Horribly disappointed in Fallout Restoration Project

I've tested it multiple times, after downloading the new version of ddraw.dll.
So far, not a single instance of dead bodies absorbing burst fire.
 
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?

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?
 
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?
The shoot_along_path engine function called by burst attacks doesn't check if the critter on the path is dead or not.
And the reason of old fix not working is that old fix conflicts with ToHit hook script.
 
So... your patch, and stuff like Fonline, uses reverse engineering? Damm, looks like a damm good work.
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.
 
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.
ah, yes, Fonline happens on real time, mmo and all, makes no sense to be a reverse engineered software. Silly me.
 
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.
 
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.
There's a keyword to help google this pdf?
 
Thanks guys! I keep repeating this, but it is really, really curious how Fonline exists and Fallout 2 gets patched for old time bugs. The brief explanation about the combat algorithm is interesting too.
 
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?
Sorry for the late reply.
I'll give it a try.
Hopefuly this bug got erased, it's dreadful.
I'll let you know if I experience this, with latest version.
 
Hey guys, sorry for beating a dead horse, but could someone explain how do you start playing Fallout2 RP 2.3.3 nowadays with fixed bug where corpses blocked bursts+have full manual control of your party members?

1. I've bought fallout2 via steam and
2. manually installed RP 2.3.3 with the help of the instructions in killap's readme http://www.killap.net/ (because with the normal install I couldn't save my games, starting as administrator/making everything non-read-only and other triillion methods that took me a few days to try out didn't work for me. Just not happening unless you manually MOD my game or something) and
3. Replaced ddraw.dll with the newest (sfall_4.1.8.1.7z) version from here https://sourceforge.net/projects/sfall/files/sfall/ and

---noticed that no matter what I put x=0/1/2/etc in the "ControlPartyMembers=x" I still can't control my Sulik and presumably anyone else. I've also noticed that the newest ddraw.INI (that I did not use to replace the original that came with RP 2.3.3 as people instructed in this thread) doesn't even have a "ControlPartyMembers" or anything similar in it so I have to question if that command is even implemented in the newest ddraw.dll (mind you I'm no modder so I've little clue what I'm talking about). At this point I wouldn't be surprised if my game just fully ignores the ddraw.ini

Can anyone help please? Where did I go wrong? what is the ideal sfall version for fully fixing corpses blocking and having full control of your party members for Killap's mod? I'm running a windows7 32bit if that helps.
Kind regards
 
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.
 
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.

Hey works like a charm now! Just needed to check inside the sfall-mod.ini and turn it on there afterwards aswell, though. Thank you.
 
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