Fallout 2 mod FO2 Engine Tweaks (Sfall)

NVShacker said:
The DX9 SDK from March 2009 has a version of it that seems to work fine, I assume it was dropped after that?
Really? Well if I can remove it altogether, then that's even better. It's not a case of being dropped later; that file has been in my sfall build folder since version 0.1 way way back before fallout 3 had been released, so I'd have been using a 2007 or 2008 sdk at the time. Maybe someone noticed it had gone missing and re-added it. :?

DForge said:
For those who don't care: well, actually there is a huge gap between level 5 and level 6 NPC in terms of power.
Just to clarify, since the tone of your post seems to indicate that you believe otherwise, but I've never argued that lv 6 critters shouldn't be re-added. It was just in my opinion easier to reimplement them via script, rather than via an engine hack. In any case, now that they are in sfall, you no longer need to justify yourself; your first line of praise to Heanlomal for doing the work was sufficient. :P
 
I only meant to express that I see it as a bug. Perhaps completely irrelevant (ok, it IS completely irrelevant), but I still wanted to say it. Yeah, I'm just wasting time. :p

I still think there is a big difference between content that has been deliberately cut because of lack of time (and those things belong to Killap's RP) and faulty scripting, coding, whatever (which is patch material. Or sfall material :))
 
Enough changes have accumulated since 2.11, so I've uploaded a 2.12.
Code:
>New script function: set_sfall_arg
>Added a fix for the original engine issue that could cause fallout to look for the music in the wrong folder
>Added a fix for the original ungine issue that prevented melee npcs attacking multihex critters (From Haenlomal) 
>Added an option to allow party members to reach level 6 (From Haenlomal)
>Added an option to change the font colour on the main menu
>More bug fixes for Glovz's mod
>More flexibility for the 32 bit talking heads
>key_pressed now accepts values from 256 to 263 to report on the status of up to 8 mouse buttons (From NVShacker)
>Fix the rcpres variable in shaders containing two copies of 1/screen width
>Fixed an sfall bug that broke critical hits when starting a new game, up until a game was first reloaded
>Limited the scrollable quest window to prevent crashes from multiline quests (From Haenlomal)
 
Timeslip said:
Code:
>Added a fix for the original ungine issue that prevented melee npcs attacking multihex critters (From Haenlomal) 
>Added an option to allow party members to reach level 6 (From Haenlomal)
Been waiting for these fixes, thanks! :D
Will there be win2k & debugger versions?
 
NovaRain said:
Will there be win2k & debugger versions?
The modders pack will be out when I finish the utility for patching the talking head frms, and a win2k version will be out whenever I can be bothered to compile one, and once the normal version has been out for long enough that I can be sure there's nothing obviously wrong with it.
 
Very nice list of changes! Great work sfall team!

Timeslip said:
win2k version will be out whenever I can be bothered to compile one, and once the normal version has been out for long enough that I can be sure there's nothing obviously wrong with it.
Will this be in the next few days? :D I'm going through the RP bug wiki and hope to have RP 2.1.2 out early next week.
 
killap said:
Will this be in the next few days? :D I'm going through the RP bug wiki and hope to have RP 2.1.2 out early next week.
That's what you said weeks ago. :P

I guess it can be. I'm aiming to get the modders pack done tonight, so I can do the win2k version tomorrow.
 
Timeslip said:
killap said:
Will this be in the next few days? :D I'm going through the RP bug wiki and hope to have RP 2.1.2 out early next week.
That's what you said weeks ago. :P
Touche'! The last 3 weeks have been pretty hectic for me, so hopefully I actually have time now. :P
 
Did you added the correct ddraw.dll to the new modderspack 2.12? Because if I start the game with the ddraw.dll from there, the main menu font color is back to default again. If I take the one from the normal sfall, the font color change works. (It's not that important in the moment, but just to be sure that it's because of that.)
 
Lexx said:
Did you added the correct ddraw.dll to the new modderspack 2.12
Ack, I seem to have included the older one. Well spotted. :oops:

Fixed and reuploaded.

Edit: And now the win2k version is up. I expect to see the RP 2.1.2 out by lunchtime. :twisted:
 
Not sure if this has been asked before: would it be possible to introduce script functions that would allow to change map music? For example, I'd like to have Necropolis music when I first enter the map, and when I trigger something within the map, the music changes to Hub tune. Presently, this is fixed in data/map.txt and you can only choose one tune per map.

Or for example, I'd like to have different music on different map elevations (this actually can be done by doing several maps instead of one with several levels, but still this would be a handy feature).

Thanks in advance!
 
Is this then covered by the "music sound" option in the options? :) (:P)
 
Tried to search for this but didnt find an answer, i have sfall 2.12a with killapp's restoration pack 2.1.1(including the high res patch)

I installed global.fx into fo2/data/shaders/ and switched GlobalShaderMode=3 but it didn't have any effect ingame, is one of the mods conflicting or something? i dont get any error reports.

I have radeon 4850 so it supports dx9 and shaders.
 
current sfall(and as far back as 2.8),this script in hs_tohit causes critters that should not be attacking to attack,tested it in new reno stables,the slaves attack,did the same thing with killaps patch version,frp 2.1 version and megamod version of scripts,at first i thought it was the ncslave script,made damn sure no one had damaged them
Code:
procedure start;

procedure start begin
   if (init_hook) then
      begin

      end  
   else 
      begin
         set_sfall_return(95);
      end
end

edit : further testing(with frp installed),seems that it doesnt always happen,but i did verify it does happen with frp,the scientists atacked but the slaves did not,both scripts have the same code for attacking,they both use local_vars for the decision

Nirran
 
I have a question again to the debug mode. I am using the debug version of the ddraw.dll and when I start the game, a sfall-log.txt file is created, with content such like this:

[spoiler:8597edc71e]In DllMain2

Applying speed patch.... Done

Applying input patch. Done

Applying Bonus HtH Damage Perk fix. Done

Applying Special Unarmed Attacks fix. Done

Applying movie patch.... Done

Applying starting map patch. Done

Applying version string patch. Done

Applying male start model patch. Done

Applying female start model patch. Done

Applying male model patch. Done

Applying female model patch. Done

Applying starting year patch. Done

Applying starting month patch. Done

Applying starting day patch. Done

Applying starting x position patch. Done

Applying starting y position patch. Done

Applying starting x view patch. Done

Applying starting y view patch. Done

Applying sharpshooter patch. Done

Applying pathfinder patch. Done

Applying world map fps patch. Done

Applying script extender patch..Adding additional opcodes

Unsafe opcodes disabled

.... Done

Applying world map cities list patch. Done

Applying cities limit patch. Done

Applying world map slots patch. Done

Applying NPCLevelFix. Done

Applying single core patch. Done

Applying elevator patch. Done

Applying black skilldex patch. Done

Applying print to file patch. Done

Applying additional weapon animations patch. Done

Applying withdrawal perk description crash fix. Done

Initilizing critical table override. Done

Applying shiv patch. Done

Applying imported procedure patch. Done

Applying idle anim on reload patch. Done

Setting up Appearance Char Screen buttons. Done

Checking for changed skilldex images. Done

Running TilesInit().

Running MultiplayerInit().

Applying main menu text patch

Applying premade characters patchRunning SoundInit().

Running ReputationsInit().

Running ConsoleInit().

Running EnableSuperSaving() Done

Running BarBoxesInit().

Patching out ereg call.

Applying wield_obj_critter fix. Done

Applying Jet Antidote fix. Done

Leave DllMain2

Starting new game

Initing hook scripts

Completed hook script init

Loading global scripts

glperks

glsd3prk

Finished loading global scripts[/spoiler:8597edc71e]

So far so good. If there is a problem in starting the game, I see it there. Now the thing is... this can't be all, or? I mean, what about debugging ingame stuff, when the game is running and the player is doing something?

Also I wonder what this "DebugEditorKey=" entry makes. I've switched it to various keys already, but somehow nothing works. As example, I've tried to set it to "42" (shift-key from item highlight), but it has done nothing.
 
Lexx said:
Is this then covered by the "music sound" option in the options? :) (:P)
Alas no. I can't imagine it being too hard to make it so though.

Nirran said:
current sfall(and as far back as 2.8),this script in hs_tohit causes critters that should not be attacking to attack
Are you sure they shouldn't be attacking? My WAG without looking at it (which I still wont be able to do till October, most likely. :( ) is that they try to attack, but normally have a 0 hit chance, and hence the ai automatically makes them flee regardless of what they're trying to do.

Lexx said:
I have a question again to the debug mode. I am using the debug version of the ddraw.dll and when I start the game, a sfall-log.txt file is created, with content such like this:

<snip>

So far so good. If there is a problem in starting the game, I see it there. Now the thing is... this can't be all, or? I mean, what about debugging ingame stuff, when the game is running and the player is doing something?
There's not very much that gets printed in sfall's debug log. For the most part it's just initialization stuff, and some specialized stuff that's been added for people with specific problems. You can control what gets printed in the ini. By the time you get in game and are running around, there's fallouts debug info and whatever you print from scripts to rely on instead. Is there some specific information you wanted out of it?

Lexx said:
Also I wonder what this "DebugEditorKey=" entry makes. I've switched it to various keys already, but somehow nothing works. As example, I've tried to set it to "42" (shift-key from item highlight), but it has done nothing.
Do you have FalloutClient.exe in the folder with fallout2.exe? You'll also need to be using graphics mode 5. (Windowed)

It pauses fallout, and then opens up an external window with a list of globals/map variables/some other stuff, and lets you edit some of them. If sfall can't open falloutclient.exe, or if it can't connect to it, (it tries to make a tcp connection,) then it'll appear not to do anything. Another prime candidate for adding more debug info, just as I was talking about above, if you can't get it working. :P
 
Ah ok. That makes clear why this thing didn't work.

I've stumbled over a strange bug a few days ago, which is hard to recreate. After some point in the game, I couldn't use ladders in specific maps anymore. The player just has done nothing, but getting broken animations. I managed to recreate this bug a few times, but it didn't helped me to track down the reason.

Also I noticed something strange with the quest log in one location. All quest titles are sorted like in quests.txt, which is normal. But if I take some other quest (which is nothing fancy or different), the quest order changes completely, which is not what should happen. I think that my first problem has somehow to do with this one, but again, I am not sure. (It's also not a long quest list for that location so far. Just 6.)

So far, these bugs haven't been critical, but I fear that this can end bad if I ignore it.
 
Timeslip said:
Nirran said:
current sfall(and as far back as 2.8),this script in hs_tohit causes critters that should not be attacking to attack
Are you sure they shouldn't be attacking? My WAG without looking at it (which I still wont be able to do till October, most likely. :( ) is that they try to attack, but normally have a 0 hit chance, and hence the ai automatically makes them flee regardless of what they're trying to do.

yea,they should not be attacking

tohit is the reason then,my difficulty mod boosts the tohit of all critters,ok not an sfall bug then,sorry for the erroronius bug report

edit : tohit is definelty the reason,with it set to 0(in the difficulty mod) they didnt attack

Nirran
 
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