I've tested the rewritten fix for about a dozen times with different scenario setups. Do you still have the issue with newer (3.6 or later) version of sfall?
The shoot_along_path engine function called by burst attacks doesn't check if the critter on the path is dead or not.Are you working on this patch's bug? Damm, you guys kill me of curiosity. May I ask briefly what was the cause of the bug? Problem on the burst/damage algorithm?
Nope, and it won't be.hum.... interesting. Fallout 2 is open source, right?
So... your patch, and stuff like Fonline, uses reverse engineering? Damm, looks like a damm good work.Nope, and it won't be.
FOnilne is completely new game engine that can read some of the game resources. Sfall is just a set of modifications to the old Fallout engine.So... your patch, and stuff like Fonline, uses reverse engineering? Damm, looks like a damm good work.
ah, yes, Fonline happens on real time, mmo and all, makes no sense to be a reverse engineered software. Silly me.FOnilne is completely new game engine that can read some of the game resources. Sfall is just a set of modifications to the old Fallout engine.
There's a keyword to help google this pdf?Actually, a lot of the (combat related) stuff in FOnline was reverse engineered from Fo2. Atom, one of the guys who worked on it, wrote a shitton of stuff about it. There is also a pdf file floating around somewhere.
AFAIK Atom only released two documents here: http://www.mediafire.com/file/da41rwmj5i7prop/fo2calc_docs.rarThere's a keyword to help google this pdf?
Sorry for the late reply.I've tested the rewritten fix for about a dozen times with different scenario setups. Do you still have the issue with newer (3.6 or later) version of sfall?
NPC combat control has been moved into a global script. The related settings are in sfall-mod.ini now.
You need to copy the data folder (with gl_partycontrol.int and gl_highlighting.int) and sfall-mod.ini from the sfall package.