_messages=0
show_tile_num=0
 
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