Not quite what I meant by debug dll; the dll in the modders pack is still release mode, just with an extra #define.Lexx said:You sure about debug dll? Because when I use it, the game crashs as well. The new normal file works now.
Not quite what I meant by debug dll; the dll in the modders pack is still release mode, just with an extra #define.Lexx said:You sure about debug dll? Because when I use it, the game crashs as well. The new normal file works now.
Lexx said:Characters with stealth boy? :p
Again, the answers you seek are in the modders pack.Darek said:Thanks for the "get_npc_level function" Timeslip.
Now I just have to figure out how to use it properly.
0x8241 - int get_npc_level(char* npc)
get_npc_level also takes the npc name as an argument, and returns the npc's current level. Again, the npc needs to be in your party.
scr_return(1);
I've also found that return 0 does nothing (at least in the scripts I saw it used)Lexx said:Btw, a question which is somehow related, I'll guess. What exactly does this mean?
Code:scr_return(1);
I saw that I am using it in various Sfall related scripts, but I totally don't know anymore why at all. There seems to be no difference if I use it or not.
This is the advantage to scripting in Fallout 1 (vs Fallout 2) with TeamX's tools, none of this applies The code for Fallout 1 scripts is much cleaner than the code generated by Fallout 2 scripting tools.Timeslip said:scr_return isn't an sfall function. From the mapper documentation: 'Sets the return value for a scripts C-engine node, to be used by C code.' I guess it's used in a similar way to script_overrides.
And the return 0 isn't a function at all. That's flow control. The compiler adds it automatically to the end of every function, which depending on the decompiler will show up in decompiled scripts. If you remove it, the compiler will just add it again the next time you compile. (And in fact, if you don't remove it the original compiler will add two. sfall's compiler can spot when adding an extra return isn't required, and remove it again.) If you manage to remove it completely, by hex editing the compiled script or hacking at the compiler, then you'll find that not having the return 0 makes a very big difference indeed.
Another random fact is that all functions must return a value, and if you explicitly put in 'return;' with no value, the compiler automatically replaces it with return 0.
description: VGA compatible controller
product: Mobile GM965/GL960 Integrated Graphics Controller
vendor: Intel Corporation
physical id: 2
bus info: pci@0000:00:02.0
version: 03
width: 64 bits
clock: 33MHz
capabilities: vga_controller bus_master cap_list rom
configuration: driver=i915 latency=0
resources: irq:44 memory:fc000000-fc0fffff memory:d0000000-dfffffff ioport:1800(size=8)
What's wrong with them? I tried in_world_map a few times, and couldn't get it to return anything unexpected.Lexx said:Another thing: It seems like in_world_map and get_game_mode doesn't work / works only if you visited the worldmap at least once. Can this be fixed? Would be of big help.
To use read_int, or any of the other functions that let you prod around inside random bits of memory, you need to turn on the AllowUnsafeScripting option. (Which may or may not require the dll from the modders pack rather than the normal one... I forget.)Lexx said:read_int() isn't working anymore either?
If you're talking about bringing up that window to let you inspect global/map vars/critters/whatever, then yes you need to set a key up for it, and iirc it doesn't need the debug dll but still works fine with it. Make sure FalloutClient.exe is in the same directory as fallout2.exe, add the line 'DebugEditorKey=<whatever key you want>' to the [misc] section of ddraw.ini, then hit that key while on a local map in game. Make sure fallout is running in windowed mode though, or the editor will pop up underneath fallout and you'll get stuck.Lexx said:And: I still don't get how the debug editor is working. I am using the debug dll since forever, but I just see no difference (yes, also debugging entries in ddraw.ini). Are there some keys I have to press or something? The readme is very scarce on information about it.
I have looked over them. There's nothing there that struck me as having an obvious cause that I'd be able to fix quickly, and I don't have the time to take a more detailed look at the moment.Glovz said:Just wondering if you have looked over the RP bug reports page - http://falloutmods.wikia.com/wiki/Restoration_Project_bug_reports - there are a few bugs there that are suspected to be engine bugs.
Thanks, will include it in the next release, whenever that happens.Drobovik said:Here is a russian version for sfall translation ini.
You can include it into the package.
Not really any suggestions I can make, beyond making sure your graphics driver is up to date. You're right that that chip claims it will work, but if it doesn't there's not much I can do about it.jirik said:I've got issues with sfall and GPUBlt support on linux and even on Win XP. Every time it crashes.
My graphic Intel GM965 supports vertex/pixel shaders 3.0:
Do you think that something can be done with it?
Timeslip said:Not really any suggestions I can make, beyond making sure your graphics driver is up to date. You're right that that chip claims it will work, but if it doesn't there's not much I can do about it.
To ask the obvious question, do you have to use GPUblt? It's faster, but the only time doing the conversion on the cpu is slow enough for it to matter is when you're using the res patch to increase the resolution, and in that case you can use the res patches 32 bit colour mode instead. The only time it would be required would be using the res patch together with something else that requires dx9, like avi movies/pixel shaders/whatever.
What's wrong with them? I tried in_world_map a few times, and couldn't get it to return anything unexpected.
I haven't touched it in a long while. I was waiting on the raspberry pi, since the main point was to get it ported to arm.jirik said:And what about your SDL port of fallout graphic engine? Any progress?
Really, there are only two issues remaining that are the most annoying. Everything else is probably rooted too deeply in the engine to warrant looking.Timeslip said:I have looked over them. There's nothing there that struck me as having an obvious cause that I'd be able to fix quickly, and I don't have the time to take a more detailed look at the moment.Glovz said:Just wondering if you have looked over the RP bug reports page - http://falloutmods.wikia.com/wiki/Restoration_Project_bug_reports - there are a few bugs there that are suspected to be engine bugs.