Fallout 2 mod FO2 Engine Tweaks (Sfall)

Lexx said:
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.
Even at walls it's looking like shit. Dunno why they decided to highlight scenery/walls pieces in different way than tiles. Round dot "casted" at all objects around player could be elegant solution. But the most importantly: you can't see where the cut lines are when tiles are highlighted, but in of case scenery and walls you see it :roll:

Lexx said:
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).
That's one of the most annoying and ugliest engine features.
 
I have another request: Is there any way of preventing certain movies from displaying? I'm talking about the Hakunin dream movies in particular. They are hardcoded to appear after a certain amount of time and the last movie will be displayed when you obtain the GECK (when the GVAR is triggered, I think).

This will cause us a major hiccup in MR, as we're replacing Hakunin Dream movies with our own versions.
[spoiler:5e50f4664b]The difference between MR and F2 is that in MR you can actually "obtain the GECK and save your village in time" so to speak, i.e. you can successfully solve the main quest. If you do it within the prescribed time limit, the movies should stop appearing.[/spoiler:5e50f4664b]
Theoretically, we could trigger the GECK global variable to stop these movies, but like I said, the final movie is set to appear nonetheless,
[spoiler:5e50f4664b]and that'd ruin the whole quest in our case.[/spoiler:5e50f4664b]
 
Ardent said:
I have another request: Is there any way of preventing certain movies from displaying? I'm talking about the Hakunin dream movies in particular. They are hardcoded to appear after a certain amount of time and the last movie will be displayed when you obtain the GECK (when the GVAR is triggered, I think).
Would there be any advantage to hardcoding something that specific into sfall compared to renaming the movie so that fallout can't find it, and then playmovie-ing the real movies when/if you want?
 
Timeslip said:
Would there be any advantage to hardcoding something that specific into sfall compared to renaming the movie so that fallout can't find it, and then playmovie-ing the real movies when/if you want?

I can do that if movies can be playmovie-ed while travelling on the world map. If not, and if there's no other way, I could probably play them on map enter or exit, but what will the fans say?! :wink:
 
Continuum said:
Lexx said:
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).
That's one of the most annoying and ugliest engine features.

Yeh, would be a blessing to be able disable that for certain scenery. Hell, maybe even "highlight like tiles"-function, where we get this normal light circle instead of object highlight as whole.
 
Ardent said:
I can do that if movies can be playmovie-ed while travelling on the world map. If not, and if there's no other way, I could probably play them on map enter or exit, but what will the fans say?! :wink:
I don't know of any reason why it wouldn't work from the world map, (from a global script, obviously, since no others would be running,) but it would need testing to make sure.

I'll take a look at doing it in sfall anyway though, because it might be pretty easy. It depends if/how fallout stores whether or not the movie has been played. (Although if it stored it, I'd have expected it to be in a GVAR, which would make disabling them trivial without sfall...)
 
When I call a video via global script, when I am at the worldmap, I see parts of the interface shining through. Tried it in different variations already: Send player to some map and then play video, play video, then send player to a map, etc. both gave the same result, if I remember correct.
 
Timeslip said:
I'll take a look at doing it in sfall anyway though, because it might be pretty easy. It depends if/how fallout stores whether or not the movie has been played. (Although if it stored it, I'd have expected it to be in a GVAR, which would make disabling them trivial without sfall...)
Function 21 in save.dat might be what you're looking for, though perhaps that is only related to the pipboy entries of the movies and nothing more. :shrug:
 
Darek said:
Function 21 in save.dat might be what you're looking for, though perhaps that is only related to the pipboy entries of the movies and nothing more. :shrug:
Yup, that was exactly it. (Well, the bit of memory that get's written out into that part of the save file, rather than the save file itself.)

I've committed a mark_movie_played script function to svn. It does still have the side effect that after calling it the movie will be available in the pipboy, which you may or may not care about.
 
Timeslip said:
I've committed a mark_movie_played script function to svn. It does still have the side effect that after calling it the movie will be available in the pipboy, which you may or may not care about.

Great! Thank you, Timeslip! You're a charm :wink:
 
Sorry for double-posting, but I have a yet another request for Timeslip:

Could there be an option to remove "Rest until healed" and "Rest until party healed" options from the PipBoy? I tried doing that by deleting the string with the name of the option, but the button is still clickable. It would go a long way in making the healing skills more useful.

Thanks in advance.
 
Ardent said:
Could there be an option to remove "Rest until healed" and "Rest until party healed" options from the PipBoy? I tried doing that by deleting the string with the name of the option, but the button is still clickable. It would go a long way in making the healing skills more useful.
But what would stop someone clicking rest until midnight a few times? We already had this discussion a few pages back, and you were a part of it. :P

I never did find time to write that mod I was planning though. :(
 
Deactivate resting totally. :> This can be done even without Sfall. :p

That would require lots of other possibilities to rest, though.
 
Timeslip said:
But what would stop someone clicking rest until midnight a few times? We already had this discussion a few pages back, and you were a part of it. :P

Oh right, when I wrote my previous post, I had it somewhere in the back of my head, but was too lazy to check. My bad. In any case, we have a new plan about healing and healing while resting should actually be allowed, only removing these two options would help make the game more annoying for cheaters/exploiters :P

Lexx said:
Deactivate resting totally. :> This can be done even without Sfall. :p

That would require lots of other possibilities to rest, though.

I wanted to avoid the work connected with adding all those extra possibilities.
 
Hm, depends if it can be made more universally. Adding hotel rooms, etc. isn't much work (except dialogue work, but this could be made a tad generic too). So it's kind of more a problem of "where to place this stuff" than anything else, I'd say.
 
Another idea: how about a script function, which prevents/enables resting? This function could be used with checks like: if player is inside a certain room/building, they can rest, if not - they can't. Or, when raiders have been wiped out from a certain area, you can rest - if not, you can't.

I would like to preserve the hardcoded resting system if possible, than to script beds and stuff like that with script-driven healing-while-resting options. It would be a much neater solution, IMHO, especially with other modifications I have in mind.
 
Have a question? Got a problem with sfall ini config

;Set to 1 to do the palette conversion on the gpu
;Faster, but incompatible with the Scalefilter and TextureFilter settings
;Requires v2.0 pixel shader support
GPUBlt=0

I run Windows 7 home premium x64. If i change it to 1 i get a crash with memory error or something "memory could not be read".

otherwise it launches no problem, but weather mod doesn't work and I get shaders are not set error when I start a new game or load a game.

Anybody has a clue to why it happens? Or how can I get weather mod to work in megamod or hardware shaders in F2RP?

Thank you in advance

EDIT: I am pretty sure my video card has 2.0 pixel shaders support. it is ATI Radeon HD 6250.
 
Drobovik said:
I run Windows 7 home premium x64. If i change it to 1 i get a crash with memory error or something "memory could not be read".

otherwise it launches no problem, but weather mod doesn't work and I get shaders are not set error when I start a new game or load a game.
The gpublt option isn't required to use the weather mod, or any other shaders; you just need to be using graphics mode 4 or 5. The fact that they don't work either even with gpublt turned off suggests that your card is refusing to load any shaders whatsoever. I've no idea why; as you said, that card says it supports sm2.0. (sm5.0, in fact.)

You can try updating your graphics drivers. Beyond that, the only suggestions I can come up with to find out why it's not working would be to build sfall yourself from source and run it in a debugger, or install the directx sdk, switch direct3d over to debug mode and turn the debug output option up to 1, run sysinternals debugview, and watch the error messages pop up in it when sfall fails to load a shader.
 
Where is the complete source code for sfall? I looked over every link on your sourceforge page and it's not there. I don't want the Modder's Pack (which only has sslc source code from what I see, not sfall's source code), or the little bits from the SVN, I want the whole thing. You used to have it as a separate download, but it's not there any more. Very irrititating... :x


Ardent said:
Another idea: how about a script function, which prevents/enables resting? This function could be used with checks like: if player is inside a certain room/building, they can rest, if not - they can't. Or, when raiders have been wiped out from a certain area, you can rest - if not, you can't.

I would like to preserve the hardcoded resting system if possible, than to script beds and stuff like that with script-driven healing-while-resting options. It would be a much neater solution, IMHO, especially with other modifications I have in mind.
What does the hard-coding check for, anyway? In Fallout 1, I can walk into an invaded town full of mutants and rest as much as I want. I can't figure out what it uses to actually determine if resting is possible. It seems to be random and illogical from what i've seen :P
 
Sduibek said:
Where is the complete source code for sfall? I looked over every link on your sourceforge page and it's not there. I don't want the Modder's Pack (which only has sslc source code from what I see, not sfall's source code), or the little bits from the SVN, I want the whole thing. You used to have it as a separate download, but it's not there any more. Very irrititating... :x
Whu? :shock:

I think you need to look just a little bit harder. What makes you call that 'little bits?' :facepalm:
 
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