Fallout 2 utility sfall speed hack

QuantumApprentice

Look, Ma! Two Heads!
I've been having a conversation with Forgotten Knight (I think) and one of the playtester's for the Last Hope mod, and they've pointed out a possible bug that I hadn't noticed during my playthrough.

The consensus so far is that the sfall speed hack that I use pretty much all the time during my playthrough is affecting some scripts in the mod.

@NovaRain @Mr.Stalin
Would you be willing to go into some detail on what the speed hack actually affects in the game to create the speed boost?
This may help trying to create a work-around for some issues.
Thanks in advance! :)
 
lol ok, I'll copy paste the conversation here so this request makes more sense:

John Farmer
1 week ago (edited)
@Dejan V 8.25 did you notice? Mike used line 159, which means he did set global 146 to 2 somehow. But that shouldn't happen until 2 months have passed. Is the speed hack messing up game time/ticks? Then again the walls are not up... No idea how this happened, should be impossible...? And he didn't hit the McKartey reset bug either. So 146 should be 2... but no walls?

Dejan V
1 week ago
@John Farmer Thanks for mentioning this. Speed hack is surely messing up the hunger and thirst system, consuming food and water too fast. In the next update i will increase the time check. Due to game engine limitations, manual consuming of food and water only works from active item slot (use on) or ingame hold right-click(bag icon). Walls do appear earlier than expected, i will adjust this for the next update. You can send a message on NMA forum regarding all technical stuff.

Quantum Apprentice 1 week ago
huh...sorry, did not think the speed hack would mess anything up, is there a way to see how the speed hack changes game calculations? are there common issues modders should pay attention to when making mods compatible with speed hack?...actually, these sound like questions I should post on the forums :P

John Farmer
1 week ago (edited)
@Quantum Apprentice I have no experience with speed hacks, I'm pretty old school (800 x 600 res. and taking off armour while in town as it makes me run faster... always streaking). I only mentioned it as I cannot explain how you set global 146 = 2 other than through progressing time. However, it makes no sense either way, because if you did progress time you should see the walls around miners town... bit puzzling the whole thing. The hunger/thirst stuff is twitchy anyway, as it uses game ticks** which are very inconsistent. There are maps where I got hungry every 30 seconds (Farmers Town), while on a random desert map, I can let the game run for 6 minutes before getting hungry. Also opening/closing the pip-boy forces map updates which speed up game ticks** and force hunger/thirst. Bit all over the place. A more accurate measurement would be a game timer, but that one has the issue of two speeds (on map & resting/travelling). Anyway, it doesn't have to be speed hack, it's just, that the only explanation for that behaviour at 8.25 is "time" (else it's a very bizarre glitch). I think you may tell by timed events (floats) and such if speed hack messes with game ticks. Or if game time goes faster. I doubt it does, as timed floats freaking out or the clock rushing is something people would have noticed, but I have no experience with it. **Edit: complete error on my part, it's not game ticks but a gvar that gets reduced each time map update is called. Sorry, my bad.

Quantum Apprentice 1 week ago
@John Farmer huh, ok...I guess I'll have to start messing with game ticks and game time to see what the difference is, and I did not know about the pipboy advancing game ticks...

Quantum Apprentice n1 week ago
@John Farmer also: lol taking off armor actually sped up the character? how? iirc they're the same number of animation frames, I checked myself (for power armor) one day when I was trying to escape the final overseer cutscene in FO1 and somebody suggested it

John Farmer 1 week ago (edited)
@Quantum Apprentice the pip-boy forces a map update, LH just handles the ticks* in map update which normally checks every 20 seconds or so... or each time pip-boy is opened (or a map is loaded, I think). The forced map update is basically the game's way to switch day/night if necessary after resting. Speed runners use the female model as it's faster, and no armour is even more fast (especially notably with metal armour). Actually, if you enjoy glitches you should check out speed runs, I think tomatoanus has some interesting ones. Edit: the game time comment with two speeds referred to the problems of creating a hunger/thirst system. Which needs to decide which "speed" to use; the slow on map (gameplay) or the speed up one during downtime (resting and on worldmap). That means 10 minutes game time is a lot while on-map, but nothing while resting. Which makes it tricky. It would basically need two different timers or only ever to apply to either one "scenario"... does that make sense? Or am I tripping again...? *Edit: same again, I completely blanked, it's a gvar reduced with every map update, not game ticks. well, map update is called every 250 ticks or so... but it's not a game timer that ticks down all the time, but only while on a map.

John Farmer 1 week ago
I just realised I made a mistake. LH's hunger/thirst system does not use "game ticks"... it's a gvar that gets reduced by 1 each time map update is called (which is every 250 ticks, normally, at least according to sfall script editor, but in tests I say that sounds about right)... sorry, I was a bit all over the place... sometimes I get scattered like that. The rest should be still correct, though.

Quantum Apprentice 1 week ago
@John Farmer lol aw don't worry about it :)

John Farmer 5 days ago
@Quantum Apprentice It occurred to me that speed hack may not speed up game ticks as such, but maybe the frequency in which map update is called. So instead of every 250 ticks, the engine calls the map update proc every 25 ticks. Although, it's hard to say as many things can cause a map update.

Quantum Apprentice 5 days ago
@John Farmer I'll ask on the forums, maybe NovaRain will know :)
source:
 
I can definitely say that the mod scripts were not written correctly, so you get glitches.
you may not know, but sfall speed patch increases the speed of time, and all animations are accelerated from this.
 
Last edited:
I can definitely say that the mod scripts were not written correctly, so you get glitches.
you may not know, but sfall speed patch increases the speed of time, and all animations are accelerated from this.

LH's hunger/thirst system does not use "game ticks"... it's a gvar that gets reduced by 1 each time map update is called (which is every 250 ticks, normally, at least according to sfall script editor, but in tests I say that sounds about right)

ok, so the speed of time affects game ticks and map updates too?
 
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