Fallout 2 mod FO2 Engine Tweaks (Sfall)

Another interesting thing could be the explosive range / damage range of explosive weapons. Any chance for that? :p
 
Lexx said:
Another interesting thing could be the explosive range / damage range of explosive weapons. Any chance for that? :p

Oh right, I forgot to mention that. Yes, it would be awesome to set the range of splash damage :D
 
Ardent said:
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!
Just carry weight would be a bit silly. Something like that would hit all of the derived stats. Should be relatively easy in any case, given that I already do very similar things for traits and skills.

Ardent said:
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?
Not really. If you want more granuality, you might as well boost max carry weight and the weight of all of the items. That would be the way I'd implement it internally in sfall anyway, except that I could divide by 10 or whatever on the inventory screen and show a decimal, whereas you'd have to edit the Lb string to something else to make the weights make sense.

Lexx said:
Another interesting thing could be the explosive range / damage range of explosive weapons. Any chance for that? :p
Dunno. Where's that currently stored? Surely not all explosives/explosive type weapons have the exact same range and damage?
 
Heh, while we are at it... Molotov Cocktail gives explosive damage in the moment, because of it's explosion. It would be nice if we could set it to fire damage, additionally to it's explosive damage. Who doesn't want to see his enemies dance in fire, after throwing a molotov? :>

Dunno. Where's that currently stored? Surely not all explosives/explosive type weapons have the exact same range and damage?

Damage not, but I *think* the range is all the same for explosive damage.
 
Lexx said:
Heh, while we are at it... Molotov Cocktail gives explosive damage in the moment, because of it's explosion. It would be nice if we could set it to fire damage, additionally to it's explosive damage. Who doesn't want to see his enemies dance in fire, after throwing a molotov? :>
You'll have to hack something together with hook scripts for that one.

Lexx said:
Damage not, but I *think* the range is all the same for explosive damage.
Slightly better, I guess. I don't have any of my stuff in front of me at the minute, so I'll have to wait till I get back home to check, but if there's just a hardcoded tile number somewhere it'll be easy to change. The trick will be making it weapon specific...
 
Timeslip said:
Just carry weight would be a bit silly. Something like that would hit all of the derived stats. Should be relatively easy in any case, given that I already do very similar things for traits and skills.

Sure, if you can do that for all derived stats, it would be awesome - we'll find a use for it sooner or later :D

Not really. If you want more granuality, you might as well boost max carry weight and the weight of all of the items. That would be the way I'd implement it internally in sfall anyway, except that I could divide by 10 or whatever on the inventory screen and show a decimal, whereas you'd have to edit the Lb string to something else to make the weights make sense.

That was just an alternative to editing Carry Weight. But I prefer to edit Carry Weight - much neater.

Surely not all explosives/explosive type weapons have the exact same range and damage?

I'm pretty positive explosions have the same range for all explosive weapons.

Heh, while we are at it... Molotov Cocktail gives explosive damage in the moment, because of it's explosion. It would be nice if we could set it to fire damage, additionally to it's explosive damage. Who doesn't want to see his enemies dance in fire, after throwing a molotov? :>

This is funny, the plasma grenade deals plasma damage, yet it explodes and in a green ball of plasma. Similarly the EMP grenade. These things must be hardcoded. Yeah, I guess a hook script will be the way to go with this one.
 
Lexx said:
Someone knows how to write such a hook script? I surely don't. :p
Just getting the fire death animation is easy; use hs_deathanim1 with something like 'if(get_sfall_arg == PID_MOLOTOVE) then set_sfall_result(PID_FLAMER)'

Actually doing fire type damage isn't something that's trivial with the current hook scripts available. You'd have to use hs_combatdamage, check the relative explosion and flame DR/DT's of the target and modify the damage appropriately.

But I'd forgotten about emp's. I may be able to subvert whatever mechanism they use, even if it's hardcoded.
 
That still sounds far above my skills. :) It also needs to involve pyromanic perks, etc.
 
While we are on the topic of explosions - can the explosion animation be designed to light up an area when it explodes (this would be only really effective in the dark). Currently you can *light up* the actual misc explosion artwork in the mapper, but it had no effect in-game. The explosions are dull and don't reflect their light setting.

As well could the explosions be adjusted so there is just a single hex that animates the explosion, instead of the 6 hexes surrounding the center of the explosion. Thanks.
 
An option to change the SPECIAL/derived stat relationships via a config file is in svn.

On closer inspection I'm not going to be touching explosion range/etc. There's nothing simple I can do there; there's no 'range' as such, it only checks adjacent tiles, and stores it all in a struct that's only got enough space for a limited number of extra targets. It's all firmly in the heck-of-a-lot-easier-to-script-it category.
 
A new request:

I've noticed that I can set container items to have "No Highlight" flag. But normal scenery doesn't have this... Any chance for this being added as well? I really hate it if my scenery is brightened up a lot, just because I step close to it... I mean, it's good in most cases, but if you have big art, then it is not.

Also it would be super cool if we could set some scenery to be totally flat... So flat that not even dead critters can be under it. I know this can be workarounded with splitting up the scenery and placing it on "correct" hex, etc... but bleh, that makes it so damn complex and time consuming. Plus, it doesn't always work anyway.
 
Lexx said:
A new request:

I've noticed that I can set container items to have "No Highlight" flag. But normal scenery doesn't have this... Any chance for this being added as well? I really hate it if my scenery is brightened up a lot, just because I step close to it... I mean, it's good in most cases, but if you have big art, then it is not.

I may be wrong, but I think the "highlight" option is about highlighting an item on the ground with a yellow lining. Never tested it though.
 
Hm could be correct, I don't remember right now.

Would be shit. It's really annoying to have the whole graphic light up when you step closer to it's hex.
 
I'm pretty sure it's for the outline highlighting too.

Lexx said:
Also it would be super cool if we could set some scenery to be totally flat... So flat that not even dead critters can be under it. I know this can be workarounded with splitting up the scenery and placing it on "correct" hex, etc... but bleh, that makes it so damn complex and time consuming. Plus, it doesn't always work anyway.
So basically, you want floor tiles? :P

Joking aside, the 'easy' fix for that would be removing the flat flag from corpses. Of course, that would probably cause side effects in the other direction... The proper way to fix it would be to have another art layer in between floor tiles and items, and that would be pretty complicated.
 
Yes, technically tiles. But I can't make my object to tiles-- it's in a position and size where I would need to *merge* it with other tiles around it and I really do not want to do this. It would be a horrible ammount of work.

In fact, I could workaround this problem with splitting up my scenery and moving it in positions, where a flat corpse always would be drawn over it. Now this would also mean highlighting, highlighting, highlighting... and this in a even more ugly way than it is right now (because you would exactly see the cut lines from the graphics when it lights up).
 
I have noticed a microbug in the item highlight function in RP, Timeslip.
The items on a ground are highlighted when a Shift (or other defined) key is held, but when you enter the combat mode while holding Shift, all the items remains highlighted even after releasing of Shift. (If it is possible, it would be good to have some item highlight disabling function inserted before a first round of every combat.)
 
valcik said:
I have noticed a mikrobug in the item highlight function in RP, Timeslip.
The items on a ground are highlighted when a Shift (or other defined) key is held, but when you enter the combat mode while holding Shift, all the items remains higlighted even after releasing of Shift. (If it is possible, it would be good to have some item highlight disabling function inserted before a first round of every combat.)

I actually found this 'bug' extremely useful. I was fighting in the middle of a corn field and my character was Jinxed, which meant I was dropping my weapon every two turns. Finding a knife in the cornfield would be of extreme hassle if not for the auto-highlight item 'bug' :P
 
valcik said:
..yay, that's right, Ardent. I never thought it may be intended! :)

Heh, I'm don't suppose it was either, and I'm also pretty sure, the item highlight function could be used in combat when needed and not permanently. So yeah, I guess it counts as a not very serious, but still, bug. 8-)
 
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