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    Fallout 2 mod FO2 Engine Tweaks (Sfall)

    Actually, sfall globals are persistent. As are any arrays that are created without the transient flag. They all get saved into your savegames.
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    Fallout 2 mod FO2 Engine Tweaks (Sfall)

    Or I just wasn't around when it was asked, and never went back far enough to look. No, sfall doesn't add any extras to spacial scripts. But there's no reason you can't emulate a spacial script in a global script. It just wont be as efficient, because you'd have to test if there were any...
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    Fallout 2 mod FO2 Engine Tweaks (Sfall)

    if it doesn't trigger the ap cost hookscript, then not currently. Nothing you need to worry about; it's on by default now and can't be turned off. As far as I'm aware, none of the txt files from the modders pack are available on google, so you won't find much there. :p iirc, it just...
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    A suggestion - the issue of saving during combat

    sfall already offers this option, along with a compromise option of preventing saving at any point other than at the start of the PC's turn prior to spending any AP. Read up in RP thread to see the whining that ensued when it was suggested that the full thing be enabled by default. Even the...
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    sfall script editor

    No file is missing, somehow or other a debug build of the editor ended up in the modders pack, and the debug version has a bunch of hardcoded paths in it. Will fix for the next release, but in the meantime you can use the 3.1 modders pack and copy the ScriptEditor.exe from a version that works...
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    Fallout 2 mod Fallout 2 Restoration Project 2.2 (Unofficial Expansion)

    No you didn't. I wasn't joking when I said you couldn't do that in the vanilla game... For the past few years official distributions have included sfall and/or the unofficial patch, depending on age and where it came from. (Guess that means it shouldn't be called 'unoffical' any more? :p) so...
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    Fallout 2 mod Fallout 2 Restoration Project 2.2 (Unofficial Expansion)

    No, that's not the way it was in the unmodded game. It's not a bug though, it's a deliberate change in sfall. If it really bothers you, it's pretty trivial to get the old behavior back via script. ( if(get_perk_owed > 1) then set_perk_owed(1); ) Edit: And yes, people do do that. It was a...
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    Fallout 2 mod FO2 Engine Tweaks (Sfall)

    Via script. I think it went something like: procedure start begin activate_shader(load_shader("path to your shader")); end but you might need a set_shader_mode in there somewhere to tell it to run the shader at all times. Shaders, scripted or global, are a very rarely used feature...
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    Fallout 2 mod FO2 Engine Tweaks (Sfall)

    In that case, as far as I can see, ebp will always be 1 at that point. eax does indeed contain the ammo divisor. Or at least, it contains the result of a function called 'item_w_dam_div', which would be rather misnamed if it returned something other than the ammos damage divider.
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    Fallout 2 mod FO2 Engine Tweaks (Sfall)

    3.1 is up. I wanted to work through some of the requests that have built up in this thread and the wiki before the next release, but I've had no time recently, and killap wanted the explosives fix for the next restoration project, so 3.1 is a pretty minor update. Are you sure you've quoted...
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    Fallout 2 Restoration Project 2.2 - OPEN BETA (ie NOT FINAL)

    I have no idea what the last version of visual studio to properly support win 95 was, but quite possibly it was v6. 2005 certainly didn't, and building the win 95 version required ifdefing out all of the graphical code, a few other bits of code, and not linking with any of the standard libraries...
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    Fallout 2 mod FO2 Engine Tweaks (Sfall)

    No. Game time is stored as a number of ticks since the game start, and the start date is added to that to make the current date. The crash is because the number of ticks is stored as a 32 bit integer, which overflows after 13 and a bit years.
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    Fallout 2 Restoration Project 2.2 - OPEN BETA (ie NOT FINAL)

    How desperate are you? I had a bit of a busy week last week, and this one will be worse. I'll have some time on wednesday to roll a new sfall release if you want it, but I wont have a chance to look at the superstim crash by then.
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    Fallout 2 Restoration Project 2.2 - OPEN BETA (ie NOT FINAL)

    Thanks. Something is trying to either realloc or free an invalid pointer then. That's probably going to be a bit of a pita to track down, but I'll see what I can do.
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    Fallout 2 Restoration Project 2.2 - OPEN BETA (ie NOT FINAL)

    You might want to read back a couple more pages of thread to see what led to that conversation. :p
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    Fallout 2 mod FO2 Engine Tweaks (Sfall)

    Nothing. That's a really really poor message. Nothing I can do anything about though. Your real problem is two lines higher up. You've missed an end.
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    Fallout 2 Restoration Project 2.2 - OPEN BETA (ie NOT FINAL)

    I meant what address does it crash at, and what details are recorded in the windows event log?
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    Fallout 2 Restoration Project 2.2 - OPEN BETA (ie NOT FINAL)

    Yay. Time to move onto the last point of that action plan then. :p No clue; I've never seen a super stim related crash. What the crash details? I'll try massively overstimming a few people and see if I can trigger it.
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    Fallout 2 Restoration Project 2.2 - OPEN BETA (ie NOT FINAL)

    Attempted explosives fix mk2 is up. Same download link. There were indeed a few more fields which get zeroed out at the start of combat aside from the problem one. It also does something weird with scripts, but I'm not sure how important it is. On the other hand, Darek's method of crashing...
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    Fallout 2 mod FO2 Engine Tweaks (Sfall)

    Explosives don't deal damage via the normal combat route, which is why we've got all these uninitialised combat variable crashy problems in the first place. You missed one; there's a hexsightblocking too, so itemdamage is 16. Sorry, there's always something I forget to update, and sfall.h has...
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