Fallout 2 mod FO2 Engine Tweaks (Sfall)

Discussion in 'Fallout General Modding' started by Dude101, Jul 30, 2007.

  1. Lexx

    Lexx Testament to the ghoul lifespan
    Moderator Modder

    Apr 24, 2005
    Ew, solved my second issue. :) The reason why I couldn't use the go-up-ladders was, because the armor I used didn't got these frames. No wonder that it made problems, as the game couldn't play the animation.....

    So... as my first issue hasn't anything to do with my second, the first doesn't make any real problems as well. It's strange that the order changes, I have no clue why this happens at all, but so far it doesn't have any negative effect on the game. So...
     
  2. zlykiss

    zlykiss First time out of the vault

    13
    Jun 10, 2010
    hi, Im at last enjoying killaps restored FO2 and its great ofcourse.

    One thing though, ive heard about shaders and filters that can be used. Just like on many emulators, turn on SuperEagle and its like a painting, 2xSal - even better.
    So why it doesnt work? I put global.fx to its place, changed ddraw.ini numbers and restarted game milion times with no effect and this made me very angry :/

    pls tell me why its not working for me because i couldnt find an answer to this problem.

    edit:
    hmm i dont know, maybe its working but i dont see any major diffrence. Just like i said, on emulators this diffrence is clearly visible between the modes. Forget it, it seems i expected diffrent things.
     
  3. Nirran

    Nirran Vault Senior Citizen
    Modder

    Apr 15, 2007
    this code compiles with script editor and manualy

    Code:
    procedure start;
    
    procedure start begin
       begin 
          set_sfall_global("test_001", 1);
       end
    end
    
    Nirran
     
  4. Timeslip

    Timeslip Water Chip? Been There, Done That
    Modder

    921
    Aug 15, 2007
    Yes, what of it?

    In case you think that the double begin shouldn't compile or something, that's perfectly valid code.
     
  5. Nirran

    Nirran Vault Senior Citizen
    Modder

    Apr 15, 2007
    thought it needed an if?guess im wrong

    edit : want to appologize for my jumping the gun,one of things about myself i dont like,i get involved with something and sometimes i dont think,thank you for the realy cool tool you made Timeslip

    Nirran
     
  6. Glovz

    Glovz Vault Dweller
    Modder

    737
    Sep 16, 2005
    @Haen
    Something for you to look into?

     
  7. Haenlomal

    Haenlomal It Wandered In From the Wastes

    178
    Sep 25, 2003
    I'm very busy with RL stuff right now, so not for a while at least.

    Also, is it general consensus that this is a bug? What do the others think?

    -- The Haen.

    Edit: Yeah, it looks like an engine bug. According to Per's guides, in Fallout 1, Fast Shot also worked with HtH attacks. Apparently, the developers didn't like that, so they removed the -1 AP bonus in Fallout 2 for HtH attacks. Seems like they forgot to removed the penalty with respect to aimed attacks, though. I'll take a look and fix it when I have the time...shouldn't be too hard to do.

    Edit2: Decided to take a quick peek before I went to bed, and found the problem right away. Since the needed adjustments were relatively quick and painless to code, I've also gone ahead and done just that. So consider this case closed. :P
     
  8. Timeslip

    Timeslip Water Chip? Been There, Done That
    Modder

    921
    Aug 15, 2007
    And that's a perfect example of why people should add these requests to the wiki. I'd looked into fixing that ages ago, had found out what I needed to do to fix it, and then completely forgot about it before coding it. :oops: Thanks to Haenlomal for saving me the work in any case. :P

    The original behaviour is actually consistent with the trait description, so I'm not 100% convinced it's not intentional, but I guess it doesn't make much difference. I've added the fallout 1 version of the fix too, since that's even easier to code and I already had the addresses. Might as well get them both in.
     
  9. Nirran

    Nirran Vault Senior Citizen
    Modder

    Apr 15, 2007
    would using msg files for text in an sfall global cause any problems?wondering if it is worth the conversion

    Nirran
     
  10. Lexx

    Lexx Testament to the ghoul lifespan
    Moderator Modder

    Apr 24, 2005
    I used an msg file for my perk stuff in a global script. It works so far, but in this perk related stuff, the game takes the text only once at the start of the game. So if you changed the text in the msg file, because of whatever reason, it will not change in the game until you have started a totally new game.
    Code:
    set_selectable_perk(PerkTest, 1, 176, perk_mstr(10103));
    While perk_mstr is
    Code:
    #define perk_mstr(x)                 message_str(SCRIPT_GENMSG1,x)
    As example.
     
  11. Nirran

    Nirran Vault Senior Citizen
    Modder

    Apr 15, 2007
    thnx lex,lots of work to alter my perk scripts to do that,debating doing it

    Nirran
     
  12. Lexx

    Lexx Testament to the ghoul lifespan
    Moderator Modder

    Apr 24, 2005
    it works with perk name as well:

    Code:
    #define PerkTest       perk_mstr(10102)
    I am happy that this works, because else there will be translation issues and making various scripts for different languages is a no-go. :>
     
  13. Nirran

    Nirran Vault Senior Citizen
    Modder

    Apr 15, 2007
    yea it works,but after MUCH edits of changing my custom perks script to use a msg file,with ddraw.ini AlwaysLoadMsgFiles=1,game is unplayable,with it set to 0,it causes slowdown(tho i admit,prolly the reason is the script is firing every frame),would be awesome for an sfall way to use a msg file that does not have to be registgered in scripts.lst(not neccesdsarily asking for that Timeslip:D)

    Nirran
     
  14. Lexx

    Lexx Testament to the ghoul lifespan
    Moderator Modder

    Apr 24, 2005
    How many perks do you have?

    I have 1 perk and everything works fine with it, I don't even use the "AlwaysLoadMsgFiles" entry (don't even have it in my ddraw.ini :P). For my single perk (so far, which still is buggy shit), I simply used the Sfall tutorial scripts and added my own shit in there.
     
  15. Nirran

    Nirran Vault Senior Citizen
    Modder

    Apr 15, 2007
    lots of perks,50 in custom perks,tons in party perks

    it is actualy

    AlwaysReloadMsgs=1

    and i have 1153 text entries,and even with all scripts set to fire every 60 frames,it does the same thing

    edit : requested a feature added but nevermind,it isnt needed

    edit : question : in fo2 scripting is or processed first or and?i knoticed that the compiler(or decompiler) removes the brackets,do all languages do that?had problems today because of that

    Nirran
     
  16. Nirran

    Nirran Vault Senior Citizen
    Modder

    Apr 15, 2007
     
  17. pelicano

    pelicano It Wandered In From the Wastes
    Modder

    129
    Jun 14, 2008
    @nirran:
    About operators: As you seem to be liking C++ maybe this can be helpful: http://www.cplusplus.com/doc/tutorial/operators/. Look for Precedence of operators

    Most languages follow the same order. I doubt fallout is any different.
     
  18. Nirran

    Nirran Vault Senior Citizen
    Modder

    Apr 15, 2007
    thank you

    Nirran
     
  19. Ardent

    Ardent A Smooth-Skin
    Modder

    678
    Jul 24, 2009
    I'd like to ask about the possibilities to change skill calculating formulas, as discussed here.

    To cut the long story short, I want to change the functionality of the Gambling skill. For that, I need to change the way it's calculated on character creation (presently, this is Luck x5).

    Lexx told me there are ways of changing the formulas, by hacking the f2 exe file (which I don't know how to do), but such modified files might cause problems with sfall. So, my request:
    - Is it possible to add ways of modifying these formulas through sfall (or maybe it is possible already? If yes, how?)

    Thank you in advance.
     
  20. utunnels

    utunnels First time out of the vault

    74
    Aug 2, 2010
    Is it possible to let NPCs do multiple kills in a single turn?