Fallout 2 mod FO2 Engine Tweaks (Sfall)

I tested 1. and 2. in the game now as well and like in the mapper, I saw no problem. Except the different item graphic in the inventory, due to the hero appearance mod, everything is fine in my mod. :shrug:

And I am doing nothing fancy to delete the item from players inventory. In use_obj_on_p_proc:

Code:
variable Item;
variable Junk;
   Item:=obj_pid(obj_being_used_with);
[...]
      Item:=obj_carrying_pid_obj(dude_obj,PID_EXPLOSIVE_PACK);
      Junk:=rm_mult_objs_from_inven(dude_obj,Item,1);

PID_EXPLOSIVE_PACK is a new item that I've added.
 
@Timeslip
Just wondering if you got my last PM, the file I provided a link to in that PM will need to be compared against Haen's latest version of the file.
 
A little request for Timeslip – Can you add a feature in Sfall that allows the critter to use the knocked-out setting when killed. This is designed to stop dead critters falling behind the various scenery artworks and being obscured – i.e. rugs.
 
Can someone explain to me:

">Added a fix for the original engine issue that could prevent npc levelling with some party compinations"

Does this allow the final levelup for certain party members?

">Added an option to give npcs a second chance to spend left over ap at the end of their combat round"

Does this work for all critters, or just NPCs in your party? Sounds like a fantastic workaround for the "critters don't switch targets during combat" engine issue.
 
2.10b is up, with a fix for the inventory crash Haenlomal's HtH damage fix caused.

Sorry it took a while; I've RL stuff to deal with at the moment, and wont have much free time for the next 3 weeks. (Also the reason I'm a bit grumpy at the moment...) If there's any further big problems in 2.10, I'm going to have to pull it and switch back to 2.9 until I have more time to sort it out.

Glovz said:
@Timeslip
Just wondering if you got my last PM, the file I provided a link to in that PM will need to be compared against Haen's latest version of the file.
Yes I did, but no, it's not included in 2.10b. The code you sent doesn't compile, (the first error being an attempt to do a conditional jump to a non-constant operand,) and when I tried to diff it against the old file to see what you'd tried changing exactly and if I could fix it, it turned out you that you'd deleted half of the file, which made it a bit hard to see what it was I was supposed to be checking...

Can you please check your code compiles (or, even better, works,) before sending/commiting, and if you're not going to use svn, when you send it on to me please can you send diff's, rather than complete files. (And keep unrelated changes separate. There's no reason to keep all that dead code you removed any longer, so I've scrubbed it from svn myself, but please don't mix that sort of thing in with unrelated fixes.)
 
"2.10b is up" means you committed the new code revision an executable will follow at whatever time source forge compile farm will get to it.
because in the readme of the file i DL from sourceforge it say's 2.10a

or is there some other location you upload your executable to?
 
Btw. the "german.ini" file in the translations folder, looks better this way:

Code:
[sfall]
SaveInCombat=Momentan kein Speichern möglich.
KarmaGain=Du gewinnst %d Karma.
KarmaLoss=Du verlierst %d karma.
Update1=Eine neuere Version von sfall steht zur Verfügung: %d.%d.%d
Update2=Besuchen Sie %s zum Download.

[AppearanceMod]
RaceText=Geschlecht
StyleText=Stil
MainButtonText=Aussehen

Fixed typo and deleted some empty space.

Also (as nobody is answering in my thread :P), do you think / know, that / if the automaps that are saved in the pipboy are hardcoded? I can't find any way to make my new locations appear in the pipboy with saved maps. So it must have been hardcoded somewhere.
 
btw, asuming my screen native res is 1680x1050 which will be the best resolution/scaler for me to use?

right now i am useing 1260x960 default scaler.
 
Timeslip said:
Glovz said:
@Timeslip
Just wondering if you got my last PM, the file I provided a link to in that PM will need to be compared against Haen's latest version of the file.
Yes I did, but no, it's not included in 2.10b. The code you sent doesn't compile, (the first error being an attempt to do a conditional jump to a non-constant operand,) and when I tried to diff it against the old file to see what you'd tried changing exactly and if I could fix it, it turned out you that you'd deleted half of the file, which made it a bit hard to see what it was I was supposed to be checking...

Can you please check your code compiles (or, even better, works,) before sending/commiting, and if you're not going to use svn, when you send it on to me please can you send diff's, rather than complete files. (And keep unrelated changes separate. There's no reason to keep all that dead code you removed any longer, so I've scrubbed it from svn myself, but please don't mix that sort of thing in with unrelated fixes.)
Hi Timeslip,

I'm sorry RL is shitty for you right now. :(

I'm not great with compiling code, this is why I try to get peer review at minimum before passing along code to you. For now while I try to figure out how to compile the code on my own and decipher errors reported could you please change line 61 ( as seen here http://sfall.svn.sourceforge.net/viewvc/sfall/sfall/AmmoMod.cpp?revision=137&view=markup ):
Code:
imul eax,dword ptr ss:[esp+0x30],0x64;
to
Code:
imul eax,0x64;
This will at least correct the copy paste error in the current version of the code.

Hope things in RL sort themselves out soon.

Glovz
 
Lexx said:
I tested 1. and 2. in the game now as well and like in the mapper, I saw no problem. Except the different item graphic in the inventory, due to the hero appearance mod, everything is fine in my mod. :shrug:
The Hero App. Mod strikes again.
I've fixed up my code, the bag art should display properly in the next release Lexx.
 
Heh, thanks. But I wonder what's up with the bags now. I saw no problems with them, but if others have, there must be some reason.


Anyway... I am fiddleing around with global scripts right now and meh, there is some problem again.

I am trying to add some new perk for testing and I am using the gltschardev2 example from the sfall modders pack as base. The problem now is, that it somehow doesn't work. apply_heaveho_fix and the description changes, etc. all are working. But it looks like level change procedure isn't called at all. If I recompile the script for myself or simply copy&paste the existing *.int file into my scripting folder, no new perks are showing up.

The other thing is related to what I have posted here. I am trying to do this via global script now, but I don't get it as well. That's what I am playing around with now:

Code:
procedure start;

procedure start begin
   if (game_loaded) then begin
      display_msg("game loaded");
      if (in_world_map) then begin
         display_msg("worldmap was here!");
         set_global_var(GVAR_BLABLABLA,0);
         play_gmovie(DERRICK_MOVIE);                                                                 
         //force_encounter(??);
      end
   end 
end

The whole thing should be like "if player is on worldmap and variable xy == z, play some movie and teleport him to map 123." With my code above, I manage it to display "game loaded", but beside this, nothing else happened. I've also tried "mode == 2" instead of in_world_map, etc... but everything got the same effect.
 
Hey there, any idea why the windowed DirectX mode is so slow in the new Sfall? On a C2D@4,05 GHz it runs very, very slow, especially in cities & while scrolling. An older version I also have installed (1.44 or something) works great. The problem is the same on an EEE PC with WinXP in fullscreen. 8bit colors work great everywhere and with every version, but don't allow windowed mode...
 
Timeslip, have you done something to the jinxed trait, or something that may have an effect on it?
I've seen some reports that suggests that several mods are affected, but I've only tested the RP myself. Removing sfall turns the trait back to normal so it's involved anyway.

How it used to work was that with high luck and a high weapon skill, you were almost immune to the bad effects of the trait.
I think you only got a critical failure when you missed. And you would miss about 5% of the time or so with a 300% skill, right?
Well, now you get a crit failure pretty much 50% of the time, so something is pretty off. Like maybe an ignored weapon skill check or something.
Any ideas?
 
I'll guess nobody can help me with my problem(s)? :/ It sucks and is demotivating, if you don't even get a "nope, no clue" answer.
 
Lexx said:
I'll guess nobody can help me with my problem(s)? :/ It sucks and is demotivating, if you don't even get a "nope, no clue" answer.

:(


Lexx said:
(..) some new perk for testing (..)

I've never messed with new perks so "nope, no clue". Maybe take a look at nirran's perks mod? Lots of interesting code there.

Lexx said:
The other thing is related to what I have posted here. I am trying to do this via global script now, but I don't get it as well. That's what I am playing around with now:

Code:
procedure start; 
 
procedure start begin 
   if (game_loaded) then begin 
      display_msg("game loaded"); 
      if (in_world_map) then begin 
         display_msg("worldmap was here!"); 
         set_global_var(GVAR_BLABLABLA,0); 
         play_gmovie(DERRICK_MOVIE);                                                                  
         //force_encounter(??); 
      end 
   end  
end

The whole thing should be like "if player is on worldmap and variable xy == z, play some movie and teleport him to map 123." With my code above, I manage it to display "game loaded", but beside this, nothing else happened. I've also tried "mode == 2" instead of in_world_map, etc... but everything got the same effect.

Try this:

Code:
procedure start; 
 
#include "..\HEADERS\DEFINE.h" 
#include "..\HEADERS\MAPS.H" 
 
variable sw; 
 
procedure start begin 
   if (game_loaded) then begin 
		set_global_script_type(2); 
		set_global_script_repeat(1); 
      display_msg("game loaded"); 
		sw:=0; 
	end else begin 
		if (sw == 0) then begin 
			sw := 1; 
 
			display_msg("worldmap was here!"); 
			//set_global_var(GVAR_BLABLABLA,0); 
			//play_gmovie(DERRICK_MOVIE); 
			force_encounter(MAP_SPECIAL_RND_CAFE); 
		end 
	end 
end

Notes:
- The variable sw is just a switch variable, replace it with your favorite condition.
- play_gmovie() is commented out because it didn't display the movie properly for me (black screen, had to exit using ctrl+X). Maybe it's not your case.
- load_map() didn't work as expected (why?) so I kept your force_encounter(). Takes you to the Broken Dreams. Caution advised.


About automaps... hell, I didn't even remember such thing existed in fallout...

:salute:
 
Thanks for the help, pelicano. This works for me now. I have a problem with the video as well, but not a black screen. I still see the worldmap window with wrong colors in the center of the screen, while the video plays in the background. This gave me the idea to change the loading order of the video and encounter, etc. But nothing gave good results. For now, it has to work like that... but it has room for future improvements.

I didn't checked out Nirran's perk mod, as far as I remember. Will take a look at it tomorrow.

About the automaps. Yes, not many people used it / it didn't had any impact on the game, but the function is there and so I want my stuff to show up there as well. :>
 
I cannot find if it does exists but would help a lot:
- setting X,Y coords of top left corner of Fallout 2 window

If I have taskbar at the top of the screen then top of the fallout 2 window disappears underneath my taskbar and it is bit hard to be moved, even though next start of the game same thing happends
 
it's more a suggestion than request for the Timeslip, Haenlomat, Mash - could you look for the explosives crash roots in FO2? Darek points out, that crash can be prevented by entering into combat mode before planting explosives.

And big thanks for everything what you (Killaip and all others) are doing for the FO2
 
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