Fallout 2 mod FO2 Engine Tweaks (Sfall)

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?
 
shole said:
Demonslayer said:
shole said:
for great justice

Has this been "added"?
what?

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.


filterexample2zoom.png
 
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;
shole said:
http://www.persiist.com/present/dedither/global.fx
just place this at \data\shaders under your fallout installation and set "Mode=4" and "GlobalShaderMode=3" in ddraw.ini
i have not tried it with other dx9 modes or globalshadermodes or resolutions

i might develop it further if i deem it necessary
but i think it's "good enough" for it's purpose
you guys are free to do whatever you like with it ofcourse
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..
 
Just got thus mod installed and playing windowed mode at 1280x960 with 215 FPS is very nice :)

shole said:
http://www.persiist.com/present/dedither/global.fx
just place this at \data\shaders under your fallout installation and set "Mode=4" and "GlobalShaderMode=3" in ddraw.ini
i have not tried it with other dx9 modes or globalshadermodes or resolutions

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.
 
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.
 
did the hires patch introduce any new bugs or work oddly?
thinking if it should seriously be looked into
 
Sorry I haven't been around for a while. I've been swamped with uni work for the last couple of months. :(

Mario_Dweller said:
Timeslip, Would it be possible to add script functions to get kill counter values ? (in CHAR window KILLS)
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.

Mad Max RW said:
Sorrow said:
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.
Download and install the "semi-official 1.2 TeamX patch"
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.
 
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.

Mario_Dweller said:
Nice work... :clap: as always :)... Could you also release version for win9x too ?
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. :(
 
Timeslip said:
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. :(

That's a pitty. We don't use shaders. So i think it's better to use Win9x version...

Timeslip said:
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'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 ?
 
Mario_Dweller said:
That's a pitty. We don't use shaders. So i think it's better to use Win9x version...
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.

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

<snip>

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

Hex editing is no problem. And I've never had problem on XP with 9x version.
 
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.

Mario_Dweller said:
Hex editing is no problem. And I've never had problem on XP with 9x version.
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? :?
 
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