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    Fallout 2 mod FO2 Engine Tweaks (Sfall)

    Yup, I see what I did. Definitely my fault, and no wonder it works for me but not anyone else. I'll need to reupload it when I get home, but for now if you use the compile.exe from 2.16 and the old ScriptEditor.exe, it should work fine.
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    Fallout 2 mod FO2 Engine Tweaks (Sfall)

    You've moved from it using an old version of the compiler to it not being able to find the compiler at all. :| What 'shortcut' were you talking about exactly? The script editor doesn't care where it's installed, but the folder structure needs to be intact. ScriptEditor.exe should be in a...
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    Fallout 2 mod FO2 Engine Tweaks (Sfall)

    I don't think you need to be so tiptoe-ee; I forget to include something or other pretty much every release. :P In this case though, it looks fine to me. With a freshly downloaded copy of the script editor, the script 'procedure start begin mark_movie_played(12); end' compiles fine. Are you...
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    Fallout 2 mod FO2 Engine Tweaks (Sfall)

    That would be better off being scripted than being handled by sfall. Although off the top of my head I'm not sure if there's already a script function for checking how much weight a critter is carrying? If not, I'll add one.
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    Fallout 2 mod FO2 Engine Tweaks (Sfall)

    Yup, that was the justification given in the wiki. It means the sum of all of your item sizes have to be kept under some total, as well as the sum of their weights. I've no idea if the default item sizes in the protos are particularly realistic though, given that their main use previously was in...
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    Fallout 2 mod FO2 Engine Tweaks (Sfall)

    2.16 is up. >Added new script functions: force_aimed_shots, disable_aimed_shots, mark_movie_played >Added a config file to change the SPECIAL/derived stat relationships >Added an option to limit inventory by space as well as weight >Improved the compatibility mode check I can't remember...
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    Fallout 2 mod FO2 Engine Tweaks (Sfall)

    You've turned one 34 line function into 3 functions that total 40 lines, which isn't a great start for a simplification, but on top of that your version wont actually work. You're trashing fallouts registers, but you mention that, and I'll assume that the mov rxxx, eax gunk was supposed to be...
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    Fallout 2 mod FO2 Engine Tweaks (Sfall)

    Whu? But that bit of code you quoted is just a piece of glue code. :facepalm: It moves a few variables out of the registers that fallout keeps them in (well, it's a memory structure in that case, but most of the hook scripts aren't,) into a nice ordered array, and then calls into a perfectly...
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    Fallout 2 mod FO2 Engine Tweaks (Sfall)

    Here's as good as anywhere. What, the filters, or sfall as a whole? The filters aren't written by me, and I don't intend to modify them. sfall as a whole can never be written entirely in C; (nitpick, but it's c++ rather than c.) how would you mesh it together with fallout? Fallout uses the...
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    Fallout 2 mod FO2 Engine Tweaks (Sfall)

    You haven't specified the output file format correctly. As I said, you need win32, not binary. ('-f win32' on the command line.) If you do want to build without it, I made a commit this morning to add ifdef's around all the scale filter code, so removing them is a simple case of adding...
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    Fallout 2 mod FO2 Engine Tweaks (Sfall)

    Using nasm, yasm or another compatible assembler. You can set it up as a custom build rule in VS, but since they never change it's easier to just assemble them once yourself and leave them. (Use the win32 output type.) You can build it without the filters too. Remove those obj's from the...
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    Fallout 1 - Reference tables for scripts, stats, critters.

    There's the intel x86 reference manuals if you really need them, (I don't have a link off hand, sorry,) but you probably don't. Trying to write assembly in a hex editor is going to do nothing but cause you unnecessary pain. At the least, use nasm, compile to bin format and then copy/paste the...
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    Fallout 1 - Reference tables for scripts, stats, critters.

    Be careful; it's a little more complicated than that. To change from file offset to process memory you add the image base address and the virtual offset of the current segment, and subtract off the file offset of the segment. (i.e. there's no single number for everything; it'll be different for...
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    Fallout 2 mod FO2 Engine Tweaks (Sfall)

    See, I told you you could find it if you look. :P Although that did used to be documented on the svn info page. Doesn't seem to be mentioned any more though.
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    Fallout 2 mod FO2 Engine Tweaks (Sfall)

    Whu? :shock: I think you need to look just a little bit harder. What makes you call that 'little bits?' :facepalm:
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    Fallout 2 mod FO2 Engine Tweaks (Sfall)

    The gpublt option isn't required to use the weather mod, or any other shaders; you just need to be using graphics mode 4 or 5. The fact that they don't work either even with gpublt turned off suggests that your card is refusing to load any shaders whatsoever. I've no idea why; as you said, that...
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    Fallout 2 mod FO2 Engine Tweaks (Sfall)

    But what would stop someone clicking rest until midnight a few times? We already had this discussion a few pages back, and you were a part of it. :P I never did find time to write that mod I was planning though. :(
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    Fallout 2 mod FO2 Engine Tweaks (Sfall)

    Yup, that was exactly it. (Well, the bit of memory that get's written out into that part of the save file, rather than the save file itself.) I've committed a mark_movie_played script function to svn. It does still have the side effect that after calling it the movie will be available in the...
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    Fallout 2 mod FO2 Engine Tweaks (Sfall)

    I don't know of any reason why it wouldn't work from the world map, (from a global script, obviously, since no others would be running,) but it would need testing to make sure. I'll take a look at doing it in sfall anyway though, because it might be pretty easy. It depends if/how fallout...
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    Fallout 2 mod FO2 Engine Tweaks (Sfall)

    Would there be any advantage to hardcoding something that specific into sfall compared to renaming the movie so that fallout can't find it, and then playmovie-ing the real movies when/if you want?
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