Fallout 2 mod FO2 Engine Tweaks (Sfall)

Are you referring to this screen?

018scr00000.gif


If so then select a critter at the bottom, and press "e", or the edit button. You can basically do anything to a critter inside that window...extra HP, or AP, or improved armor, etc. To add items place the critter on a map, select it and then press "e" again. Note to place a weapon in a critters hand you need to drag the weapon from it inventory into the right hand slot...if the critter stops spinning inside its window then you know that critter cannot use that particular weapon (Tribals can't use big guns, etc).

My hope is that the official BlackIsle mapper could be fixed so it could edit Fallout 1 critters. Timeslip! :wiggle:
 
Better ask Mash, as Timeslip doesn't wanted to touch the mapper. :>
 
.Pixote. said:
Are you referring to this screen?

Not quite. I know about that screen but I'm looking for the one which is used to edit stats such as AC and others. I can see the original developers fiddled with critter ACs but I can't see how they did that.
 
You just have to push the button "Advanced" at the left column on the screen that .Pixote. has posted.
 
Thanks but that won't help either.

I'll post tomorrow all the stats that are unavailable for modification through Mapper because we don't know where their editing screen is.
 
Ok, here's the first image. You can see the stats from FO 1 Lieutenant. Observe how his AC is listed at 37. How?

2r5goig.gif


Here's the image from FUCK. I managed to access the "Extra Stats" from Fallout 2 Mapper by selecting the critter, clicking the Edit button and then pressing 2 on keyboard. Of course, the game crashes if you try to save those changes.

 
Fallout1FTW said:
Ok, here's the first image. You can see the stats from FO 1 Lieutenant. Observe how his AC is listed at 37. How?

First his agility is up from 5 to 7...and then they used the stamp armor button and gave him advanced power armor...all up that will equal 37 AC. Often critters have stamp armor attached to them to improve their defensive abilities, but in game they might be only wearing just a shirt. NCR police wear combat armor mark 2, but in game they appear to be wearing just a blue uniform. If these critters weren't armored the game would be too easy. :wink:
 
Right, the stamp armor function... I forgot all about it. I never thought it affected AC, only DT / DR. Thanks Pixote, I'll try that out!
 
This doesn't really have to do with Sfall, but more with the script editor and compiler...

When I try to compile the sources from TeamX' Mr. Fixit, I can only do this with the original FSE compiler, not with the new ones. Is there any chance that this issue can be fixed? Switching compilers for this stuff is really not fancy, imo.
 
Lexx said:
This doesn't really have to do with Sfall, but more with the script editor and compiler...

When I try to compile the sources from TeamX' Mr. Fixit, I can only do this with the original FSE compiler, not with the new ones. Is there any chance that this issue can be fixed? Switching compilers for this stuff is really not fancy, imo.
What's the error?

Whatever it is though, there's a backward compatibility option you can use that should let you compile anything that the old compiler would accept. (Albeit at the cost of disabling array support, for/foreach loops, and whatever other new bits of syntax I thought would be a good idea at the time.) It was -b on the command line, but I can't remember how to turn it on in the GUI off the top of my head. It's probably on the options menu next to the optimization checkbox.
 
If I compile the script, the editor tells me about "Expecting Top-Level Statement," nothing more. If I double click on the error message, it leads me to a line that really is fine.

I can't see any option for backward compatibility in the settings. "Optimize" is there, but next to it nothing that might resamble any other function.
 
Maybe I never added an option for it in the gui then. I'll take a look when I get home.

I think there's some cases the old compiler would accept a missing semi-colon, where the sfall one is more strict. You can check the previous line to see if there's a semi-colon missing on it, or otherwise I'll try and compile the script myself and see what's going on.

Edit: Looks like there really isn't any way to turn backward compatibility on from inside the editor. I guess I must have assumed that anyone writing scripts in it would be using sfall functions/features. I don't see the same error you do though, just some complaints about calling macros with too many arguments. (Which I'm not sure the backward compat option would have fixed anyway.)

Edit2: ok, after commenting out all the food related stuff to get rid of the macro errors, I do see your error. It's because list_next is an sfall function. There's no way around that; you'll need to rename the function.
 
Hi everyone,

Can someone tell me if there is a mean to start with a centered window when using graphic mode 5 of SFALL ?

Thanks in advance.
 
sieg66 said:
Can someone tell me if there is a mean to start with a centered window when using graphic mode 5 of SFALL ?
If you hold down, umm, control? (Some key anyway, and it's configurable in ddraw.ini.) then you can scroll the window around with the mouse. With background mouse turned on you can click and drag the titlebar like normal too, but background mouse makes the game pretty much unplayable in windowed mode, so I don't recommend that route.
 
Thanks Timeslip, I have seen this in the ddraw.ini file and it's yet a good thing, but it would have been nice to be able to set a position in the ini file or to enforce a centered position.
 
A new thing: Currently, all weapons that have the explosive attack mode can't be aimed. Would it be possible to force the aimed attack mode on a weapon, so that you can switch between normal and aimed? (Not for all explosive weapons.)
 
Lexx said:
A new thing: Currently, all weapons that have the explosive attack mode can't be aimed. Would it be possible to force the aimed attack mode on a weapon, so that you can switch between normal and aimed? (Not for all explosive weapons.)
Sure, sounds like a good idea. Commited to svn.
 
Nice. :) Just bad that I can't compile the source, so I can't test it. :p
 
Timeslip said:
Lexx said:
A new thing: Currently, all weapons that have the explosive attack mode can't be aimed. Would it be possible to force the aimed attack mode on a weapon, so that you can switch between normal and aimed? (Not for all explosive weapons.)
Sure, sounds like a good idea. Commited to svn.

Woot! That's a whole world of new weapons options! :P

BTW, we were discussing at Mutants Rising the issue of game balance and we were wondering if it were possible to edit the way Carry Weight is calculated, in a similar manner like you can now edit Skills? Do you think it could make the next sfall release? Thanks a lot in advance!

Another idea - would it be possible to give items a broader range of weight? Currently, you can only give integer values to item weight (so e.g. 0 or 1). Would it be possible to give 0.5 pound or 0.25 pound weight to items?
 
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