Fallout 2 mod FO2 Engine Tweaks (Sfall)

taag said:
Also why restrain yourself by pushing on with the Win 9x support? I haven't seen one since Win 2000/Me hit the shelves and that was ages ago in IT calendar.

1) ME *shudder* dont even speak it's name, worst OS ever.
2) 2000 - 1995 = 5 year old win95 when you say people stopped using it, but XP is older than that so we should stop using XP?

Sure in an ideal world everyone upgrades there software and hardware on a regualar basis and everyone has a decent virus scanner (not nortans or mcafee) and does their windows updates. Too bad I spend half my time removing virus' from a stonage pc....
 
I just tested the new anim code with updated F2wedit and all works fine. But with sfall v1.36 usable are only three new codes:
12 - O
13 - P
14 - Q

other codes are not usable.

Timeslip, is this OK that other codes do not work?
 
Haha! Success. :D No idea what the problem was, but i've go my new animations working in-game. As a bonus, the SFX work, including the non-combat ones (such as idle and holster - i didn't think they would)

Thanks to Cubik for his editor. And of course thanks to Timeslip for modding the engine.

BTW, i'm gonna need just one more code. 4 in total (but hey, more can't hurt). Can you make this happen for the next version of Sfall, please Timeslip?
 
Hello Timeslip


Is it possible to transform the functions of interface support
bmp or gif

Sample

SayReplyWindow (300, 1 640, 30, "1.pcx");


SayReplyWindow (300, 1, 640, 30, "1.bmp");

or

SayReplyWindow (300, 1, 640, 30, "1.gif");
 
Josan12 said:
BTW, i'm gonna need just one more code. 4 in total (but hey, more can't hurt). Can you make this happen for the next version of Sfall, please Timeslip?

You know technicaly since we have new weapon types then we might need:

~ New Death types (so if you are killed by a crossbow then your corpse has a bolt sticking out of it, or a sword will cut your head off)
~ New damage types
 
Timeslip said:
taag said:
P.S. Can you switch off deleting the files from proto directory and subdirectories unless they're set to Read-Only?
I probably can, but I suspect fallout behaves like that for a reason, and that changing it will have side effects. No harm in trying though.
Edit: yup, was easy enough to change. I still suspect side effects though, so I'll leave it disabled by default.
It gets flushed when Fallout starts and every time a saved game is loaded, so I'm guessing it's just a cache for NPCs and the car trunk when moving between maps. When loading a map, it looks for objects in the cache first, and gets the master copy only if it isn't there. If the entire cache isn't cleared, objects from one game could be copied into another.
 
Wild_qwerty said:
1) ME *shudder* dont even speak it's name, worst OS ever.
I know, I know. I mentioned it on purpose :lol:

Wild_qwerty said:
2) 2000 - 1995 = 5 year old win95 when you say people stopped using it, but XP is older than that so we should stop using XP?

Sure in an ideal world everyone upgrades there software and hardware on a regualar basis and everyone has a decent virus scanner (not nortans or mcafee) and does their windows updates. Too bad I spend half my time removing virus' from a stonage pc....

I love win 2003 more than win 2000. Nothing wrong with win 200x series

Great if you have a computer that will actually run win 9x after all these years, we all know how hardware easily stops working. Mind sharing with us what companies' hardware components have such longevity?
 
Cubik2k said:
other codes are not usable.
:wall:

My patched bit of code works fine. What I failed to notice was that fallout internally encodes frm paths as a 32 bit number, and there is only 4 bits of that reserved for a weapon animation code. If you try using a code higher that 0xf, it ends up changing a bit that controls something else, and fallout no longer recognises it as a weapon animation. Obviously this causes some problems when fallout tries to turn the frm code back into a file path later on...

Not much I can do about it; frm codes are computed in too many different places for me to try and alter them. The best I can do is make a special case for animation codes 11 and 15 to use 's' and 't', rather than the 'n' and 'r' they would use normally. That way you'd get 5 extra codes rather than the 3 that work at the moment.

Edit: 1.37 is up. I think I've solved all the problems with avi movies now, so they should behave in exactly the same way as the normal ones.

Code:
>Added support for adding additional movies (max of 32)
>In dx9 mode, avi movies will be used in preference to .mve's if they exist
>Weapon animation codes 11 and 15 now corrispond to file paths of 's' and 't' respectively
>Weapon animation codes greater than 15 are no longer allowed
>Fixed another possible hang on startup problem on win9x
 
I just made new updated F2wedit compatible with changes made by Timeslip in sfall v1.37
Code:
>Weapon animation codes 11 and 15 now corrispond to file paths of 's' and 't' respectively 
>Weapon animation codes greater than 15 are no longer allowed

This is F2wedit v1.3.0.6

Here is a link to download:
http://www.speedyshare.com/145161370.html

Remember, this is testing version, I test this myself and seems it works fine but you know... ;)
 
@Timeslip, what AVI codecs does it need or can you use any that is installed on the local PC? DivX for example?
 
Wild_qwerty said:
@Timeslip, what AVI codecs does it need or can you use any that is installed on the local PC? DivX for example?
Any that's installed on the local PC. I'd advise using something fairly common though; you don't really want to force users to have to download codecs to play your mod.

Edit: There's no required resolution either. It'll be scaled automatically to fit the window/screen while maintaining the aspect ratio.

Jordan said:
Is it possible to transform the functions of interface support bmp or gif
Again, what would be the advantage over the usual .pcx?
 
Does that mean, that the avi is only working in Dx9 mode?


I have a special request again. :)

If you right-click on the player, you see the menu poping up. On the top of this menu, there is the "rotate-button". Would it be possible to overwrite this button with a special function in the scripts?

As example, it is possible to overwrite the "look at.."-button in the scripts, if you write "script_overrides;" and so on in the procedure description_p_proc. But it is not possible to access the rotate-button.

The background: I want to include MrFixit in my mod. At the moment I can open MrFixit when I right click on the player and choose the "description"-button. But I don't like it that much. It would be better if I could use a extra button for this. Then I got the idea to use the rotate-button. This button is unique to the player and it is also realy easy to change the image (example). But at the moment it is not possible to overwrite the button via script. :(
 
i think that is a wounderfull idea (not for SD 2 only) cause this button is unusefull. I wish you good luck with this Lexx.
 
@Timeslip:

1) Is is possible to make use weapon with empty ammo clip as melee weapon?

2) What about "swing" and "thrust" mode?
Is it possible to make that "trust" has armour piercing bonus (i.e. -30%) and "swing" has other bonus (i.e. bonus to hit the target for example +5%)

3) Action points for reload weapon, action points for hit with naked hand. Could those values be modified?

I mean with using some awesome options in sfall ;)
 
Is it possible to make an animated FRM for the main menu screen work?

it's called menu.frm but there's no way to attach the animate script to it.
 
Wild_qwerty said:
Is it possible to make an animated FRM for the main menu screen work?

it's called menu.frm but there's no way to attach the animate script to it.

Heh, that is a very good question!
 
Hmm...
Would it be possible to disable gaining hit-points on level up?

taag said:
Great if you have a computer that will actually run win 9x after all these years, we all know how hardware easily stops working. Mind sharing with us what companies' hardware components have such longevity?
Ones that aren't overclocked? My school has 8 old computers with win98, there are plenty of old computers in shops and offices. My own computer is 5 years old and I never had to change any components except mouse, keyboard and headphones.

Wild_qwerty said:
Sure in an ideal world everyone upgrades there software and hardware on a regualar basis
And in ideal world, the most popular software wouldn't be Windows and there wouldn't be a hardware arms race...
 
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