Help with the Sfall SVN

JimTheDinosaur

Vault Dweller
Modder
Timeslip recently fixed the active_hand problem I need for my big project by updating the scriptextender.cpp, but now I haven't the slightest idea what to do with it. I tried putting the file in some of the modding folders hoping maybe that it would automatically override something, but of course it didn't.

So what should I do? Do I have to learn how to use that Apache Subversion program or is there some easy way to use the source stuff?
 
Just click the "Download Snapshot" to download the source codes. To compile sfall you can use Visual C++ 2010 Express Edition for free, plus DirectX SDK (Feb. 2010). The missing dinput.lib (DirectInput7) can be obtained from older Aug 2007.
 
Do not need to do this, as long as the dinput.lib change the name to dinput8.lib
 
Well, I managed to compile. I did the following additional steps (if they were indeed the right ones then they might be useful for others):

(1) In the program go to tools->settings->expert mode
(2) Go to file->open->project/solution and open the ddraw vc++ project in the snapshot you downloaded.
(3) right click on the ddraw project in the left sidebar and go to properties then configuration properties->C/C++->General and add "C:\Program Files (x86)\Microsoft DirectX SDK (February 2010)\Include" to the Additional Include Directories.
(4)Also in configuration properties, go to Linker and add "C:\Program Files (x86)\Microsoft DirectX SDK (February 2010)\Lib\x86" to the Additonal Library Directories.
(4) make a c:/games/fallout2 folder and put the old ddraw.ddl in it.
(5) ctrl+shift+b compiles; now the ddraw.ddl in the fallout 2 folder is the new one.

One (or all) of these steps must be wrong because when I recompiled my test script the active_hand command still didn't work. Does anybody have an idea?
 
Yeah, I did the r239 one; your ddraw.dll makes my Fallout go bonkers though. Maybe it's the Chinese thing.

Weird thing is, the one I compiled for myself is 1 mb, while I assume it should be around a third of that size, right? So I must be doing something wrong.

EDIT: Maybe the problem is that I haven't updated to the new version of the sfall Script Editor yet, but the new one keeps giving me a "the system cannot find the file specified" error whenever I try to compile a script, so I haven't changed to it yet.
 
JimTheDinosaur said:
Weird thing is, the one I compiled for myself is 1 mb, while I assume it should be around a third of that size, right? So I must be doing something wrong.
It seems you're using "Debug" configuration, so the size will be much larger than normal one ("Release").
 
Never mind, the compilation went fine all along apparently, but I just hadn't noticed it yet because the active_hand function isn't working the way I expected it would. The reason I didn't notice it is because I tried "(obj_pid(critter_inven_obj(dude_obj,active_hand)))" etc., which only recognizes the right hand now for some reason (making it useless), while active_hand by itself does properly return 0 or 1 as you switch hands. Still, I was hoping to use it to check for other critters' active hands and it seems that isn't possible at the moment, unless I missed something obvious (the only potential workaround obvious to me, something like active_hand(target), doesn't compile).

But thanks for all the help!

EDIT: Hmm, I'm thinking the problem is that while active_hand returns 0 and 1, INVEN_TYPE_RIGHT_HAND and LEFT_HAND return 1 and 2. Just using active_hand+1 everywhere doesn't work though.

EDIT2: Now I'm thinking I might simply have the wrong idea about the active_hand command: could it be that it can only apply to the player?
 
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