* Add basic content config structure
* Moved non-file related settings from ddraw.ini to game.cfg
* Various fixes from self review
* Moved remaining worldmap settings to game.cfg
* Migrate character and text related settings
* Update docs
* chore: auto-format with clang-format
* Add hard-coded foce_base.dat to have reliable location to load CE-provided content from
* Move game.cfg to new base mod
* Automatic migration from ddraw.ini
* chore: auto-format with clang-format
* Removed option to disable cities limit fix
* Minor review comment fixes
* Migrate to /data instead of CE dat
* Migrate to local game#patch.cfg and skip fields with default values
- This was if some mod modifies/overwrites game.cfg later, only fields that user cares about will be loaded from user's override, and said mod is less likely to break
* Fix potential issue when "master_patches" is an absolute path and move recursive mkdir into a helper function
* Refactor code and fix some edge cases: data folder not exists when migrating, ddraw.ini doesn't exist
* Rename face_base.dat -> ce.dat
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Co-authored-by: github-actions[bot] <41898282+github-actions[bot]@users.noreply.github.com>
* `set/remove_script` and `HOOK_STDPROCEDURE{_END}`
These were implemented together as I thought HOOK_STDPROCEDURE would be useful for testing set_script.
* Implement HOOK_CALCAPCOST
An opcode a day keeps the stimpak away.
https://sfall-team.github.io/sfall/hook-types/#calcapcost
Same as Sfall, but also calls the hook on game load to display the correct AP cost on load.
Also fix a minor bug where the attack mode of the current hand sometimes leaked when loading a save game. Normally attack mode (burst/reload/&c) isn't saved. But if you are in aimed mode (say), and load a game with the same weapon equipped, the attack mode will persist. This is pretty weird, so changed it to always be in the default mode when loading a save.
* test script
* PR comments
* doc tweaks
* Retain key§ions comments when overwriting fallout2.cfg
- Vibe coded with human review and testing
* Fix anim_speed key name
* Revert comment removal by Gemini
* Handle final remove/rename failures
Co-authored-by: Copilot <175728472+Copilot@users.noreply.github.com>
* Fix edge case when filePath is near MAX_PATH
Co-authored-by: Copilot <175728472+Copilot@users.noreply.github.com>
* Remove dead weight
* Vibe coded bug fixes and new write flag
* Comment for config flags
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Co-authored-by: Copilot <175728472+Copilot@users.noreply.github.com>
* Fix garbled splash screen when `SkipOpeningMovies=1`
If the splash screen is shown but movies are skipped, the main menu palette is applied to the splash screen for a split second, showing garbled colours. This doesn't happen with movies since they clear the screen.
Fix is to force a black screen clear beforing fading in the main menu
* simplify
* chore: auto-format with clang-format
* Restore palette before load-list error dialog
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Co-authored-by: github-actions[bot] <41898282+github-actions[bot]@users.noreply.github.com>
* Implement sfall `signal_close_game`
Used by Et tu, but might be useful for LLMs too to quit the game after running a test case.
Also added enum for `_user_wants_to_quit`, and did minor reformatting of SFALL_COMPATIBILITY.md
* Moved f2_res.ini settings into regular game config
* Rename resolution fields
* chore: auto-format with clang-format
* Code review fixes
* chore: auto-format with clang-format
* One-time migration of f2_res.ini to fallout2.cfg (#350)
* One-time migration of f2_res.ini to fallout2.cfg
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Co-authored-by: github-actions[bot] <41898282+github-actions[bot]@users.noreply.github.com>
Co-authored-by: Mike Klaas <mike.klaas@gmail.com>