Fallout 2 mod FO2 Engine Tweaks (Sfall)

I think, I found a small bug.

In the ddraw.ini I wrote...

Code:
MaleStartModel=hmmaxx 
MaleDefaultModel=hmlthr 
FemaleStartModel=hfmetl 
FemaleDefaultModel=hflthr

...and it worked... at the beginning. Well, if I start a new game, the character uses the MaleStartModell frms. But, if I leave map A and enter map B, the player becomes to the MaleDefaultModel. This only happens, if I totally leave a map (and not jump between the levels 1 to 3 of one map).

Bild1.jpg

Left: I started a new game. Right: I entered a new map. With my loader-exe file this didn't happen and as far as I know, it also didn't happen in the original Fallout 2.
 
i noticed the same bug while playing shattered for the first time
i think i loaded a savegame
but wasn't that bothered as it's just the character skin and it didn't generate any actual problems
 
Just a small idea that comes in my mind..

Would it be possible to add weather effects like rain, snow, sandstorms, etc.?
 
I've uploaded a windows 95/98 compatible version. It needs an extra installation step though, so make sure you read the readme.

The dx9 graphics modes don't work, but everything else should.
 
Great :D !
Thanks, the F2 version works now :D !

Hmm...
On the other hand when I try to use it with F1, it says that it was expecting Fallout 2 v1.02 US.

Hmm...
Is it possible to move the window in windowed mode?

I have a question:
Would it be possible to change the damage formula (it has problems with AP ammo) and HP calculating formula (to remove additional HP on level up for example) through this patch?
 
@Sorrow

Try the mod I made for damage calculation, it doesn't address balance but it does adjust how different types of ammo play against different types of amor.

The link is in my signature and a full explanation and instructions are included. You will need winrar to extract the files.

EDIT:
To Forum Moderators,
The latest version of this patch has not been uploaded to NMA and the other two that were may be buggy and should be replaced by this one.

For those who are interested I may be working on something to address damage balance in the near future.
 
No, it's not what I'm thinking about - especially that it assumes a fixed DT.
 
Sorrow said:
Great :D !
On the other hand when I try to use it with F1, it says that it was expecting Fallout 2 v1.02 US.
I believe he only released a Win 95/98 version for Fallout 2, not Fallout1. Also, you say it is working for you? Are you using Windows 98?
 
Sorrow said:
Good to hear. Since I have no way of testing this under 98, I will take your word for it. Now that Timeslip's tweaks work under 95/98 I am able to go ahead and release my final patch.
 
Glovz said:
I have an ATI9200, the specs say it supports SM but not sure if it does fully (doesn't mention 2.0 specifically). Also, I was under the impression dx9 was for use with older OSes (win95/98) - I guess I was mistaken.

In any case, I have tried several times and as I said before the game freezes at the main menu for me.

I am at work right now, otherwise I would post the settings I choose to use.

I will give it another try on a fresh installation with/when killap releases the next version of his patch.

I just tried using the shader mod again with a fresh installation and killap's latest patch and the game still crashes for me at the main menu screen.

Might it be that:
;Toggle the global shader on or off
ToggleGlobalShader=0x52
needs to be adjusted as well?
 
Glovz said:
I just tried using the shader mod again with a fresh installation and killap's latest patch and the game still crashes for me at the main menu screen.

Might it be that:
;Toggle the global shader on or off
ToggleGlobalShader=0x52
needs to be adjusted as well?
shole's answer was the correct one; the 9200 doesn't support sm2.

The ToggleGlobalShader line in the ini just controls the keyboard key you use to toggle the shader on and off in game. It's not going to make any difference to crashes.
 
shaders

Lexx, you shaders idea was the same i was thinking... For in game penalities is "just" add something like: if shader is on than remove 1,2,3... PE. Well at least i guess is so......
 
A couple of questions if I may...

1) Is there any practical difference to using the DX9 rendering as opposed to 16-bit color or 8-bit color, in terms of graphical appearance? Does it look cleaner?

2) You say in the section about changing the resolution that you can use an "upscaling filter" by placing a DX9 effect file called 'global.fx' in the data/shaders directory. Now, is global.fx a file you have to make yourself (and have to know advanced stuff about DX coding to do)? Is it a file you can obtain from somewhere? By doing so would you be able to actually increase the resolution and not just stretch the graphics?

Oh, and many kudos. Your efforts on this front are much appreciated.
 
Kyuu said:
1) Is there any practical difference to using the DX9 rendering as opposed to 16-bit color or 8-bit color, in terms of graphical appearance? Does it look cleaner?
It fixes the black screen bug, and lets mods use shaders. It also lets you change the window resolution to match your desktop, which doesn't effect the picture but does mean you can alt-tab out without the couple of seconds delay it takes the computer to switch resolutions. On the downside, it breaks movies (especially in fallout 1,) and doesn't work at all in the windows 9x version.

Kyuu said:
2) You say in the section about changing the resolution that you can use an "upscaling filter" by placing a DX9 effect file called 'global.fx' in the data/shaders directory. Now, is global.fx a file you have to make yourself (and have to know advanced stuff about DX coding to do)? Is it a file you can obtain from somewhere? By doing so would you be able to actually increase the resolution and not just stretch the graphics?
Go back a couple of pages and get shole's shader for a good example.
 
Ah, got it, thanks.

Got another question (sorry to be such a bother).

Would it be possible for you to do something similar to what the Fallout2Patcher does, since it's incompatible with Killap's patch? The patcher makes a new .exe that makes Fallout 2 run in a higher resolution (not just stretching as your tweaks already do). I know it causes a few problems, but the graphics look *much* nicer even with just an increase to 800x600.
 
my shader doesn't do upscaling
just cleaning up of the dirty dithering process
i might do an upsizer shader at some point if i come across a good algorithm that shows an improvement in quality when scaling lowres lowcolor content - more so than just plain bilinear (like what dosbox or scummvm have)

and as i get my new computer together again i will look into PS3.0 version of the dedithering stuff for better quality
creating a palette table and doing gradient detection based on that would be ideal but probably not even possible with the current limited shader instruction space

also, a few days ago i added a subtle gui mod into the shader file
it makes the bottom UI darker and more rust colored and adds gradients to screen edges, so the whole game feels darker and grittier, while the gameworld area is actually the same brightness as earlier
it's disabled by default for authencity (and speed)
just uncomment the "pass p1" line at the end to enable it
screenshot comparison;
http://www.persiist.com/present/dedither/guifade.png

http://www.persiist.com/present/dedither/global.fx
 
What exactly is global script about Timeslip is writting in readme.txt to his new compiler?

I would like to use new "force_encounter" function and I do not know how to use this?
Maybe someone could help me and show a basic example how to write such script and how to use this in game?
 
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