Hi-Res Patches for Fallout1&2 & the BIS Mapper

valcik said:
Hm, the sfall mod is included in the unofficial patch too. I guess there is another copy of ddraw.ini file on your HDD now, try to search for it. (In a worst case, reinstall the game and put only an unofficial patch + high-res patch there, nothing else.)

Ok I will try that thanks
 
Ok this is still not working and I did what you said here is what my files look like: And please tell me exactly how these should be set to so I can get the high resolution stuff to work and the games time limit to be gone


;The F2_RES Configuration file 27/06/2011
;A High Resolution Mod For Fallout 2
;
;Comments start with ; anything on a line after a comment is not visible to program


;##################################################################################################################
[MAIN]

;Set the screen resolution here
SCR_WIDTH=1680
SCR_HEIGHT=1050

;Set the number of colours here
; 8 for 8bit colour output (original)
; 16 for 16bit colour output (set only if your not using Sfall with graphics modes 4 or 5)
; 32 for 32bit colour output (set only if your not using Sfall with graphics modes 4 or 5)
COLOUR_BITS=32

;Hi-Res Patch data file and patch folder(Loaded after master.dat)
f2_res_dat=f2_res.dat
f2_res_patches=data\


;##################################################################################################################
[HI_RES_PANEL]

;if DISPLAY_LIST_DESCENDING=0 resolutions are listed from lowest to highest.
;if DISPLAY_LIST_DESCENDING=1 resolutions are listed from highest to lowest.
DISPLAY_LIST_DESCENDING=1


;##################################################################################################################
[MOVIES]

; if MOVIE_SIZE=0 - movies remain their original size.
; if MOVIE_SIZE=1 - movies will stretch to fit the screen while maintaining the aspect ratio of the original.
; if MOVIE_SIZE=2 - movies will stretch to fill the screen.
MOVIE_SIZE=1


;##################################################################################################################
[MAPS]

; if EDGE_CLIPPING_ON=0 - area beyond map edges is visible.
; if EDGE_CLIPPING_ON=1 - area beyond map edges is hidden.
EDGE_CLIPPING_ON=1

; if IGNORE_MAP_EDGES=0 - Hi-Res map scroll edges are enabled.
; if IGNORE_MAP_EDGES=1 - Hi-Res map scroll edges are ignored.
IGNORE_MAP_EDGES=0

; if IGNORE_PLAYER_SCROLL_LIMITS=0 - scroll limits from player are controlled by the variables SCROLL_DIST_X and SCROLL_DIST_Y found below.
; if IGNORE_PLAYER_SCROLL_LIMITS=1 - scroll limits from the player are ignored.
IGNORE_PLAYER_SCROLL_LIMITS=0

;SCROLL DISTANCE FROM PLAYER
;HALF_SCRN eqauls half the screen width when used by SCROLL_DIST_X.
;HALF_SCRN eqauls half the screen height width when used by SCROLL_DIST_Y.
SCROLL_DIST_X=HALF_SCRN ; ORIGINAL 480
SCROLL_DIST_Y=HALF_SCRN ; ORIGINAL 400

;<EXPERIMENTAL> Extends the path finding range by increasing the number of path nodes.
;Multiples of 2000 nodes, 1=2000(original), 2=4000, 3=6000, ...etc, 20=40000(max).
NumPathNodes=1


;##################################################################################################################
[IFACE]

; if IFACE_BAR_MODE=0 - the bottom of the map view window sits at the top of the IFACE Bar.
; if IFACE_BAR_MODE=1 - the bottom of the map view window extends to the base of the screen and is overlapped by the IFACE Bar.
IFACE_BAR_MODE=0

;if IFACE_BAR_SIDE_ART=0 - Black, No Iface-bar side art used.
;if IFACE_BAR_SIDE_ART=1 - Metal look Iface-bar side art used.
;if IFACE_BAR_SIDE_ART=2 - Leather look Iface-bar side art used.
IFACE_BAR_SIDE_ART=2

;if IFACE_BAR_SIDES_ORI=0 - Iface-bar side graphics extend from the Iface-Bar to the Screen edges.
;if IFACE_BAR_SIDES_ORI=1 - Iface-bar side graphics extend from the Screen edges to the Iface-Bar.
IFACE_BAR_SIDES_ORI=0


;##################################################################################################################
[MAINMENU]

; if set to 0 - main-menu image will display at its original size.
; if set to 1 - main-menu image will stretch to fit the screen while maintaining its aspect ratio.
; if set to 2 - main-menu image will stretch to fill the screen.
MAIN_MENU_SIZE=1

; if set to 1 - hi-res main-menu graphics are used instead of original 'mainmenu.frm'.
USE_HIRES_IMAGES=1

; if set to 1 - menu-buttons, text & text-background are scaled up for better visibility when using hi-res graphics.
SCALE_BUTTONS_AND_TEXT_MENU=1


;##################################################################################################################
[STATIC_SCREENS]

; if set to 0 - background image will display at its original size.
; if set to 1 - background image will stretch to fit the screen while maintaining its aspect ratio.
; if set to 2 - background image will stretch to fill the screen.
DEATH_SCRN_SIZE=1
END_SLIDE_SIZE=1
HELP_SCRN_SIZE=1
SPLASH_SCRN_SIZE=1


;##################################################################################################################
[OTHER_SETTINGS]


;For UK, French & German versions
; if CD_CHECK=0 - Fallout2 will load without CD_ROM
; if CD_CHECK=1 - Fallout2 will check for the CD_ROM before running
CD_CHECK=0


;if DIALOG_SCRN_BACKGROUND=0 - Map and Iface-bar are VISIBLE while viewing the Dialog Screen.
;if DIALOG_SCRN_BACKGROUND=1 - Map and Iface-bar are HIDDEN while viewing the Dialog Screen.
DIALOG_SCRN_BACKGROUND=0

; Splash screen display time in seconds.
SPLASH_SCRN_TIME=0


;sfall configuration settings
;v2.12

[Main]
;Change to 1 if you want to use command line args to tell sfall to use another ini file.
UseCommandLine=0

;Uncomment and point to a file to get alternate translations for some sfall messages
;TranslationsINI=./Translations.ini

;Change to 0 to remove sfall update check
CheckForUpdates=0

;XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
[Sound]
;Sets the number of allowed simultaneous sound effects
;Set to 0 to leave the default unchanged (i.e. 4)
NumSoundBuffers=0

;Set to 1 to allow attaching sound files to combat float messages
AllowSoundForFloats=1

;Set to 1 to automatically search for alternative formats when fallout tries to play an acm
;This does not effect the play_sfall_sound and stop_sfall_sound script functions
AllowDShowSound=0

;Set to 1 to override the music path used by default if not present in the cfg
;Set to 2 to overwrite all occurances of the music path=2
OverrideMusicDir=2

;XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
[Speed]
;Set to 0 to disable everything in this section
Enable=1

;The speeds corresponding to each slot in percent. (i.e. 100 is normal speed)
SpeedMulti0=50
SpeedMulti1=100
SpeedMulti2=150
SpeedMulti3=200
SpeedMulti4=300
SpeedMulti5=500
SpeedMulti6=1000
SpeedMulti7=100
SpeedMulti8=100
SpeedMulti9=100

;The initial speed at game startup
SpeedMultiInitial=100


;XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
[Graphics]
;Set to 0 for 8 bit fullscreen
;Set to 4 for dx9 fullscreen
;Set to 5 for dx9 windowed
;A dx9 mode is required for any graphics related script extender functions to work (i.e. fullscreen shaders)
;Modes 1, 2 and 3 are no longer supported
Mode=4

;If using a dx9 mode, this changes the resolution
;The graphics are simply stretched to fit the new window; this does _not_ let you see more of the map
GraphicsWidth=1680
GraphicsHeight=1050

;This changes the settings of the hardware scaler in graphics modes 4 or 5
;Set to 0 to disable, 1 to use only if screen res > 640x480, 2 to use if screen res != 640x480 or 3 to use always
;To use a hardware scaler a file called 'global.fx' must be placed in data\shaders, and must contain one technique with one or more passes
GlobalShaderMode=1

;Set to something other than 0 to apply a software scaler in graphics modes 4 or 5
;This can be used instead of, or in addition to, the hardware global.fx shader
;This option is unsupported when using Mash's resolution patch
;0 - Default scaler
;1 - 2xSai
;2 - SuperEagle
;3 - Super2xSai
;4 - hq2x
;5 - AdvancedMame2x
;6 - letterbox
;7 - no scaling
ScaleFilter=0

;Set to 1 for a linear texture filter, or 0 to disable
TextureFilter=0

;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=1

;Set to 1 to allow using 32 bit graphics for talking heads
;Requires graphics mode 4 or 5, and gpublt set to 1
Use32BitHeadGraphics=1

;XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
[Input]
;Set to 1 to enable the mouse scroll wheel to scroll through your inventory
UseScrollWheel=1

;The mouse Z position is divided by this modifier to calculate the number of inventory
;slots to scroll. My mouse moves 120 pixel in the z direction for one click of the mouse
;wheel, but this may vary depending on your mouse manufacturer and windows settings.
;Set to 0 to only ever scroll 1 click
ScrollMod=0

;Adjusts mouse sensitivity to some percentage of normal.
;Negative values are valid, if you want your mouse axis reversed for some reason
MouseSensitivity=100

;DX scancode of a key to press when the middle mouse button is clicked
;The default of 0x30 toggles between your two weapons
;Set to 0 to disable
MiddleMouse=0x30

;Set to 1 to reverse the left and right mouse buttons
ReverseMouseButtons=0

;Set these to 1 if you want fallout to access the keyboard or mouse in background mode
;Try these if you get the 'Failure initializing input devices' error
BackgroundKeyboard=0
BackgroundMouse=0

;XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX

;The modifier key you have to hold down to change any speed settings
;If set to 0 if you don't want to use a modifier key, or a DX scancode otherwise
;Set to -1 for either ctrl key, -2 for either alt key or -3 for either shift key
SpeedModKey=-1

;A key to press to toggle the speed tweak on or off
;Specify 0 if you don't want a toggle key, or a DX scancode otherwise
SpeedToggleKey=0x00

;The keys corresponding to the 10 speed slots
;Set to 0 to disable a slot, otherwise specify the DX scancode of the key you want to use
SpeedKey0=0x52
SpeedKey1=0x4f
SpeedKey2=0x50
SpeedKey3=0x51
SpeedKey4=0x4b
SpeedKey5=0x4c
SpeedKey6=0x4d
SpeedKey7=0x00
SpeedKey8=0x00
SpeedKey9=0x00

;The modifier key you have to hold down to change any graphics settings
;Set to 0 if you don't want to use a modifier key, or a DX scancode otherwise
;Set to -1 for either ctrl key, -2 for either alt key or -3 for either shift key
GraphicsModKey=-2

;Toggle the global shader on or off
ToggleGlobalShader=0x52

;Changes the current scaleing and texture filters
CycleScaleFilter=0
ToggleScaleFilter=0
ToggleTextureFilter=0

;A key to hold down to move the window around when using graphics mode 5
;Set to 0 if you don't want to use a modifier key, or a DX scancode otherwise
;Set to -1 for either ctrl key, -2 for either alt key or -3 for either shift key
WindowScrollKey=0

;A key to press to toggle the highlighting of all items on the ground on the current map
ToggleItemHighlightsKey=42

;A key to press to open a debug game editor
DebugEditorKey=0

;XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
[Multiplayer]
;Set to 1 to enable the multiplayer server
;requires graphics mode 4 or 5
RunServer=0

;Send/recieve buffer size, default is 8192
;increase to prevent lag bursts when scrolling or at whole screen transitions (will increase latency)
;BufferSize=8392704
BufferSize=8192

;The minimum amount of time in ms sfall will wait before sending a frame refresh
MinFrameTime=100

;You'll probably want to set this to 1 unless you're playing over a 1gbit lan
;Only supported with a 640x480 or 1024x768 screen res
CompressFrames=1

;The port to create the server on
Port=4244

;A comma separated list of the PIDs that can be controlled by other players
NumPIDs=14
PIDlist=003e,00a0,00a1,0059,0061,006b,0088,00a2,0098,00a3,00a4,004f,0156,01d7

;XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
[Misc]

;Time limit in years. Must be between -3 and 13
;Set to 0 if you want to die the instant you leave arroyo
;Set to -1 to remove the time limit, and automatically reset the date back to 2241 each time you would have reached it
;Set to -2 to remove the time limit without resetting the date. The game will lock up on 8th of March 2255
;Set to -3 to remove the time limit, automatically reset the date, but override fallouts GetDate function to return the correct year
TimeLimit=13

;Set to 1 to enable functions relating to overriding the file system
UseFileSystemOverride=0

;Set to 1 to use the fallout 1 code to control world map speed
WorldMapFPSPatch=1

;Controls the world map speed if WorldMapFPSPatch is 1. Higher values cause slower movement
WorldMapDelay2=66

;XX OBSOLETE XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
;XX
;XX ;This will change the physical speed at which you move across the map
;XX ;Set to 0 to leave at the default. (i.e. limited by vwait in windowed mode, or by processor speed in fullscreen)
;XX ;If set to something other than 0, it enforces a maximum fps on the world map screen.
;XX ;Changing this to something other than 0 is not recommended if you've already applied a world map speed patch to your fallout exe.
;XX WorldMapFPS=0
;XX
;XX ;Only set to 1 if your systems high performance timer is unreliable for some reason
;XX ForceLowResolutionTimer=0
;XX
;XX ;Set to 1 to enable Ray's patch to make world map encounter rate independent of your travel speed
;XX WorldMapEncounterFix=0
;XX WorldMapEncounterRate=6
;XX
;XX ;Obsolete, but can still be used if you know what it does.
;XX ;WorldMapDelay=0
;XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX

;The number of slots available in the locations list panel of the world map
;Set to 0 to leave unchanged. 17 is default.
;Setting this greater than 17 requires a replacement background frm, or you'll get glitched graphics
WorldMapSlots=0

;To start a new game somewhere other than artemple.map, uncomment the next line and set it to the map you want to load
;StartingMap=

;To change the 'FALLOUT II v1.02d' version string on the main menu, uncomment the next line
;You can use up to 2 %d's in this, if you want to include fallouts version number somewhere
VersionString=FALLOUT II 1.02.27.3

;To use a config file other than fallout.cfg, uncomment the next line and add the name of your new file
;ConfigFile=

;To use a patch file other than patch000.dat, uncomment the next line and add your new file name
;If you want to check for multiple patch files, you can include a %d in the file name (sprintf syntax)
;By default, only the first patch file found will be used.
;If you want to load multiple patch files at once, uncomment the NumberPatchLoop line and set it to the number of files to check for
PatchFile=DoNotUseAPatchFile.dat
;NumberPatchLoop=100

;To change the default and starting player models, uncomment the next four lines.
;The default models can also be changed ingame via script
;MaleStartModel=hmwarr
;MaleDefaultModel=hmjmps
;FemaleStartModel=hfprim
;FemaleDefaultModel=hfjmps

;To change the various ingame movies, modify the next 17 lines
;Most of these can also be changed ingame via script.
Movie1=iplogo.mve
Movie2=intro.mve
Movie3=elder.mve
Movie4=vsuit.mve
Movie5=afailed.mve
Movie6=adestroy.mve
Movie7=car.mve
Movie8=cartucci.mve
Movie9=timeout.mve
Movie10=tanker.mve
Movie11=enclave.mve
Movie12=derrick.mve
Movie13=artimer1.mve
Movie14=artimer2.mve
Movie15=artimer3.mve
Movie16=artimer4.mve
Movie17=credits.mve

;To change the starting year, month or day, uncomment the next 3 lines
;StartYear=-1
;StartMonth=-1
;StartDay=-1

;To change the limit of the distance away from the player to which you're allowed to scroll the local maps, uncomment the next two lines
;Defaults are 0x1E0 in the x direction and 0x190 in the y direction.
;Not compatible with the res patch!
;LocalMapXLimit=480
;LocalMapYLimit=400

;To add additional perks to the game, uncomment the next line and set it to point to a file containing perk information
;PerksFile=Perks.ini

;Set to 1 if you want the pipboy to be available at the start of the game
PipBoyAvailableAtGameStart=0

;Set to 1 to double the number of available kill types
;If you use this, you need to provide the extra descriptions in proto.msg (entries from 1450 to 1487 are names and 1488 to 1525 are descriptions)
;Changing this option mid game will not invalidate old save games, but the players kill counters will be completely screwed.
;Setting this to 1 may cause problems if the player kills more than 32767 of any one critter type
ExtraKillTypes=0

;Choose the damage formula used to calculate combat damage.
;Don't set this to anything other than 0 unless another mod you're using explicitly tells you to!
;0 - Fallout default
;1 - Glovz's Damage Fix
;5 - Haenlomal's Yet Another Ammo Mod.
DamageFormula=0

;Set to 1 to disable the horrigan encounter
DisableHorrigan=0

;Set to 1 to disable the random element in npc levelling.
;This will cause all npc party members to automatically level up as soon as the player reaches the requirements
NPCAutoLevel=0

;Change the initial starting location and world map viewport
;Leave at -1 for default
StartXPos=-1
StartYPos=-1
ViewXPos=-1
ViewYPos=-1

;Set to 1 for force fallout not to use multiple processor cores even if they are available
SingleCore=1

;Set to 1 to override the art_chache_size setting in fallout2.cfg
OverrideArtCacheSize=1

;Point at an ini file containing elevator data
;ElevatorsFile=Elevators.ini

;Uncomment and set to a comma delimited list of numbers to use a custom xp table.
;Players level is capped once the highest specified level is reached
;XPTable=50,100,200

;Set to 1 to enable additional weapon animations codes from o-t
;The 4 byte value at 0x39 of weapon protos may range from 0 to 15 rather than 0 to 10
;Since the letters 'n' and 'r' are in use for other animations, an animation code of 11 corrisponds to 's' and 15 to 't'
AdditionalWeaponAnims=1

;Uncomment these lines to modify the default modifiers for aimed shots at specific bodyparts
;BodypartHitMod0=-40
;BodypartHitMod1=-30
;BodypartHitMod2=-30
;BodypartHitMod3=0
;BodypartHitMod4=-20
;BodypartHitMod5=-20
;BodypartHitMod6=-60
;BodypartHitMod7=-30
;BodypartHitMod8=0

;Set to 1 to use a CriticalOverrides.ini file to override the default critical table
;Set to 2 to use the default critical with bug fixes (doesn't require an ini)
;Must be 1 or 2 to use the edit/get/reset_critical script functions
OverrideCriticalTable=2

;Set to 1 to get notification of karma changes in the notification window
DisplayKarmaChanges=0

;Set to 1 to always reload messages, rather than only at map load
AlwaysReloadMsgs=0

;Set to 1 to force the player to play the idle animation when reloading their weapon
PlayIdleAnimOnReload=0

;Adjust how corpses effect line of fire
;Set to 1 to apply the same rules to bursts as to complete misses
;Set to 2 to completely block corpses from absorbing fire
CorpseLineOfFireFix=2

;Set a number of milliseconds to idle each input loop
;Set to -1 to disable
;Set to 0 to idle only if other processes are waiting for processor time
;Set to 1 (or some higher number if needed) to prevent 100% cpu use
ProcessorIdle=-1

;Set to 1 if using the hero appearance mod
EnableHeroAppearanceMod=0

;Set to 1 to skip the 3 opening movies
SkipOpeningMovies=0

;Causes npc's who complete their combat turn with ap left over will try and find other ways to spend it.
;Only npcs with ap left equal to or greater than the value given here will be considered.
;Set to 0 to disable
NPCsTryToSpendExtraAP=0

;Allows the use of tiles over 80*36 in size. sfall will just split and resave them at startup
;Set to 1 to check all tiles on started (slow)
;set to 2 if you provide a XLtiles.lst file in art/tiles/ containing a list of the tile ids that need checking
AllowLargeTiles=0

;Set to one to directly control party members in combat
ControlPartyMembers=0

;Change the skilldex cursor frm numbers
;Default is 293 for all skills
Lockpick=293
Steal=293
Traps=293
FirstAid=293
Doctor=293
Science=293
Repair=293

;Remove window position rounding
RemoveWindowRounding=0

;Set to 1 to add scroll buttons to the pip boy quest list, and remove the quests per area limit
UseScrollingQuestsList=1

;Uncomment these lines to control the premade characters offered when starting a new game
;Multiple options should be separated by commas, and there must be the same number of entries in both lines
;PremadePaths=combat,diplomat,stealth
;PremadeFIDs=201,203,202

;Use this line to modify the list of cities and their associated global variables used for city reputations
;Syntax is 'city id : global id',with each city/global pair separated by a comma.
;CityRepsCount=19
;CityRepsList=0:47,2:48,1:49,4:50,5:51,3:52,8:53,6:54,7:55,13:56,10:57,11:59,14:61,17:63,19:64,18:65,25:66,9:294,20:308

;Set this to a valid path to save a copy of the console contents
;ConsoleOutputPath="bingle.txt"

;Set to 1 to add additional pages of save slots
ExtraSaveSlots=0

;Set to 1 to speed up the hp/ac counter animations
SpeedInterfaceCounterAnims=0

;These lines allow you to control the karma frm's displayed on the character screen
;KarmaFRMsCount=3
;KarmaFRMs=47,48,49
;KarmaPoints=-100,100

;Set to 1 to allow science and repair to be used on the player, or 2 for all critters. (Rather than only brahmin/robots)
ScienceOnCritters=0

;Modify this value to change the players speed of rotation on the inventory and character screens
;Default is 166
SpeedInventoryPCRotation=166

;Uncomment to set the text colour of the exta 5 interface boxes
;The line must contain a 5 digits, each either a 0 for green or 1 for red
;BoxBarColours=00000

;Modify the maximum number of animations allowed to run on a map. (Default is 32)
AnimationsAtOnceLimit=120

;Set to 1 to remove the limits that stop the player rolling critical successes/misses in the first few days of game time
RemoveCriticalTimelimits=0

;Set to 1 to enable party members with level 6 protos to reach level 6
NPCStage6Fix=0

;Set to 1 to fix the problem with melee weapon equiped npcs being unable to attack multi-hex critters
MultiHexPathingFix=1

;Change the colour of the font used on the main menu for the fallout/sfall version number
;It's the last byte ('3c' by default,) that picks the colour used. The first byte supplies additional flags
;MainMenuFontColour=0x0600003c
 
Okay, this is really a shot in the dark, since I have not followed this discussion, but first of all, sfall 2.12 is not the newest, 2.15 is, but the main point is, here is what is in your f2_res.ini:

; 32 for 32bit colour output (set only if your not using Sfall with graphics modes 4 or 5)
COLOUR_BITS=32

and in ddraw.ini:
;Set to 4 for dx9 fullscreen
Mode=4

Which indicates you are indeed using 32 bits when the file says you should not in dx9 mode

So, perhaps you should try COLOUR_BITS=8

I could be wrong here, but at least try that.
 
I'm sorry, but it looks good to me. Can't see nothing wrong there. (Edit your post and put the text into a spoiler tag, please. It's long wall of text.)
About a time limit, there is TimeLimit parameter in the [Misc] section of ddraw.ini file.
..and yes, Tony Brasco is right. When you are using one of the DX9 modes in sfall, the High-Res patch is automatically reverted back to 8-bit colours.
 
valcik said:
I'm sorry, but it looks good to me. Can't see nothing wrong there. (Edit your post and put the text into a spoiler tag, please. It's long wall of text.)
About a time limit, there is TimeLimit parameter in the [Misc] section of ddraw.ini file.
..and yes, Tony Brasco is right. When you are using one of the DX9 modes in sfall, the High-Res patch is automatically reverted back to 8-bit colours.

Well if I can ever get this to work which one do I use? Which one looks sharper DX9 8 bit or none dx9 32 bit?
 
1magus said:
valcik said:
I'm sorry, but it looks good to me. Can't see nothing wrong there. (Edit your post and put the text into a spoiler tag, please. It's long wall of text.)
About a time limit, there is TimeLimit parameter in the [Misc] section of ddraw.ini file.
..and yes, Tony Brasco is right. When you are using one of the DX9 modes in sfall, the High-Res patch is automatically reverted back to 8-bit colours.

Well if I can ever get this to work which one do I use? Which one looks sharper DX9 8 bit or none dx9 32 bit?

I'm afraid you didn't understand what I meant. If you use dx9 modes (mode 4 or 5) then you MUST set the color bits to 8 in the config file, since it says that you can't use 32 or 16 bits if you use dx9 modes. So, try setting the color bit to 8-bit and try it,
 
Tony Brasco said:
1magus said:
valcik said:
I'm sorry, but it looks good to me. Can't see nothing wrong there. (Edit your post and put the text into a spoiler tag, please. It's long wall of text.)
About a time limit, there is TimeLimit parameter in the [Misc] section of ddraw.ini file.
..and yes, Tony Brasco is right. When you are using one of the DX9 modes in sfall, the High-Res patch is automatically reverted back to 8-bit colours.

Well if I can ever get this to work which one do I use? Which one looks sharper DX9 8 bit or none dx9 32 bit?

I'm afraid you didn't understand what I meant. If you use dx9 modes (mode 4 or 5) then you MUST set the color bits to 8 in the config file, since it says that you can't use 32 or 16 bits if you use dx9 modes. So, try setting the color bit to 8-bit and try it,

No I get that but I was asking which is better DX9 mode on or off? With it off I can do 32 bit right? So Is it DX9 > 32 Bit????

Also one thing is not working right I have the movies to fill the entire screen and maintain their original aspect ratio and same for the menus but they both are not listening, the movies stretch entirely and the menus are still small.

I did get this to work right I just cannot get the movies or the menus to work how I want them any thoughts?
 
1magus said:
.. I was asking which is better DX9 mode on or off? With it off I can do 32 bit right?.
The game is designed using 256 colours only, no matter if you will run it in DX9 mode, or in 16-bit setting. So, DX9 mode is better in this case, because it will enable you to use a custom screen scaling.
 
valcik said:
1magus said:
.. I was asking which is better DX9 mode on or off? With it off I can do 32 bit right?.
The game is designed using 256 colours only, no matter if you will run it in DX9 mode, or in 16-bit setting. So, DX9 mode is better in this case, because it will enable you to use a custom screen scaling.

I was afraid you would say something like that, when I run it in DX9 mode the game runs slow like it's not running correctly.
 
If your intension is to run the game full-screen at your monitors native res (which you seems to be), I would turn off sfall's dx mode and set the hi-res colours to 32bit. This can be done from the in-game window so there's no need to mess with the ini's.
Sfalls dx modes are good for scaling up from a lower res and/or running in a window. Running both full-screen at your native res will look the same as just using the hi-res patch.
 
Is it possible to make bottom ui looking like this?

unled1ax.gif


In other words: right side is pinned/docked/whatever, and left side is expanding while resolution increases. This way:

- message window will be more functional/readable (right now text is formatting like shit + you must scroll to read something longer),
- ui will look slightly more natural.

Something similar is done with Mapper (its ui isn't restricted to 640, but it's expanding to right).
 
I wouldn't make it too big, but yeah, slightly increasing the log window size wouldn't hurt.
 
I'm fine with fixed 800 example I've posted above, of coz. I think it's looking great. I see no point to stitch some out-of-place, fake, filling stuff for 800x600 resolution. Only original artwork is used + both sides remain in original place (like skilldex window pop-up) + you're getting a benefit in a form of much improved message window (which is important, since a lot of stuff is text based). In normal circumstances I wouldn't bother with it, but then I've noticed how shitty that message window is*, so I thought that expanding it would be great thus hi-res patch would introduce some useful advantage to the original design.

* I'm often trying to fit descriptions (like making them shorter, etc.) to format more or less nice in that damn small window :o
 
Sounds like a good idea there Conti, I just wonder if Mash can make it happen, what resolution would be the cut off?
 
Continuum said:
Is it possible to make bottom ui looking like this?

I like the idea and it should be do-able. As I mentioned in the mapper thread real life's keeping me very busy at the moment but I'll take a look when I get the chance.
 
That would be amazing if you could get it to work Mash. For years people have talked about expanding the log window, but no one with the skills to do it has tried.

This thread's idea of keeping the right panes locked and the log window expanded until both parts sum is 800 px makes sense. For resolutions > 800 wide, then the metal / leather could be used. Really, 800 x 600 is ideal for fallout's art (or 960 x 600 for some of us :P).
 
Inventory screen (and when looting) doesn't center properly. Is this by intent? Should at least be optional, if you made the change on purpose for some reason. Looks really weird.

(Fallout 1 with v 3.0.3)
 
@Sduibek:
Oops, that was not intended, fallout 2 seems to have the same issue. I do most of my testing at 1680x1050 and it's not as obvious at that res, I'll get it fixed in the next release.
 
Mash said:
@Sduibek:
Oops, that was not intended, fallout 2 seems to have the same issue. I do most of my testing at 1680x1050 and it's not as obvious at that res, I'll get it fixed in the next release.
Cooool. You da man :mrgreen:

And how can you even read the text at that res? Holy crap. I get the feel i'm one of very few that plays Fo1 at 640x480
 
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