Fallout 2 mod FO2 Engine Tweaks (Sfall)

Discussion in 'Fallout General Modding' started by Dude101, Jul 30, 2007.

  1. Sorrow

    Sorrow So Old I'm Losing Radiation Signs

    Feb 9, 2006
    I have a problem, when I try to use the Win98 version with F1, it says that it was expecting Fallout 2 v1.02 US.

    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?
     
  2. shole

    shole First time out of the vault

    30
    Jun 8, 2004
    what?
     
  3. Demonslayer

    Demonslayer Water Chip? Been There, Done That

    968
    Aug 8, 2005
    I dunno. Isn't that possible to do in the game? The graphic sharpness?

    It would probably look alot better. At least i like it.


     
  4. shole

    shole First time out of the vault

    30
    Jun 8, 2004
    what on earth are you on about?
    on left is the vanilla game graphics, on right is the same graphics ran through my pixelshader filter, which i posted a few pages earlier;
    i use it to play and i think it's a huge improvement


    if you mean 'doing it' for the original fallout source art, that would be impossible, as it's still rendered in 8bit color anyway
    the filtered result is 24bits with generated shades in between the original colors..
     
  5. alatari

    alatari First time out of the vault

    90
    Sep 4, 2007
    Just got thus mod installed and playing windowed mode at 1280x960 with 215 FPS is very nice :)

    Tried this dithering patch and while it looks a bit nicer overall the faces are almost completely destroyed and my FPS dropped to 4 to 12. Major performance hit.
     
  6. roshan

    roshan First time out of the vault

    20
    Sep 17, 2006
    Does the mod by Timeslip improve the way the game looks?
     
  7. Kyuu

    Kyuu Insert Awesome Title Here

    Jul 19, 2007
    No. The only things that can do that are Shole's pixelshader filter (although I share Alatari's complaint that is destroys the faces and I also think it makes the game look kinda... blurry, I guess), as well as a program that would patch the .exe to allow you to play FO2 in higher resolutions. Unfortunately, that patcher isn't compatible with killap's patch, and I much prefer the bug fixes.

    I'm willing to bet someone knowledgeable enough could use Timeslip's tweaks to do the same thing that the patcher was doing. Or at least that patcher could be made compatible with it.
     
  8. roshan

    roshan First time out of the vault

    20
    Sep 17, 2006
    Damn - any idea if it is compatible with the Megamod?
     
  9. shole

    shole First time out of the vault

    30
    Jun 8, 2004
    did the hires patch introduce any new bugs or work oddly?
    thinking if it should seriously be looked into
     
  10. Mario_Dweller

    Mario_Dweller It Wandered In From the Wastes

    153
    Apr 9, 2004
    Timeslip, Would it be possible to add script functions to get kill counter values ? (in CHAR window KILLS)
     
  11. Mad Max RW

    Mad Max RW Mildly Dipped

    520
    Jan 12, 2004
    Download and install the "semi-official 1.2 TeamX patch"
     
  12. Timeslip

    Timeslip Water Chip? Been There, Done That
    Modder

    921
    Aug 15, 2007
    Sorry I haven't been around for a while. I've been swamped with uni work for the last couple of months. :(

    Sure. 1.16 is up, and adds get_kill_counter and mod_kill_counter functions.

    Code:
    display_msg("Ant kills: " + get_kill_counter(17));
    mod_kill_counter(17, -1); //Decrease the number of ants killed by 1.
    
    Edit: The 17 comes from the KILL_TYPE_xxx values in define.h, if that wasn't obvious. You can also use 18 for big bad boss kills.

    I don't think that's going to help, seeing as there isn't a a windows 98 version for fallout 1. :P

    Like there error says, you're trying to use a version built for fallout 2. That's not going to work for fallout 1 no matter which way you twist it.
     
  13. Mario_Dweller

    Mario_Dweller It Wandered In From the Wastes

    153
    Apr 9, 2004
    Nice work... :clap: as always :)... Could you also release version for win9x too ?
     
  14. Timeslip

    Timeslip Water Chip? Been There, Done That
    Modder

    921
    Aug 15, 2007
    Out of interest, are there any mods released or in development that use the new script functions? Killap's patch is the only one I've seen so far.

    I will do at some point, but I don't seem to have left any notes to myself as to what the problem was or how I fixed it, so you'll have to wait for me to do it again from scratch. :(
     
  15. Mario_Dweller

    Mario_Dweller It Wandered In From the Wastes

    153
    Apr 9, 2004
    That's a pitty. We don't use shaders. So i think it's better to use Win9x version...

    I'm not sure. I think Shattered Destiny use sfall, there is
    ScriptExtender=1
    but don't know if it use the new script functions...

    A little bit off topic > I've found some very interesting commands in Mr. FIXIT mod like:

    SetFont(5);
    SetTextColor(0.0, 1.0, 0.0);
    SetHighlightColor(1.0, 1.0, 1.0);
    SetHighlightColor(1.0, 1.0, 0.64);

    SayReplyWindow (300, 1, 340, 179, "PCX/w_rep.pcx");
    SayOptionWindow(300, 180, 340, 199, "PCX/w_opt.pcx");
    SayBorder(25, 25);

    CreateWin("win_dscr", 1, 1, 300, 378);
    SelectWin("win_dscr");
    Display("PCX/w_dscr.pcx");
    ShowWin;

    Does sb know if there is some documentation to these special commands ?
     
  16. Timeslip

    Timeslip Water Chip? Been There, Done That
    Modder

    921
    Aug 15, 2007
    Whether or not you use the win9x version should only depend of whether or not you use windows 9x. :P

    Even if you don't use shaders, you should still use the windows xp version on windows xp. The windows 9x version is likely to crash fallout if it does something unexpected on xp, as well as requiring you to hex edit fallout2.exe to install/uninstall.

    There's a list of all the possible functions you can use and the number of arguments they take in sslc. (In parselib.c and extra.c) I've no idea if there's any proper documentation around though.
     
  17. MIB88

    MIB88 So Old I'm Losing Radiation Signs
    Modder

    Feb 22, 2005
    I know you said that your work will work with my project. I definitely plan on making use of your work and including it in later versions.
     
  18. Mario_Dweller

    Mario_Dweller It Wandered In From the Wastes

    153
    Apr 9, 2004
    Hex editing is no problem. And I've never had problem on XP with 9x version.
     
  19. Timeslip

    Timeslip Water Chip? Been There, Done That
    Modder

    921
    Aug 15, 2007
    Looking at the win9x version of 1.15, it's been compiled with VS6, so you'll have to wait for me to go back to uni next year before I can compile one again. :(

    I tried compiling with VS2005 without using any of the default libraries, but didn't have any luck.

    Then are you using the 9x version because there's something wrong with the xp one, or because you think the 9x version will be faster or something? :?
     
  20. Mario_Dweller

    Mario_Dweller It Wandered In From the Wastes

    153
    Apr 9, 2004
    I just want to have our mod compatible with Win9x. btw i have VS6.