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

Hello.

May I ask how you altered the resolution and color depth from 8 bits to 32 bits?

I don't know if you ever heard about an old game from '98 called Deadlock 2 Shrine Wars. The game is locked at 640x480 and looks like the only way to alter this, is with the source code of the game, which unfortunately I don't know where to find it, not even the developers of the game have it, it seems.

Also, how did you make the game compatible with newer windows versions? The first game, Deadlock 1 Planetary Conquest does not work very well at new operation systems, especially 64 bits versions.

For anyone that likes the game series, here the forum GalliusIV link: http://forum.galliusiv.com/index.php

Thanks for your time !
 
Grand Cherokee said:
Hello.

May I ask how you altered the resolution and color depth from 8 bits to 32 bits?

I didn't actually, internally the games are still 8bit. I just made them output in 32bit as a way to get round the palette corruption issues with later versions of Windows. And as for compatibility, the Fallouts already ran quite well on current versions of Windows.

On the other hand, getting the fallouts to play nice at resolutions higher than 640x480 has been quite an effort. I've been working on it for a few years now and I'm still fussing over it.
So all you really need is crazy Deadlock fan with more time than sense with a willingness to troll around the bowels of an exe for hours on end.:wink:

I've never heard of the Deadlock series before, So thanks for the link. I might try out the demo versions when I get the chance.
 
While we are at it, did you got any chance to check out the message log window thingy that continuum suggested? :) (Making it bigger in 800x600px resolution)
 
@Lexx:
Been there done that. :) The wider interface bar is part of the current patches for both fallout1&2.
 
Is it possible to make the bottom interface independent of the game resolution. Could the standard (640x480) interface be stretch to fit high resolutions. Just asking. :look:

Maybe the artwork will need to be scaled with each resolution? So 6 resolutions will require 6 different interfaces, or is this just madness.

Below is the 1280x1024 reslution with the 640x480 interface.

scr00003.gif
 
Scaling the original bar doesn't look so good imo. The blockiness of the stretched art looks bad against the game screen. The text is a problem as well as it's pretty hard to read unless the new res is a multiple of 2.
So 1280 is probably the only width that would look half decent.
I don't want to blow the idea completely out of the water, a slightly larger bar does makes sense. I'm still pondering the best way to go about it myself.


Other stuff: Messing around with the mapper.
Still very much in the experimental phase:
681ddae1b52efd7c257974ed0f8bca588a62a741db20d16a527d90768e1cf01a6g.jpg
 
Don't worry about the interface if its too difficult...that new mapper window looks very interesting. Are you adding to the mapper, or trying to make a new mapper?
 
Mash, your mapper pic is rather small and if I click on it, it's said the file isn't public.
 
Lexx said:
Mash, your mapper pic is rather small and if I click on it, it's said the file isn't public.
Don't no why that is, it's set as public in mediafire. I reposted it, it should appear a little bigger now at least.

.Pixote. said:
Don't worry about the interface if its too difficult...that new mapper window looks very interesting. Are you adding to the mapper, or trying to make a new mapper?
I'm window-fying the old mapper. I got bored with trying to get fallouts window system to do what I want.
My aim is to remove the old mapper interface entirely and move all the functionality into the toolbar, file menu etc. I plan to have the proto view on the side sortable by the proto data.
The map view area is resizable, so you just need to drag the boarder to reveal more or less of the map on the fly.
 
Indeed. One of my first point: Please don't make the active mapping window not too small (or make it adjustable /edit: I've just read that it is :>). What I find the biggest improvement in the BIS mapper with high res patch is that I can overview pretty much the whole map at once. This makes the mapping much easier, imo. :>

Beside this, I am all for having the mapper in a window, working like... I dunno... Notepad or so. This would make things much more fancy.

Oh, please add a button to refresh all scripts and stuff, so I don't have to restart the mapper. :p


/Edit: Got some more things to note.

- When placing proto objects in the gameworld (scenery or items), they will remain as is, even if you edit the proto. This means, whenever you edit the proto flags of such an object, you'll have to replace them in every map. Would be good if they would "refresh" automatically on map load or save.

- A function to replace (or remove) all of object x in a map. I really hate to delete all the old scroll blockers manually (or exit grids).
 
Resolution patch 3.05 + MegaMOD 2.44 problem

Hello all.

First of all big thanks to Mash for creating this super mod!

Could anyone please help me solve a problem with the lates resolution patch installed over MegaMOD 2.44

I have a Macbook 13' with 1280x800 screen (Windows XP SP3 running through bootcamp). Dont have a problem with any software that is supposed to run on WIndows XP

I installed Fallout --> MegaMOD 2.44 --> exe from patch 1.02 --> resolution patch 3.05. Also copied the "Edge Data Mega Mod 2.44" files to data\maps. That's all i did

I try to run the game at the native resolution for my laptop - 1280x800

If I enable fullscreen directx9 in sfall - lags appear (with or without GPU blittling).

If i disable it and leave the 8bit fullscreen in high res, the game runs perfectly for 30 minutes or so (although i get a message about a weather mod error), and then it crashes and when i try to load a saved game, it crashes again. I've tried deleting weather.ini, but to no avail.

Then only thing that works is turning directx9 back on and loading a saved game which i had saved with directx9 on.

What could be the problem and how can i fix it?






I will also paste my current f2_res.ini and ddraw.ini files in case anyone has the time to browse them and see what's wrong


F2_RES.INI



;The F2_RES Configuration file 09/11/2011
;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=1280
SCR_HEIGHT=800

;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=8

;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

;This will increase the width of the interface bar expanding the area used to display text.
;if IFACE_BAR_WIDTH=640 - Interface bar will remain at it's original width.
IFACE_BAR_WIDTH=800

;W.I.P. - A small mod that replaces the Ammo Metre.
;if ALTERNATE_AMMO_METRE=0 - Disabled.
;if ALTERNATE_AMMO_METRE=1 - Single colour, the colours used can be set below with the ALTERNATE_AMMO_LIGHT and ALTERNATE_AMMO_DARK options.
;if ALTERNATE_AMMO_METRE=2 - Changes colour depending how much ammo remains in your current weapon.
;if ALTERNATE_AMMO_METRE=3 - Divides the metre into several differently coloured sections.
ALTERNATE_AMMO_METRE=0

;ALTERNATE_AMMO_LIGHT and ALTERNATE_AMMO_DARK set the palette offsets of particular colours used when ALTERNATE_AMMO_METRE is set to 1.
;ALTERNATE_AMMO_LIGHT is the main colour, ALTERNATE_AMMO_DARK is the darker glow colour.
;Some posible combinations to try are:
; green - light 0xC4, dark 0x4B
; yellow - light 0x3A, dark 0x42
; orange - light 0x91, dark 0x9A
; red - light 0x84, dark 0x8C
ALTERNATE_AMMO_LIGHT=0xC4
ALTERNATE_AMMO_DARK=0x4B


;##################################################################################################################
[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






DDRAW.INI



;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

;Change to 1 to skip the compatibility mode check
;Do _not_ use this as a way to use sfall while running fallout in compatibility mode. It will break.
SkipCompatModeCheck=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=1

ExtraCRC=0xe348e17f

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

;Set to 1 to allow attathing 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 corrisponding 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=1280
GraphicsHeight=800

;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=0

;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=0

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

;The mouse Z position is dividied 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 corrisponding 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 seperated 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]
;Everything in this section only applies to fallout 2!

;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 reseting 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=0

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

;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=255

;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 Megamod 2.44

;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=patch%03d.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=1

;Choose the damage formula used to calculate combat damage
;0 - Fallout default
;1 - Glovz's Combat Overhaul Mod. (Requires an additional download; don't enable this without it)
;2 - Glovz's AP ammo tweak
DamageFormula=0

;Prevents you from using 0 to escape from dialogue at any time.
DialogueFix=1

;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=1

;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 to override the art_chache_size setting in fallout2.cfg
OverrideArtCacheSize=0

;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=3

;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.
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 seperated 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 associsated global variables used for city reputations
;Syntax is 'city id : global id',with each city/global pair seperated by a comma.
CityRepsCount=37
CityRepsList=0:47,2:48,1:49,4:50,5:51,3:52,8:53,6:54,7:55,13:56,10:57,11:59,14:61,17:63,19:64,18:65,25:66,9:294,20:308,51:779,53:808,73:828,83:1061,81:1062,87:1142,49:785,52:784,54:783,58:786,61:787,63:788,64:789,72:790,78:791,80:792,85:793,86:794

;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=1

;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=1

;Set to 1 to fix the problem with melee weapon equiped npcs being unable to attack multi-hex critters
MultiHexPathingFix=0

;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
 
Map Edges for lattest F2 3.0.5 patch

Hi, Mash

I found that map edges files for F2 RP are wrong in latest release. Actually since v3.0.2.
Extras maps folder only has like 119 files and Redding, for example, has no scrolling edges. But in v3.0 there are 177 files including Redding map data.

Thanks again for your work on this patch.
 
Mash did you figure out any ideas why people were getting that 640x480 black box bug with this on Fallout1? I am totally stumped on that one.
 
Bug in patches v3.x.x

Mash,

One more bug. In v3.x series of patches if you use them for Killaps RP at 640x480 res, 8 bit color worldmap is not movable with the mouse cursor. And graphics are kinda glitchy if you scroll the list of town tabs all the way down.
 
Re: Bug in patches v3.x.x

I haven't had the chance to get much net time in lately so apologies to anyone who's been waiting for a reply.

@akela:
Sorry have know idea what the trouble is there. It's hard to tell but I don't think the hi-res patch is the problem, not directly anyway. You should probably have a look in the Mega Mod thread for more ideas.

@Sduibek:
It's got me stumped as well. It looks like a fallout window that hasn't been hidden or destroyed properly after use. At first I thought it might have been the movie or splash windows but if that was the case the black box would cover the whole screen rather than just the 640x480 rect. It's hard to diagnose as I don't see this problem on my setup. I've even tried sabotaging the hi-res patch in various ways and cannot reproduce the problem.
I did find a potential bug in my splash screen code that I'll have fixed in the next release but I don't think it's causing the trouble here.

@Drobovik:
1: The f2_res.dat file contains the edge files for the original fallout2 maps. For the RP I only included the edge files which were different from the originals. The patch should first search for an edge file under data\maps, if it cant be found it will then look in the f2_res.dat. If any of the maps are loading without edges let me know.

2: I can see what you mean regarding the world map scrolling, should be easily fixed.
Drobovik said:
And graphics are kinda glitchy if you scroll the list of town tabs all the way down.
I'm not seeing this one though, can you provide a screen shot? It might be an sfall thing as it is used to extend the the size of the list in the RP.


@Lexx:
Just noticed the Edits in your last post and have added your suggestions to my list(For what it's worth). Progress on the Mapper is slow but ongoing.
 
@Drobovik:
1: The f2_res.dat file contains the edge files for
the original fallout2 maps. For the RP I only
included the edge files which were different from
the originals. The patch should first search for an
edge file under data\maps, if it cant be found it
will then look in the f2_res.dat. If any of the maps
are loading without edges let me know.
2: I can see what you mean regarding the world
map scrolling, should be easily fixed.
Drobovik wrote:
And graphics are kinda glitchy if you scroll
the list of town tabs all the way down.
I'm not seeing this one though, can you provide a
screen shot? It might be an sfall thing as it is
used to extend the the size of the list in the RP.

Oh, I see what u mean, regarding the map edges. No bug here. I was trying to make a portable version of your patch for Fallout of Nevada with f2_res.dat folder, not a file. Thanks for clearing this up for me.

I have a screen on my comp, but It's inaccessible right now. Though you can usually see a glitch if res is 640x480 with 8 bit, and scroll tabs very fast. I'll try to send u a screen grab in a few days.
 
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