Fallout 2 mod FO2 Engine Tweaks (Sfall)

-2147483648 is already within 32bit integer range. I don't know why you'd assume you need to "truncate" it.
"if (pMode == SPECIAL) then debug_msg("SPECIAL mode flag unset!");" works just fine for me when exting dialogue.

EDIT: if you mean cases when it's mixed with other flags (e.g. entering barter), yes, use bwand SPECIAL. Just like how the game does for checking various bit flags in scripts.
ah ok
so wait...should I be doing my checks like this?
Code:
 if (arg1 bwand DIALOG) then begin
 
Code:
if (get_game_mode == DIALOG) then begin
This returns true if you are in the dialog interface.

This if you are in the barter interface or party member screen.
Code:
(get_game_mode bwand (DIALOG + SPECIAL) or get_game_mode bwand BARTER)
 
thanks!
get_game_mode is much closer to what I'm looking for.

Is it possible (using a global script) to log out which line of dialogue is being displayed in the dialogue screen?
Same for reactions? (NOption/GOption/BOption)?
 
You should just edit the dialog macros for that and add your own debug lines.
 
sadly, I'm not debugging stuff.

I had a request to help write a script that would interface with an AI to read the dialogue lines and generate and animate a talking head for each line, so I'm trying to write something that will log out all the necessary information.
With your help I've figured out how to log out if the player has entered and exited dialog, and which script is having the dialogue, but I'm having trouble finding anything else dialogue related.

Here's what I've got so far:
C-like:
procedure start begin
   if game_loaded then begin
      register_hook_proc(HOOK_GAMEMODECHANGE, check_mode_change);
   end
end
procedure check_mode_change begin
   // GameModeChange
   // HOOK_GAMEMODECHANGE (hs_gamemodechange.int)
   // Runs once every time when the game mode was changed, like opening/closing the inventory, character screen, pipboy, etc.
   variable arg0 := get_sfall_arg;  // int - event type: 1 - when the player exits the game, 0 - otherwise
   variable arg1 := get_sfall_arg;  // int - the previous game mode
   variable game_mode := get_game_mode;
   if (game_mode bwand DIALOG) then begin
      variable critter := dialog_obj;
      variable SCscriptID := get_script(critter);
      debug_msg("Entering Dialogue");
      debug_msg("ScriptID : " + SCscriptID);
      set_ini_setting("Dialogue.ini||Dialog", "Entering");
      set_ini_setting("Dialogue.ini||ScriptID", SCscriptID);
   end
   if (arg1 bwand DIALOG) then begin
      debug_msg("Exiting Dialogue");
      set_ini_setting("Dialogue.ini||Dialog", "Exiting");
      set_ini_setting("Dialogue.ini||ScriptID", 0);
   end else debug_msg("");
end
 
did anybody else noticed how freaking well my videos look in Mr.Stalin's Sfall after enabling the new antialias and video shader support?

I mean they look almost as good as from native windows players, where players are set to enhance image quality..

and that's for my 720p videos on 1080p screen res.. so far i've only tried the intro videos, so there are at least two bugs visible in Mr.Stalin's sfall..
namely no mash's HRP, which means no subtitles in intro videos for Xvids, and He still hasn't fixed that screen tearing in lower 1/3 of the screen that vanilla devs thackled long ago.. yet if vanilla devs would bring video playback enhancements such as antialiasing and Lanczos2 image filtering for videos.. it would be a massive step forward in terms of video quality..
 
Ok, but Zfall stuff has nothing to do with this Sfall and unless someone with a very specific set of skills comes around, there is not much of anything we can do to improve the video quality at this point.
 
well "Mr.Z" to be accurate with your line of thinking, Just implemented Antialiasing filters for video playback..
he provided 3 options: Bilinear, Bicubic (Catmull Rom) and Lanczos2. the first two options are to be used when gaming on a total potato, any semi-decent gaming PC can handle Lanczos2 Antialiasing pretty damn well..

Long story short it does to my upscaled videos what Windows does in any windows movie player it applies a function from win 10 power options that is default in win 11 namely when playing back video: Enhance Video Playback..

literally now my 720p upscaled videos look ingame exactly the same like when being playbacked in any windows movie player in fullscreen.. the playback is enhanced and it looks as it's sepose to in 1080p ingame..

also Sfall devs can fix the annoying bug of no subtitle display with Xvid videos.
as is said before the above is true only for intro videos a.k.a the ones before reaching main menu, other subtitles for all videos whtin the actual game ( like starting new game or after loading game) playback subs just fine and it's regardless if it's a triggered video or pipboy playback..

the bug i'll write about below appeared during spring, where Yesterday dev PJ noded me about psychodelic colors during playback of my upscales.

turned out that the game displays in game background (a.k.a parts of a loaded map) when playing videos from pipboy plus change of color palette and there you have it.. it could be circumvented by creating a custom .cfg for a movie, yet sometimes it totally destroys the .mve playback...
So if you guys haven't already looked into this, please do...
 
sfall 4.4.8 and 3.8.48 are released on SourceForge, along with their respective modders packs.
Changelog said:
v4.4.8
>HRP: Fixed a crash and a visual glitch in the interface bar at ultrawide resolutions
>HRP: Fixed splash screen display when the file is packed in an uncompressed .dat file
>Fixed incorrect mnemonic names in script dumps generated by the script decompiler (int2ssl.exe in the modders pack)
>Added a fix for a crash when an encounter between two groups fighting each other fails to spawn one group
>Added a fix to use the art\splash\ directory as the fallback for loading splash screens for non-English languages
>Added a fix for the game not applying the mouse sensitivity setting correctly in certain cases
>Added a fix for file seeking in uncompressed .dat files
>Added an option to disable the engine's processing of Arroyo-related events
>Added support for switching to alternate keyboard character codes (from Crafty)
 
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