Fallout 2 mod FO2 Engine Tweaks (Sfall)

Hey Timeslip. How practical/possible would it be to have 2 script funtions in sfall:

1)
Code:
if (dude_is_crippled) then
use walking animation Ax instead of AB

I have some simple adjustments to the walking animations in mind for when dude is exhausted, crippled leg(s), starving, low HP, etc etc.

2) In a similar vein:
Code:
if (dude_is_exhausted) then
reduce worldmap travel speed/time by x%

I'd love to be able to link the dudes current % of his carry weight inversly proportional to worldmap travel speed....

What do you think? Am i dreaming?
 
:(

Code:
http://sfall.svn.sourceforge.net/viewvc/sfall/

An Exception Has Occurred
Python Traceback

Traceback (most recent call last):
  File "/usr/lib/python2.4/site-packages/viewvc/lib/viewvc.py", line 4337, in main
    request.run_viewvc()
  File "/usr/lib/python2.4/site-packages/viewvc/lib/viewvc.py", line 230, in run_viewvc
    roottype, rootpath = locate_root(cfg, self.rootname)
  File "/usr/lib/python2.4/site-packages/viewvc/lib/viewvc.py", line 4275, in locate_root
    path_in_parent = find_root_in_parents(cfg, rootname, 'svn')
  File "/usr/lib/python2.4/site-packages/viewvc/lib/viewvc.py", line 4258, in find_root_in_parents
    roots = vclib.svn.expand_root_parent(pp, rootname)
  File "/usr/lib/python2.4/site-packages/viewvc/lib/vclib/svn/__init__.py", line 46, in expand_root_parent
    for rootname in subpaths:
TypeError: iteration over non-sequence
 
Glovz said:
...We've already been talking about that in your thread. :P

Nothing I can do about it until sourceforge fix it. Either try again later, or use real svn rather than the web interface.
 
BTW, will you be adding the HtH Evade tweak to sfall I posted in the other thread?

EDIT:
Sourceforge seems to be working again. :D
 
I can't understand why this don't work:

Code:
display_msg("SCREEN WIDTH = " + get_screen_width);

Compiled successfully, but didn't work.

Any help?
 
bbmultipass said:
Any help?
I haven't a clue; that's one of helios's functions. It doesn't help that you just say 'don't work' without any explanation whatsoever either. Is it giving the wrong resolution? Giving garbage? Giving nothing? Crashing the script?

I assume it should be returning the resolution fallout thinks it's playing at, rather than the dx9 resolution set in ddraw.ini, so always 640, unless you're using the res patch.
 
After running script in game there was NOTHING. Like there's no script at all. Game didn't crushed, there was no errors, but script did nothing, it just simple didn't work. (Without this string it works perfectly).

Yes, i'm using hi-res patch, and currently i'm trying to center some new computer interface:

 
Sounds like a script crash then. Looking at the code for that function, I see no reason for that to happen. :?

If the script is crashing, fallout should be trying to print some debug output to tell you why. It's worth checking that, if you know how to get fallout to display its debug output, otherwise I'll test that function myself later.
 
Thanks, i'll try to obtain some debug info.

EDIT---

Hory shet! Many sorries, i was trying sfall-less version of fallout. It works perfectly with sfall.
 
I wonder, was there something done with the debug mode in one of the later updates? Because since some time, I don't get a debug.log anymore in my Fallout 2 folder, but I didn't changed anything in the config.

fallout2.cfg said:
[debug]
mode=environment
output_map_data_info=1
show_load_info=1
show_script_messages=1
show_tile_num=1

ddraw.ini said:
DebugMode=2
 
2.10 is up

Code:
>A fix for the original engine bug that caused bonus hth damage to not be applied correctly (From Haenlomal)
>New script function get_sfall_args
>A new hook script hs_itemdamage
>A fix for one possible cause of the cannot create input device error (Thanks to mjurgilas for the hint)
>An option to increase the cap on maximum number of map animations to 127. (From Mash)
>Moved DontDeleteProtos to the [Debugging] section of ddraw.ini

Lexx said:
I wonder, was there something done with the debug mode in one of the later updates?
It was moved to the debug version of sfall.
 
Timeslip said:
2.10 is up

Code:
>An option to increase the cap on maximum number of map animations to 127. (From Mash)

Thanks Timeslip and Mash, this will help with the maps in the RP. :wink:
 
This has to be somehow Sfall related:

In normal, if I use bag items in the game to get into the bag inventory, on the position where the player is rotating, the bag item will be displayed. But in my game, I now see there the geiger counter item instead of the bag.

I'll guess that it's Sfall related, because I don't have the problem in the mapper. There everything works just fine and like always. Has someone else noticed this problem as well?

In the normal game, you will most likely not see it, because bags aren't used in Fallout 2... But I see no real reason to not use them in my mod. :>
 
the first post should be updated, the last 2 links are broken
the one pointing to beth is pointless and the link there is broken

the main link titled "details of contents changes / updates" provides nothing of the sort (unless i missed it)

---

and a question, i am using 'Fallout 2 Restoration Project 2.0' version 2.0.2e in the version some Sfall features doesnt seem to work as pointed out by some other ppl as well.
and on the main screen it says there is a newer Sfall mod

can i update the mod manually, by downloading the latest Sfall version and overwriting the files in FO2 directory? or will it brake something?
 
Lexx said:
In the normal game, you will most likely not see it, because bags aren't used in Fallout 2... But I see no real reason to not use them in my mod. :>
Yes they are; it's just that killap's patch removes them all because they're so badly broken. I would strongly advise against using them in any mod.

Saying that, I imagine that this particular issue is related to the hero appearance mod. Try disabling it and see if it helps. (And bare in mind that if your mod is going to use bags, you should never attempt to manipulate the inventory of any critter or container carrying one from a script, or it will break.)
 
Indeed, the hero appearance mod is the cause for this. Tested it right now.

Are the bags in Fallout 2 more broken than in Fallout 1? Because I never saw any problems with them in the first game.

/Edit: Tested a bit more right now. Filled a bag with some stuff, sold it to a trader, leaved the dialog and the map, then bought it back, etc. I see no problems so far. The trader inventory is moved around via script. Or do you mean something else with 'manipulate inventory from script'?

/Edit²: And another thing. In the moment, the game is taking critter sounds from file name (frm name == acm file name). If we now add different critter frms, they will not have any sound, because of the different name. Now we can take the original sound, make a copy from it and rename it... but this can take more and more space, the more different critters you have. Any chance, that we can do something else instead of this? Like, writing into a file, which frm file will have what acm file to play, etc?
 
Lexx said:
Are the bags in Fallout 2 more broken than in Fallout 1? Because I never saw any problems with them in the first game.
I don't know all the details, but I know one way of triggering a problem is to try and remove an item from the players inventory when it is sitting below a bag. (As opposed to in the bag.) The other obvious one is that anything that checks an inventory for an item will miss it if that item is in a bag, which I assume would let you do things like smuggle contraband into VC. (Haven't actually checked that, so maybe the script works around it somehow.)

Whether or not it's different or not to fallout 1 I have no idea.

Lexx said:
/Edit²: And another thing. In the moment, the game is taking critter sounds from file name (frm name == acm file name). If we now add different critter frms, they will not have any sound, because of the different name. Now we can take the original sound, make a copy from it and rename it... but this can take more and more space, the more different critters you have. Any chance, that we can do something else instead of this? Like, writing into a file, witch frm file will have what acm file to play, etc?
I already have the file system functions, which you could theoretically use to duplicate existing files. That's not really an acceptable solution though, since the whole file gets duplicated in memory. (And saved into savegames? I can't remember if file modifications get saved...) I can probably add another function that adds one name as an alias for another file, without duplicating it. The problem then will come if fallout tries to open that file twice for two different critters, without any sharing mode. I'll have to look into it.
 
Based on this, I made various tests in the mapper:

1. Item A is under the bag. I used item A on a scenery and deleted item A via script. No problems here.

2. Item A is over the bag. Like above, I used item A on a scenery and deleted it via script. No problem.

3. Item A is _in_ the bag. Now I obviously got problems, because I can't use an item inside of a bag with a scenery. But this isn't a big problem, imo.

4. Now I tested in Vault City. Day card, bag, jet, beer and rad away. I placed the jet, beer and rad away into the bag. Now I talked to the guard and showed him my day card. He wanted to search my body like always and found the drugs in my bag as well.

So far, everything worked for me. Good, I tested it only in the mapper now and not in the actual game. But I doubt that there is much difference in this case?
 
Lexx said:
1. Item A is under the bag. I used item A on a scenery and deleted item A via script. No problems here.
That's definitely the case that should be broken, but I see no reason for the mapper to behave differently from the real fallout. :?

I suggest checking with killap; he'll know a lot more about it than me.
 
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