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Author SHA1 Message Date
cambragol 260bada21c Merge branch 'main' into fallout2ce-dat 2025-06-22 20:32:23 +09:00
cambragol 568cc4267a Merge branch 'main' into fallout2ce-dat 2025-06-21 12:00:32 +09:00
cambragol 6e8faa823a Merge branch 'main' into fallout2ce-dat 2025-06-17 14:45:47 +09:00
cambragol 1a8d6a4973 Update readme
Updating readme with file info
2025-05-28 18:01:38 +09:00
cambragol a2b47104a3 Create fallout2ce.dat
Adding .dat file for contents of fallout2cedat
2025-05-28 15:44:46 +09:00
cambragol d265d3a69a Renamed Dat folder
Renamed dat folder to allow upload of actual .dat
2025-05-28 15:44:08 +09:00
cambragol c2feba8f22 Add files via upload
Added my own customized interface files, (will make a list later) and some of the current contents of the f2_res.ini file (iface borders)
2025-05-28 15:08:27 +09:00
cambragol d137b3d95b Create readme
Adding a folder to hold dat file resources. Adding a quick readme to generate the folder.
2025-05-28 15:04:30 +09:00
cambragol 4ff46801ec Update game.cc
Trying out adding a custom .dat file for Fallout2-CE - adding after  master and critter .dats, but before any other patches. This allows us to replace OG textures with our fixes, but our fixes can be written over by mods.
2025-05-28 15:01:01 +09:00
208 changed files with 3312 additions and 14601 deletions
+6 -47
View File
@@ -14,16 +14,6 @@ jobs:
runs-on: ubuntu-latest
permissions: write-all
steps:
- name: start deployment
if: github.event_name == 'pull_request' && github.event.pull_request.head.repo.full_name == github.repository
uses: bobheadxi/deployments@v1
id: deployment
with:
ref: ${{ github.event.pull_request.head.sha }}
step: start
debug: true
env: preview-${{ github.event.pull_request.number }}
- name: Clone
uses: actions/checkout@v4
@@ -86,10 +76,6 @@ jobs:
SITE_BASE: ${{ steps.set-path.outputs.SITE_BASE }}
F2_GAME_VERSION: Game=${{github.event.pull_request.head.sha || github.sha }}
- name: Place hash file
if: github.event_name == 'push' || (github.event_name == 'pull_request' && github.event.pull_request.head.repo.full_name == github.repository)
run: echo "$GITHUB_SHA" > fallout2-ce-ems/dist/site_hash.txt
- name: Install rsync (required for the next step)
if: github.event_name == 'push' || (github.event_name == 'pull_request' && github.event.pull_request.head.repo.full_name == github.repository)
run: |
@@ -105,37 +91,10 @@ jobs:
clean: false
single-commit: true
- name: Check that site is deployed
if: github.event_name == 'push' || (github.event_name == 'pull_request' && github.event.pull_request.head.repo.full_name == github.repository)
run: |
URL="$SITE_ORIGIN""$SITE_BASE""site_hash.txt"
echo "Expecting $GITHUB_SHA from $URL"
for i in `seq 1 80`; do
got="$(curl -fsSL --max-time 10 "$URL" | tr -d '\r\n' || true)"
if [ "$got" = "$GITHUB_SHA" ]; then
echo "âś… Match on attempt $i: ${got}"
exit 0
fi
echo "Received $got, waiting"
sleep 5
done
exit 1
env:
SITE_ORIGIN: https://${{ github.repository_owner }}.github.io
SITE_BASE: ${{ steps.set-path.outputs.SITE_BASE }}
- name: Update deployment status
- name: Comment preview URL on PR
if: github.event_name == 'pull_request' && github.event.pull_request.head.repo.full_name == github.repository
uses: bobheadxi/deployments@v1
with:
step: finish
status: success
debug: true
env: ${{ steps.deployment.outputs.env }}
deployment_id: ${{ steps.deployment.outputs.deployment_id }}
ref: ${{ github.event.pull_request.head.sha }}
env_url: https://${{ github.repository_owner }}.github.io/fallout2-ce/PR-${{ github.event.pull_request.number }}/
run: |
gh pr comment ${{ github.event.pull_request.number }} \
--body "🚀 WebAssembly PR Preview for ${{github.event.pull_request.head.sha || github.sha }} is available at: https://${{ github.repository_owner }}.github.io/fallout2-ce/PR-${{ github.event.pull_request.number }}/"
env:
GH_TOKEN: ${{ secrets.GITHUB_TOKEN }}
+8 -8
View File
@@ -87,7 +87,7 @@ jobs:
uses: actions/cache@v4
with:
path: os/android/app/.cxx
key: android-cmake-v101
key: android-cmake-v100
- name: Setup signing config
if: env.KEYSTORE_FILE_BASE64 != '' && env.KEYSTORE_PROPERTIES_FILE_BASE64 != ''
@@ -128,7 +128,7 @@ jobs:
uses: actions/cache@v4
with:
path: out
key: ios-cmake-v101
key: ios-cmake-v100
- name: Configure
run: |
@@ -183,7 +183,7 @@ jobs:
uses: actions/cache@v4
with:
path: out
key: linux-${{ matrix.arch }}-cmake-v101
key: linux-${{ matrix.arch }}-cmake-v100
- name: Configure
run: |
@@ -288,7 +288,7 @@ jobs:
uses: actions/cache@v4
with:
path: out
key: macos-cmake-v101
key: macos-cmake-v100
- name: Configure
run: |
@@ -328,16 +328,16 @@ jobs:
- name: Clone
uses: actions/checkout@v4
- name: Install Visual Studio 2022 Build Tools with v141_xp
- name: Install Visual Studio 2019 Build Tools with v141_xp
shell: cmd
run: |
choco install visualstudio2022buildtools -y --package-parameters="'--add Microsoft.VisualStudio.Workload.VCTools --add Microsoft.VisualStudio.Component.VC.v141.x86.x64 --add Microsoft.VisualStudio.Component.VC.v141.xp --add Microsoft.VisualStudio.Component.VC.Tools.x86.x64 --add Microsoft.VisualStudio.Component.Windows10SDK.10240 --add Microsoft.VisualStudio.ComponentGroup.NativeDesktop.WinXP --add Microsoft.VisualStudio.Component.WinXP'"
choco install visualstudio2019buildtools -y --package-parameters="'--add Microsoft.VisualStudio.Workload.VCTools --add Microsoft.VisualStudio.Component.VC.v141.x86.x64 --add Microsoft.VisualStudio.Component.VC.v141.xp --add Microsoft.VisualStudio.Component.VC.Tools.x86.x64 --add Microsoft.VisualStudio.Component.Windows10SDK.10240 --add Microsoft.VisualStudio.ComponentGroup.NativeDesktop.WinXP --add Microsoft.VisualStudio.Component.WinXP'"
- name: Cache cmake build
uses: actions/cache@v4
with:
path: out
key: windows-${{ matrix.arch }}-cmake-v102
key: windows-${{ matrix.arch }}-cmake-v100
- name: Configure
shell: cmd
@@ -432,4 +432,4 @@ jobs:
tag_name: continious
draft: false
prerelease: true
name: Fallout2-CE Continuous Build
name: Fallout2-CE Continuous Build
+1 -10
View File
@@ -12,7 +12,6 @@ jobs:
runs-on: ubuntu-latest
permissions:
contents: write
deployments: write
steps:
- name: Checkout gh-pages branch
uses: actions/checkout@v4
@@ -44,12 +43,4 @@ jobs:
else
git commit --amend -m "đźš® Remove preview for closed PR #${{ github.event.pull_request.number }}"
git push --force
fi
- name: mark environment as deactivated
uses: bobheadxi/deployments@v1
with:
step: deactivate-env
env: preview-${{ github.event.pull_request.number }}
desc: Environment was pruned
debug: true
fi
+1 -33
View File
@@ -286,19 +286,13 @@ target_sources(${EXECUTABLE_NAME} PUBLIC
"src/sfall_metarules.h"
"src/sfall_opcodes.cc"
"src/sfall_opcodes.h"
"src/sfall_script_hooks.cc"
"src/sfall_arrays.cc"
"src/sfall_arrays.h"
"src/sfall_callbacks.cc"
"src/sfall_callbacks.h"
"src/touch.cc"
"src/touch.h"
"src/scan_unimplemented.cc"
"third_party/lodepng/lodepng.cpp"
)
target_include_directories(${EXECUTABLE_NAME} PUBLIC "third_party/lodepng")
if(IOS)
target_sources(${EXECUTABLE_NAME} PUBLIC
"src/platform/ios/paths.h"
@@ -319,8 +313,7 @@ endif()
if(WIN32)
target_link_libraries(${EXECUTABLE_NAME}
winmm
debug libcpmtd
optimized libcpmt
libcpmt
)
endif()
@@ -509,28 +502,3 @@ if(CMAKE_SYSTEM_NAME MATCHES "Emscripten")
set(CMAKE_C_FLAGS_DEBUG "${CMAKE_C_FLAGS_DEBUG} -g")
set(CMAKE_CXX_FLAGS_DEBUG "${CMAKE_CXX_FLAGS_DEBUG} -g")
endif()
# Optional path to which the built executable and PDB will be copied after build.
# Can be set via -DCOPY_TO_PATH=/some/path or through the CMake/CLion GUI.
set(COPY_TO_PATH "" CACHE PATH "Destination directory for copying the executable and PDB after build")
if(DEFINED COPY_TO_PATH AND NOT "${COPY_TO_PATH}" STREQUAL "")
add_custom_command(TARGET ${EXECUTABLE_NAME} POST_BUILD
COMMAND ${CMAKE_COMMAND} -E make_directory "${COPY_TO_PATH}"
COMMAND ${CMAKE_COMMAND} -E copy_if_different
"$<TARGET_FILE:${EXECUTABLE_NAME}>"
"${COPY_TO_PATH}/"
COMMAND ${CMAKE_COMMAND} -E echo "Copied executable to ${COPY_TO_PATH}"
)
if(MSVC)
add_custom_command(TARGET ${EXECUTABLE_NAME} POST_BUILD
COMMAND ${CMAKE_COMMAND} -E copy_if_different
"$<TARGET_PDB_FILE:${EXECUTABLE_NAME}>"
"${COPY_TO_PATH}/"
COMMAND ${CMAKE_COMMAND} -E echo "Copied PDB to ${COPY_TO_PATH}"
)
message(STATUS "Will copy executable and PDB to: ${COPY_TO_PATH}")
else()
message(STATUS "Will copy executable to: ${COPY_TO_PATH}")
endif()
endif()
+2 -2
View File
@@ -28,7 +28,7 @@
"inherits": [
"windows-base"
],
"generator": "Visual Studio 17 2022",
"generator": "Visual Studio 16 2019",
"architecture": "Win32",
"cacheVariables": {
"CMAKE_GENERATOR_TOOLSET": "v141_xp",
@@ -42,7 +42,7 @@
"inherits": [
"windows-base"
],
"generator": "Visual Studio 17 2022",
"generator": "Visual Studio 16 2019",
"architecture": "x64",
"cacheVariables": {
"CMAKE_MSVC_RUNTIME_LIBRARY": "MultiThreaded$<$<CONFIG:Debug>:Debug>"
+1 -12
View File
@@ -44,7 +44,7 @@ $ sudo apt install libsdl2-2.0-0
- Alternatively you can use Fallout 2 from Macplay/The Omni Group as a base - you need to extract game assets from the original bundle. Mount CD/DMG, right click `Fallout 2` -> `Show Package Contents`, navigate to `Contents/Resources`. Copy `GameData` folder somewhere, for example `/Applications/Fallout2`.
- Or if you're a Terminal user and have Homebrew installed you can extract the needed files from the GoG installer. **Note**: You must use "Offline backup game installer", not the main game installer.
- Or if you're a Terminal user and have Homebrew installed you can extract the needed files from the GoG installer:
```console
$ brew install innoextract
@@ -126,17 +126,6 @@ IFACE_BAR_SIDES_ORI=0
;if IFACE_BAR_WIDTH=640 - Interface bar will remain at it's original width.
;if IFACE_BAR_WIDTH=800 - Interface bar will use 800pix wide asset from f2_res.dat.
;IFACE_BAR_WIDTH=640
[STATIC_SCREENS]
;if SPLASH_SCRN_SIZE=0 - Splash screen shows at original size if it fits, otherwise scales down while preserving aspect ratio.
;if SPLASH_SCRN_SIZE=1 - Splash screen scales to fit the screen while preserving aspect ratio.
;if SPLASH_SCRN_SIZE=2 - Splash screen stretches to fill the entire screen.
SPLASH_SCRN_SIZE=0
[MAPS]
;if IGNORE_MAP_EDGES=0 - Hi-Res map scroll edges are enabled.
;if IGNORE_MAP_EDGES=1 - Hi-Res map scroll edges are ignored.
IGNORE_MAP_EDGES=0
```
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