Fallout 2 mod FO2 Engine Tweaks (Sfall)

The game isn't crashing for me, the text of that script is just all Error.

It's really needed to get around that. If I'll have to start to overwrite original scripts, I am going to die.
 
Lexx said:
The game isn't crashing for me, the text of that script is just all Error.

It's really needed to get around that. If I'll have to start to overwrite original scripts, I am going to die.

That's just a softer version of the same bug (I guess). I had similar issues which on later positions turned into what I described in the previous post.
 
I've searched the board and came up with that. So yeah, I knew I've read it already before.

But in the linked page at the modding wiki, it's said to be around 1769-1774.... I have it at exactly 1451.

Funny though, I've posted in that thread that I will "soon" hit that mark as well... Which is what happened now. Just a bit earlier than expected, heh.

/Edit: Another old thread about the limit.

Hope, that problem can be get around, as it's really bad... And stealing my Fallout 2 modding mood again.

/Edit²: Damnation, I've missed my 6000th post. Though, 6020 looks good too.
 
There is indeed a limit of 1450 differently named script files. Shouldn't be a problem to remove it.

Edit: Done and in svn, although I'm a bit suspicious that one of the usages was lacking an out-of-range check. I may have missed something, and I don't have 1541 scripts lying around to test with. :|
 
I wrote something about that same problem earlier. That too many dialogs affect unrelated data in the sav.dat file when game is saved (and memory before that I would assume). That's what's causing the a crash. MIB88 and me seemed to have a bit different numbers on the dialogs misbehaving, dunno what's up with that.

Anyway Timeslip, is this what you just fixed?
 
Nice! :)


So... how high is the chance, to get this little fix for the mapper as well? :> The mapper is testing-tool number one, so it would be really needed to get fixed in there as well.
 
ok, I think that's enough new stuff to warrent a 2.15. It's up on sourceforge.

Code:
>Added the ability to adjust skill/stat relationship
>Added an option to add stat/skill effects to traits via config files
>Fixed an issue with doors being able to dodge bullets (From Mash)
>Added an option to increase the maximum number of named scripts

There's examples for the skills/traits config files in the modders pack, and the named scripts thing is at the bottom of ddraw.ini. (Off by default for now, but I'll flip it to on when someone confirms it works; I haven't tested it for large numbers of scripts yet.)

Darek said:
Anyway Timeslip, is this what you just fixed?
That looks like it, yes. That missing range check I mentioned means that it starts stomping over unrelated memory after 1450 scripts, and tbh I'm amazed that it made it as far as 1800 without crashing or causing obvious corruption.
 
Timeslip said:
the named scripts thing is at the bottom of ddraw.ini. (Off by default for now, but I'll flip it to on when someone confirms it works; I haven't tested it for large numbers of scripts yet.)

Are you sure you've added it? Can't find it. :> Last entry in regular ddraw.ini is MeinMenuFontColor. In the modders pack ddraw.ini it's the debug output print text stuff.


Btw. from modders pack ddraw.ini:
;Set to 1 to stop fallout from deleting non readonly protos at startup
;May have side effects, so don't use for regular gameplay
DontDeleteProtos=0

The side effect is that temporary files in the savegame folder aren't deleted, which creates conflicts if you start a new game... then the changes from your last game remain active.
 
Lexx said:
So... how high is the chance, to get this little fix for the mapper as well? :> The mapper is testing-tool number one, so it would be really needed to get fixed in there as well.
I'm not planning a mapper version of sfall now nor ever, but I've looked up the relevant memory addresses if anyone else wants to patch it in.

Point these at a bigger block of memory: 4C0347, 4C045B, 4C0658, 4C0671, 4C2E53, 4C2E5D, 4C2EB4
And increase the value of these: 4C035F, 4C0477, 4C0664

Lexx said:
Are you sure you've added it? Can't find it. :> Last entry in regular ddraw.ini is MeinMenuFontColor. In the modders pack ddraw.ini it's the debug output print text stuff.
Yup, pretty sure. Are you sure you downloaded the new version? The default download is still 2.14, so you need to get 2.15 specifically from the files list.

Code:
;Set to 1 to boost the maximum number of script names from 1450 to 10000
BoostScriptDialogLimit=0
 
Ah yeah, downloaded 1.4. Will test it now.

Hope someone can do a patcher for the mapper, as it's an important issue.

/Edit: Tested ingame, seems to work. The text is now shown correctly.

/Edit²: Only the ddraw.dll from the modders pack doesn't work.
 
Lexx said:
/Edit²: Only the ddraw.dll from the modders pack doesn't work.
Bah, I forgot to update it. It's still the 2.12 one. :oops:

It's been ages since I've compiled one of those trace dlls. I can't even remember how to do it. Will try and work it out and fix it now.

Edit: Done.
 
I can confirm the dialogue fix is working. Thanks, Timeslip! And thanks for all the other new features too! :clap:
 
Timeslip said:
Lexx said:
So... how high is the chance, to get this little fix for the mapper as well? :> The mapper is testing-tool number one, so it would be really needed to get fixed in there as well.
I'm not planning a mapper version of sfall now nor ever, but I've looked up the relevant memory addresses if anyone else wants to patch it in.

Point these at a bigger block of memory: 4C0347, 4C045B, 4C0658, 4C0671, 4C2E53, 4C2E5D, 4C2EB4
And increase the value of these: 4C035F, 4C0477, 4C0664

Lexx said:
Are you sure you've added it? Can't find it. :> Last entry in regular ddraw.ini is MeinMenuFontColor. In the modders pack ddraw.ini it's the debug output print text stuff.
Yup, pretty sure. Are you sure you downloaded the new version? The default download is still 2.14, so you need to get 2.15 specifically from the files list.

Code:
;Set to 1 to boost the maximum number of script names from 1450 to 10000
BoostScriptDialogLimit=0
Mash would probably need to know if someone were to make the changes as it might affect compatibility with his mods changes to the mapper.

EDIT:
Possibly Mash could make the changes?
 
Yeah, that would be great. I think every modder is using that stuff anyway. :)
 
Timeslip,

can you try and extract the information about keyboard shortcuts used in FO2 Mapper? It seems there are some screens related to Critter editing that we've missed and don't know how to access. Can you do it?
 
Fallout1FTW said:
Timeslip,

can you try and extract the information about keyboard shortcuts used in FO2 Mapper? It seems there are some screens related to Critter editing that we've missed and don't know how to access. Can you do it?

What screens exactly...can you load an image.
 
I don't have a screenshot because I don't know how to access that screen ;)
The screen should contain "hidden" stats such as AC and others. You can see them all in FUCK but we don't know how to bring them up in Mapper (yet).
 
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