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..
Author SHA1 Message Date
cambragol a98b8b4845 dat loading switch
Added switch for loading falloutce.dat, before or after master, depending on presence of original master.dat

Added master_override setting in fallout2.cfg, to declare a master.dat to be original
2025-06-22 16:05:48 +09:00
cambragol d43b26d98b Merge branch 'main' into fallout2ce-dat-and-ini 2025-06-22 11:54:14 +09:00
cambragol f23e44d5f3 Merge branch 'fallout2.cfg-enhancement' into fallout2ce-dat-and-ini 2025-06-21 21:29:24 +09:00
cambragol 568cc4267a Merge branch 'main' into fallout2ce-dat 2025-06-21 12:00:32 +09:00
cambragol afd99fa01b Merge branch 'main' into fallout2.cfg-enhancement 2025-06-19 16:26:26 +09:00
cambragol 3e469ea8e8 Update svga.cc
Removed commented out lines
2025-06-17 19:35:05 +09:00
cambragol 6e8faa823a Merge branch 'main' into fallout2ce-dat 2025-06-17 14:45:47 +09:00
cambragol ddefda32e7 Update ddraw.ini
Added missing features to ddraw.

-iface stuff
-worldmaptravelmarkers
-gapless music
2025-06-17 14:28:57 +09:00
cambragol 0334b8de05 Update README.md
small fix to readme to clarify.
2025-06-17 14:24:55 +09:00
cambragol 1cab275037 Update .gitignore
removed accidentally updated .gitignore entries.
2025-06-17 14:23:06 +09:00
github-actions[bot] 7eb269bab8 chore: auto-format with clang-format 2025-06-17 05:21:51 +00:00
cambragol c18d7ab25e hires_stencil
Moved hires_stencil from ddraw to fallout2.cfg
2025-06-17 09:06:18 +09:00
cambragol 59bf337583 Update README.md
Updated to reflect changes to fallout2.cfg and removal of f2_res.ini
2025-06-17 08:34:44 +09:00
cambragol 88179574e8 Making 'graphics' settings category
moved all new f2_res settings into seperate 'graphics' category - was dumped in 'system' before
2025-06-17 07:43:47 +09:00
cambragol 0733acfad7 Iface to ddraw
removed f2_res.ini res in game.cc for splash screens - replaced with settings.system.splash_size;
added game config for all f2_res setting, except iface/sidebars
Moved iface/sidebars setting to sfall -ddraw.ini
2025-06-17 07:23:26 +09:00
cambragol 1388ca1f83 First Draft
Moving f2_res.ini setting into fallout2.cfg, where appropriate

Added some setting for stretching/aspect/highquality

renamed screen_width/height to game_width/height (to later make clear that this will be the 'in game (map) size' - *not* the menu etc. Will make sense with stretching.

Added config for falloutce.dat loading.
2025-06-16 15:44:38 +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
269 changed files with 5561 additions and 21573 deletions
+10
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@@ -17,5 +17,15 @@
- *Preview builds are not available for pull requests from forked repositories.* To enable preview builds, submit the PR from a branch within this repository.
- *Formatting issues? You have two options:*
1. **Fix formatting automatically** using the following Docker command: *(If you're using Windows, remove `--user $(id -u):$(id -g)`)*
```bash
docker run --rm \
-v $(pwd):/app --workdir /app \
--user $(id -u):$(id -g) silkeh/clang:18 \
bash -c 'find src -type f -name \*.cc -o -name \*.h | xargs clang-format -i'
```
2. **Skip formatting check** by adding the `skip-formatting` label to this PR.
--->
+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-${{ matrix.arch }}-cmake-v100
- name: Configure
shell: cmd
@@ -432,4 +432,4 @@ jobs:
tag_name: continious
draft: false
prerelease: true
name: Fallout2-CE Continuous Build
name: Fallout2-CE Continuous Build
+1 -10
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@@ -12,7 +12,6 @@ jobs:
runs-on: ubuntu-latest
permissions:
contents: write
deployments: write
steps:
- name: Checkout gh-pages branch
uses: actions/checkout@v4
@@ -44,12 +43,4 @@ jobs:
else
git commit --amend -m "đźš® Remove preview for closed PR #${{ github.event.pull_request.number }}"
git push --force
fi
- name: mark environment as deactivated
uses: bobheadxi/deployments@v1
with:
step: deactivate-env
env: preview-${{ github.event.pull_request.number }}
desc: Environment was pruned
debug: true
fi
-1
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@@ -10,7 +10,6 @@
*.userosscache
*.sln.docstates
.DS_Store
.local-tools/
# User-specific files (MonoDevelop/Xamarin Studio)
*.userprefs
+1 -37
View File
@@ -102,8 +102,6 @@ target_sources(${EXECUTABLE_NAME} PUBLIC
"src/font_manager.h"
"src/game_config.cc"
"src/game_config.h"
"src/game_config_migration.cc"
"src/game_config_migration.h"
"src/game_dialog.cc"
"src/game_dialog.h"
"src/game_memory.cc"
@@ -174,8 +172,6 @@ target_sources(${EXECUTABLE_NAME} PUBLIC
"src/obj_types.h"
"src/object.cc"
"src/object.h"
"src/opcode_context.cc"
"src/opcode_context.h"
"src/options.cc"
"src/options.h"
"src/palette.cc"
@@ -290,21 +286,13 @@ target_sources(${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_animation.cc"
"src/sfall_animation.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"
@@ -325,8 +313,7 @@ endif()
if(WIN32)
target_link_libraries(${EXECUTABLE_NAME}
winmm
debug libcpmtd
optimized libcpmt
libcpmt
)
endif()
@@ -438,7 +425,6 @@ endif()
add_subdirectory("third_party/fpattern")
target_link_libraries(${EXECUTABLE_NAME} fpattern::fpattern)
target_link_libraries(${EXECUTABLE_NAME} fpattern_windows::fpattern_windows)
target_link_libraries(${EXECUTABLE_NAME} ${ZLIB_LIBRARIES})
target_include_directories(${EXECUTABLE_NAME} PRIVATE ${ZLIB_INCLUDE_DIRS})
@@ -446,28 +432,6 @@ target_include_directories(${EXECUTABLE_NAME} PRIVATE ${ZLIB_INCLUDE_DIRS})
target_link_libraries(${EXECUTABLE_NAME} ${SDL2_LIBRARIES})
target_include_directories(${EXECUTABLE_NAME} PRIVATE ${SDL2_INCLUDE_DIRS})
add_executable(fallout2-dat
"tools/dat_tool.cc"
"src/dfile.cc"
"src/platform_compat.cc"
)
if(APPLE)
set_target_properties(fallout2-dat PROPERTIES
XCODE_ATTRIBUTE_CODE_SIGNING_ALLOWED "NO"
XCODE_ATTRIBUTE_CODE_SIGNING_REQUIRED "NO"
)
endif()
target_link_libraries(fallout2-dat
fpattern_windows::fpattern_windows
${ZLIB_LIBRARIES}
${SDL2_LIBRARIES}
)
target_include_directories(fallout2-dat PRIVATE "src")
target_include_directories(fallout2-dat PRIVATE ${ZLIB_INCLUDE_DIRS})
target_include_directories(fallout2-dat PRIVATE ${SDL2_INCLUDE_DIRS})
if(APPLE)
if(IOS)
install(TARGETS ${EXECUTABLE_NAME} DESTINATION "Payload")
+5 -2
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@@ -28,7 +28,7 @@
"inherits": [
"windows-base"
],
"generator": "Visual Studio 17 2022",
"generator": "Visual Studio 16 2019",
"architecture": "Win32",
"cacheVariables": {
"CMAKE_GENERATOR_TOOLSET": "v141_xp",
@@ -42,7 +42,7 @@
"inherits": [
"windows-base"
],
"generator": "Visual Studio 17 2022",
"generator": "Visual Studio 16 2019",
"architecture": "x64",
"cacheVariables": {
"CMAKE_MSVC_RUNTIME_LIBRARY": "MultiThreaded$<$<CONFIG:Debug>:Debug>"
@@ -119,6 +119,9 @@
"base"
],
"generator": "Xcode",
"cacheVariables": {
"CMAKE_XCODE_ATTRIBUTE_CODE_SIGN_IDENTITY": ""
},
"condition": {
"type": "equals",
"lhs": "${hostSystemName}",
-40
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@@ -1,40 +0,0 @@
# Contributing
This file is currently a shell to be filled in over time. For now, it only captures project-specific maintenance notes that are easy to miss.
## `.dat` CLI Tool
There is a small command-line archive tool in this repo for inspecting Fallout `.dat` files using the same reader implementation as the game.
Build it with `make TARGET=fallout2-dat`.
The executable is written to your selected `BUILD_DIR`, so the default path is `out/build/local-debug-arm64/fallout2-dat` on this macOS setup, but other platforms or custom build directories will differ.
The current tool is read-only. Available commands:
1. `./<BUILD_DIR>/fallout2-dat <archive.dat> list [pattern]`
2. `./<BUILD_DIR>/fallout2-dat <archive.dat> info [pattern]`
3. `./<BUILD_DIR>/fallout2-dat <archive.dat> extract [--lower] <output-dir> [pattern]`
4. `./<BUILD_DIR>/fallout2-dat <archive.dat> cat <entry>`
Use `--lower` with `extract` when you want every extracted file and directory name forced to lowercase.
For example, from `/Applications/Fallout2Codex` you can run:
`/Users/klaas/game/fallout2-ce/out/build/local-debug-arm64/fallout2-dat master.dat extract --lower /tmp/fallout2-dat-lower data\\*`
## Updating SDL
SDL is pinned for native builds in `third_party/sdl2/CMakeLists.txt`. Right now, Android also relies on checked-in Java bindings in `os/android/app/src/main/java/org/libsdl/app`, and those bindings must match the SDL version fetched by CMake.
When updating SDL:
1. Update the SDL tag in `third_party/sdl2/CMakeLists.txt`.
2. Run an Android build once so Gradle/CMake fetch the new SDL source tree.
3. Copy the Android Java bindings from the fetched SDL checkout into `os/android/app/src/main/java/org/libsdl/app`.
Source path pattern:
`os/android/app/.cxx/<Variant>/<Hash>/arm64-v8a/_deps/sdl2-src/android-project/app/src/main/java/org/libsdl/app`
4. Rebuild Android and confirm the SDL sync guard passes.
The Android build contains a guard in `os/android/app/build.gradle` that fails if the checked-in Java bindings drift from the fetched native SDL source.
This is a hack, not a good long-term setup. The Java bindings are still duplicated in the repo instead of being sourced from the same SDL tree as the native build. That should be improved so Android does not depend on a manual copy/sync step.
+41 -23
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@@ -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
@@ -84,7 +84,7 @@ $ mv app /Applications/Fallout2
### Browser
> **NOTE**: WebAssembly build with emscripten
> **NOTE**: WebAssebly build with emscripten
```
docker run --rm -v $(pwd):/src emscripten/emsdk:3.1.74 sh -c 'git config --global --add safe.directory "*" && mkdir -p build && cd build && emcmake cmake ../ -DCMAKE_TOOLCHAIN_FILE=../cmake/toolchain/Emscripten.cmake && emmake make'
```
@@ -96,41 +96,59 @@ The main configuration file is `fallout2.cfg`. There are several important setti
The `sound` folder (with `music` folder inside) might be located either in `data` folder, or be in the Fallout folder. Update `music_path1` setting to match your hierarchy, usually it's `data/sound/music/` or `sound/music/`. Make sure it matches your path exactly (so it might be `SOUND/MUSIC/` if you've installed Fallout from CD). Music files themselves (with `ACM` extension) should be all uppercased, regardless of `sound` and `music` folders.
Additional settings for screen resolution, UI customization, and map options are now integrated into the main `fallout2.cfg` file (previously part of `f2_res.ini` from Mash's HRP). When Fallout 2 CE starts, if it detects an existing `f2_res.ini` file, it automatically migrates these settings into `fallout2.cfg`. After migration, `fallout2.cfg` becomes the single source of truth for this configuration.
Additionally, the [graphics] section provides options for fine tuning the appearence of the game. The included settings are:
The following settings can be configured in `fallout2.cfg` under the `[screen]` and `[ui]` sections:
```ini
[screen]
resolution_x=1600 ; actual game window size (screen resolution), in pixels
resolution_y=1080
windowed=1 ; 0 = fullscreen
scale=2 ; 1 = original scale, 2 = 2x scale, etc. (e.g. at scale 2 and screen resolution 1920x1080, in-game resolution will be 960x540, thus every pixel is twice as wide and tall)
[ui]
iface_bar_mode=0 ; 0 = interface bar below game window, 1 = interface bar overlaps game window
iface_bar_width=800 ; Width of interface bar (640 = original, 800 = extended)
iface_bar_side_art=2 ; Interface bar side art style (0=black, 1=metal grey, 2=leather, 3-8=alternative styles)
iface_bar_sides_ori=0 ; Side graphics orientation (0=extend from bar to edges, 1=extend from edges to bar)
splash_screen_size=1 ; Splash screen scaling (0=original size, 1=fit preserving aspect, 2=stretch to fill)
ignore_map_edges=0 ; Hi-res map scroll edges (0=enabled, 1=ignored)
```
[graphics]
fullscreen=0 ; 1 = fullscreeen, 0 = windowed
game_height=480 ; main play area height
game_width=640 ; main play area width
scale2x=0 ; 0 = original scale, 1 = 2x - requires increasing the minimum resolution from 640x480 to 1280x960.
splash_size=0 ; 0 = normal, 1 = aspect stretch, 2 = fullscreen stretch
```
**Recommendations:**
Recommendations:
- **Desktops**: Use any size you see fit.
- **Tablets**: Set these values to logical resolution of your device, for example iPad Pro 11 is 1668x2388 (pixels), but it's logical resolution is 834x1194 (points).
- **Mobile phones**: Set height to 480, calculate width according to your device screen (aspect) ratio, for example Samsung S21 is 20:9 device, so the width should be 480 * 20 / 9 = 1067.
In time this stuff will receive in-game interface, right now you have to do it manually. To see all currently working fallout2.cfg settings, just run the game once and quit. It will be automatically updated with defaults for every supported setting.
*Note*: Use of the IFACE_BAR settings requires the `f2_res.dat` file, which contains graphical assets. Various versions are available, but one compatible with the above settings can be found here: [f2_res.dat](https://github.com/fallout2-ce/fallout2-ce/raw/refs/heads/main/files/f2_res.dat)
In time this graphcs settings will receive an in-game interface. For the time being it must be configured manually.
The second configuration file is `ddraw.ini` (part of Sfall). There are dozens of options that adjust or override engine behaviour and gameplay mechanics. This file is intended for modders and advanced users.
For a sample ddraw.ini configuration file, containing all currently working settings use this link: [ddraw.ini](https://raw.githubusercontent.com/fallout2-ce/fallout2-ce/refs/heads/main/files/ddraw.ini)
Further, Fallout2-CE supports the following additional settings in ddraw.ini:
```
[Misc]
; if IFACE_BAR_MODE=0 - the bottom of the map view window sits at the top of the IFACE Bar.
; if IFACE_BAR_MODE=1 - the bottom of the map view window extends to the base of the screen and is overlapped by the IFACE Bar.
IFACE_BAR_MODE=0
;if IFACE_BAR_SIDE_ART=0 - Black, No Iface-bar side art used.
;if IFACE_BAR_SIDE_ART=1 - Metal (grey) look Iface-bar side art used.
;if IFACE_BAR_SIDE_ART=2 - Leather look Iface-bar side art used.
;if IFACE_BAR_SIDE_ART=3-6 - Alternative Metal look Iface-bar side art used.
;if IFACE_BAR_SIDE_ART=7 - Alternative Leather look Iface-bar side art used.
;if IFACE_BAR_SIDE_ART=8 - Metal (brown) look Iface-bar side art used.
IFACE_BAR_SIDE_ART=2
;if IFACE_BAR_SIDES_ORI=0 - Iface-bar side graphics extend from the Iface-Bar to the Screen edges.
;if IFACE_BAR_SIDES_ORI=1 - Iface-bar side graphics extend from the Screen edges to the Iface-Bar.
IFACE_BAR_SIDES_ORI=0
;This will increase the width of the interface bar expanding the area used to display text.
;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
```
*Note*: use of the IFACE_BAR settings requires the f2_res.dat file, which contains graphical assets. Various versions are available, but one compatible with the above settings be found here: [f2_res.dat](https://github.com/fallout2-ce/fallout2-ce/raw/refs/heads/mainmenu/files/f2_res.dat)
## Quality of life benefits over vanilla Fallout
* High resolution support
* Large game area support (through HiResMode=1 in ddraw.ini and game_height=480 and game_width=640 settings in fallout2.cfg)
* Increased pathfinding nodes 5x for more accurate pathfinding
* Ctrl-click to quickly move items when bartering, looting, or stealing
* _a_ to select "all" when selecting item quantity
-124
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@@ -1,124 +0,0 @@
# Sfall Compatibility
This document tracks Fallout 2 CE compatibility with sfall. This is for modders who need to know which Sfall features work in CE.
For now, this covers opcodes/metarules, and hooks. In the future, it will include other ways of modifying the engine (like ini files), and other Sfall-specific behaviour.
## Settings (ddraw.ini → fallout2.cfg)
Some settings previously read from `ddraw.ini` have been moved into `fallout2.cfg`. The table below maps each setting to its new location. `HiResMode` had no effect in CE and has been removed.
| ddraw.ini section | ddraw.ini key | fallout2.cfg section | fallout2.cfg key |
| --- | --- | --- | --- |
| `Misc` | `SkipOpeningMovies` | `ui` | `skip_opening_movies` |
| `Misc` | `DisplayKarmaChanges` | `ui` | `display_karma_changes` |
| `Misc` | `DisplayBonusDamage` | `ui` | `display_bonus_damage` |
| `Misc` | `NumbersInDialogue` | `ui` | `numbers_in_dialogue` |
| `Misc` | `AutoQuickSave` | `ui` | `auto_quick_save` |
| `Main` | `EnableHighResolutionStencil` | `ui` | `enable_high_resolution_stencil` |
| `Misc` | `ConsoleOutputPath` | `debug` | `console_output_path` |
| `Misc` | `GaplessMusic` | `sound` | `gapless_music` |
| `Misc` | `ScreenshotsFormat` | `system` | `screenshots_format` |
| `Misc` | `UseWalkDistance` | `qol` | `use_walk_distance` |
| `Misc` | `AutoOpenDoors` | `qol` | `auto_open_doors` |
## Opcodes / Metarules
See [`https://sfall-team.github.io/sfall/`](https://sfall-team.github.io/sfall/) for documentation on specific functions.
| Group | Opcodes In Group | Compatibility | Notes |
| --- | --- | --- | --- |
| Direct memory access| read_byte,short,int,string<br>write_byte,short,int,string<br>call_offset_vX | đźš« | Not possible. Open an issue if you need functionality not covered by other opcodes. |
| Stats | get/set_pc_base_stat<br>get/set_pc_extra_stat<br>get/set_critter_base_stat<br>get/set_critter_extra_stat | âś… | CE uses engine stat helpers here instead of sfall's direct proto-field behavior, so derived-stat update behavior can differ. |
| Stats / Alter min/max | get/set_stat_min/max<br>set_pc_stat_min/max<br>set_npc_stat_min/max | not implemented | - |
| Skills | get/set_critter_skill_points<br>get/set_available_skill_points<br>set_skill_max<br>set_critter_skill_mod<br>set_base_skill_mod<br>mod_skill_points_per_level | not implemented | - |
| Graphics | graphics_funcs_available<br>force_graphics_refresh<br>get_screen_width<br>get_screen_height<br>set_palette | implemented: only get_screen_width, get_screen_height | - |
| Shaders | load_shader<br>free_shader<br>activate_shader<br>deactivate_shader<br>set/get_shader_* | đźš« | likely will not implement direct compatibility
| Perks and traits | set_perk_image<br>set_perk_*<br>set_pyromaniac_mod<br>apply_heaveho_fix<br>set_swiftlearner_mod<br>has/set_fake_perk<br>has/set_fake_trait<br>set_selectable_perk<br>set_perkbox_title<br>show/hide_real_perks<br>perk_add_mode<br>clear_selectable_perks<br>add/remove_trait<br>seq_perk_freq | not implemented | - |
| Virtual file system | fs_create<br>fs_copy<br>fs_find<br>fs_read/write_*<br>fs_delete<br>fs_size<br>fs_pos<br>fs_seek<br>fs_resize | đźš« | Open an issue if you have a use case for these |
| Combat / Knockback | set_weapon_knockback<br>set_target_knockback<br>set_attacker_knockback<br>remove_weapon_knockback<br>remove_target_knockback<br>remove_attacker_knockback | not implemented | - |
| Maps and encounters | in_world_map<br>force_encounter<br>force_encounter_with_flags<br>set_map_time_multi<br>get/set_map_enter_position<br>exec_map_update_scripts<br>get/set_terrain_name<br>set_town_title<br>get/set_can_rest_on_map<br>set_rest_heal_time<br>set_rest_mode<br>set_worldmap_heal_time | implemented: in_world_map, force_encounter, force_encounter_with_flags, set_map_time_multi | - |
| Maps and encounters / Worldmap | get_world_map_x/y_pos<br>set_world_map_pos | âś… | - |
| Audio | eax_available<br>set_eax_environment<br>play_sfall_sound<br>stop_sfall_sound | not implemented | *eax* opcodes will not be implemented |
| Combat / Weapons and ammo | get/set_weapon_ammo_pid<br>get/set_weapon_ammo_count | âś… | - |
| Sfall / Version | sfall_ver_major<br>sfall_ver_minor<br>sfall_ver_build | âś… | CE currently reports `4.3.4` |
| Utility / Math | log, exponent, round, sqrt, abs, sin, cos, tan, arctan, ceil, ^, floor2, div | âś… | - |
| Keyboard and mouse | key_pressed<br>tap_key<br>get_mouse_x/y<br>get_mouse_buttons | âś… | - |
| Lists | list_begin<br>list_next<br>list_end<br>list_as_array<br>party_member_list | âś… | - |
| Explosions | set_attack_explosion_pattern<br>set_attack_explosion_art<br>set_attack_explosion_radius<br>set_attack_is_explosion_fire<br>set_explosion_radius<br>set_dynamite_damage<br>set_plastic_damage<br>get_explosion_damage<br>set_explosion_max_targets<br>item_make_explosive | âś… except item_make_explosive | - |
| Animations | reg_anim_combat_check<br>reg_anim_destroy<br>reg_anim_animate_and_hide<br>reg_anim_light<br>reg_anim_change_fid<br>reg_anim_take_out<br>reg_anim_turn_towards<br>reg_anim_callback<br>reg_anim_animate_and_move | âś… except reg_anim_callback | - |
| Art and appearance | art_exists<br>refresh_pc_art<br>art_cache_clear<br>set_hero_race<br>set_hero_style | implemented: art_exists, refresh_pc_art, art_cache_clear | - |
| Tiles and paths | get_tile_fid<br>tile_under_cursor<br>tile_light<br>tile_get_objs<br>tile_refresh_display<br>obj_blocking_tile<br>tile_by_position<br>get_tile_ground_fid<br>get_tile_roof_fid<br>obj_blocking_line<br>path_find_to<br>objects_in_radius | âś… except objects_in_radius | - |
| Utility | sprintf<br>typeof<br>atoi<br>atof | âś… | - |
| Utility / Strings | string_split<br>substr<br>strlen<br>charcode<br>get_string_pointer<br>string_find<br>string_find_from<br>string_format<br>string_format_array<br>string_replace<br>string_to_case<br>string_compare | âś… | `get_string_pointer` is deprecated and intentionally omitted. |
| Interface / Tags | show_iface_tag<br>hide_iface_tag<br>is_iface_tag_active<br>set_iface_tag_text<br>add_iface_tag | âś… except set_iface_tag_text, add_iface_tag | CE only handles built-in interface tags here; custom tag creation/text is not supported yet. |
| Global variables | set_sfall_global<br>get_sfall_global_int<br>get_sfall_global_float | âś… except get_sfall_global_float | Current CE storage is int-backed; `set_sfall_global` stores integer values |
| Hooks / Hook functions | init_hook<br>get_sfall_arg<br>get_sfall_args<br>get_sfall_arg_at<br>set_sfall_return<br>set_sfall_arg<br>register_hook<br>register_hook_proc<br>register_hook_proc_spec | âś… | See below for implemented hooks. `init_hook` is deprecated and will not be implemented. register_hook_proc and register_hook_proc_spec both add hooks to the *end* of the hook list, instead of beginning and end, respectively. |
| Arrays / Array functions | create_array<br>temp_array<br>fix_array<br>get/set_array<br>resize_array<br>free_array<br>scan_array<br>len_array<br>save/load_array<br>array_key<br>arrayexpr | âś… except save_array, load_array | - |
| Perks and traits / NPC perks | set_fake_perk_npc<br>set_fake_trait_npc<br>set_selectable_perk_npc<br>has_fake_perk_npc<br>has_fake_trait_npc | not implemented | - |
| Global scripts / Global script functions | set_global_script_repeat<br>set_global_script_type<br>available_global_script_types | âś… except available_global_script_types | - |
| Combat | attack_is_aimed<br>block_combat<br>force_aimed_shots<br>disable_aimed_shots<br>get_attack_type<br>get/set_bodypart_hit_modifier<br>combat_data<br>get/set/reset_critical_table<br>get_last_target<br>get_last_attacker<br>set_critter_burst_disable<br>get/set_critter_current_ap<br>set_spray_settings<br>get/set_combat_free_move | implemented: get_attack_type, get_bodypart_hit_modifier, combat_data, set_bodypart_hit_modifier, get_critter_current_ap, set_critter_current_ap, get_combat_free_move, set_combat_free_move | - |
| Car | set_car_current_town<br>car_gas_amount<br>set_car_intface_art | implemented: all except set_car_intface_art | - |
| Interface / Windows and images | art_frame_data<br>interface_art_draw<br>interface_print<br>draw_image<br>draw_image_scaled<br>get_window_under_mouse<br>create_win<br>get_window_attribute<br>message_box<br>set_window_flag<br>win_fill_color<br>interface_overlay<br>dialog_message<br>get_text_width<br>hide_window<br>show_window<br>create_message_window | implemented: only message_box, get_text_width, show_window, create_message_window | - |
| Interface / Outline | outlined_object<br>get_outline<br>set_outline | âś… | - |
| Interface / Main interface | intface_is_hidden<br>intface_redraw<br>intface_hide<br>intface_show<br>set_quest_failure_value | implemented: only intface_redraw | `intface_redraw` only supports the zero-argument form; the optional-argument path is explicitly unimplemented. |
| Interface / Inventory | display_stats<br>inventory_redraw<br>critter_inven_obj2<br>get_current_inven_size<br>item_weight | implemented: critter_inven_obj2, item_weight | - |
| Interface / Cursor | get/set_cursor_mode | âś… | - |
| Locks | lock_is_jammed<br>unjam_lock<br>set_unjam_locks_time | not implemented | - |
| INI settings | get_ini_setting<br>get_ini_string<br>get_ini_section<br>get_ini_sections<br>get_ini_config<br>get_ini_config_db<br>set_ini_setting | âś… except get_ini_config, get_ini_config_db | `modified_ini` is intentionally omitted as deprecated. |
| Objects and scripts | set_self<br>set_dude_obj<br>real_dude_obj<br>remove_script<br>get/set_script<br>obj_is_carrying_obj<br>loot_obj<br>dialog_obj<br>obj_under_cursor<br>get/set_object_data<br>get/set_flags<br>set_unique_id<br>set_scr_name<br>obj_is_openable<br>get/set_proto_data<br>get_object_ai_data | implemented: set_self, get_script, obj_is_carrying_obj, loot_obj, dialog_obj, obj_under_cursor, get_object_data, get_flags, set_flags, obj_is_openable, get_proto_data, set_proto_data | - |
| Other / Game management | set_movie_path<br>stop/resume_game<br>mark_movie_played<br>game_loaded<br>get_game_mode<br>get_uptime<br>signal_close_game | implemented: game_loaded, get_game_mode, get_uptime, signal_close_game | - |
| Gameplay tweaks | set_pickpocket_max<br>set_hit_chance_max<br>set_xp_mod<br>set_critter_hit_chance_mod<br>set_base_hit_chance_mod<br>set_hp_per_level_mod<br>get_unspent_ap_bonus<br>gdialog_get_barter_mod<br>set_unspent_ap_bonus<br>get/set_unspent_ap_perk_bonus<br>set_inven_ap_cost<br>set_base_pickpocket_mod<br>set_critter_pickpocket_mod<br>get_inven_ap_cost<br>set_drugs_data<br>get_kill_counter<br>mod_kill_counter<br>set_pipboy_available | implemented: gdialog_get_barter_mod | - |
| NPCs | inc_npc_level<br>get_npc_level<br>npc_engine_level_up | not implemented | - |
| Other | get_year<br>set_dm/df_model<br>active_hand<br>toggle_active_hand<br>get/set_viewport_x/y<br>hero_select_win<br>get_light_level<br>message_str_game<br>sneak_success<br>create_spatial<br>unwield_slot<br>add_g_timer_event<br>add_extra_msg_file<br>get_metarule_table<br>metarule_exist<br>remove_timer_event<br>spatial_radius | implemented: get_year, active_hand, toggle_active_hand, get_light_level, message_str_game, add_extra_msg_file, metarule_exist | `input_funcs_available`, `nb_create_char` are deprecated in sfall and intentionally absent in CE. `add_extra_msg_file` does not support the explicit `fileNumber` form in CE. |
## Hooks
| Hook | ID | Compatibility | Notes |
| --- | --- | --- | --- |
| ToHit | `HOOK_TOHIT` | âś… | - |
| AfterHitRoll | `HOOK_AFTERHITROLL` | đźš« | Et tu |
| CalcAPCost | `HOOK_CALCAPCOST` | âś… | - |
| DeathAnim1 | `HOOK_DEATHANIM1` | đźš« | Use DEATHANIM2 instead |
| DeathAnim2 | `HOOK_DEATHANIM2` | âś… | - |
| CombatDamage | `HOOK_COMBATDAMAGE` | âś… | - |
| OnDeath | `HOOK_ONDEATH` | âś… | - |
| FindTarget | `HOOK_FINDTARGET` | đźš« | (maybe) |
| UseObjOn | `HOOK_USEOBJON` | âś… | - |
| UseObj | `HOOK_USEOBJ` | âś… | CE notes an sfall-matching inconsistency around return code `2` behavior between interface contexts. |
| RemoveInvenObj | `HOOK_REMOVEINVENOBJ` | đźš« | - |
| BarterPrice | `HOOK_BARTERPRICE` | âś… | - |
| MoveCost | `HOOK_MOVECOST` | đźš« | - |
| ItemDamage | `HOOK_ITEMDAMAGE` | đźš« | - |
| AmmoCost | `HOOK_AMMOCOST` | đźš« | Et tu |
| KeyPress | `HOOK_KEYPRESS` | âś… | Third hook arg is currently `0`; CE doesn't use VK codes. |
| MouseClick | `HOOK_MOUSECLICK` | âś… | - |
| UseSkill | `HOOK_USESKILL` | đźš« | - |
| Steal | `HOOK_STEAL` | đźš« | Et tu |
| WithinPerception | `HOOK_WITHINPERCEPTION` | âś… | - |
| InventoryMove | `HOOK_INVENTORYMOVE` | âś… | - |
| InvenWield | `HOOK_INVENWIELD` | đźš« | - |
| AdjustFID | `HOOK_ADJUSTFID` | đźš« | - |
| CombatTurn | `HOOK_COMBATTURN` | âś… | - |
| StdProcedure | `HOOK_STDPROCEDURE` | đźš« | Et tu |
| StdProcedureEnd | `HOOK_STDPROCEDURE_END` | đźš« | - |
| CarTravel | `HOOK_CARTRAVEL` | đźš« | - |
| SetGlobalVar | `HOOK_SETGLOBALVAR` | đźš« | - |
| RestTimer | `HOOK_RESTTIMER` | đźš« | Et tu |
| GameModeChange | `HOOK_GAMEMODECHANGE` | âś… | - |
| UseAnimObj | `HOOK_USEANIMOBJ` | đźš« | Et tu; (maybe) |
| ExplosiveTimer | `HOOK_EXPLOSIVETIMER` | đźš« | - |
| DescriptionObj | `HOOK_DESCRIPTIONOBJ` | đźš« | Et tu |
| UseSkillOn | `HOOK_USESKILLON` | đźš« | Et tu |
| OnExplosion | `HOOK_ONEXPLOSION` | đźš« | (maybe) |
| SubCombatDamage | `HOOK_SUBCOMBATDAMAGE` | đźš« | (maybe) |
| SetLighting | `HOOK_SETLIGHTING` | đźš« | Et tu; (maybe) |
| Sneak | `HOOK_SNEAK` | đźš« | - |
| TargetObject | `HOOK_TARGETOBJECT` | đźš« | (maybe) |
| Encounter | `HOOK_ENCOUNTER` | đźš« | Et tu |
| AdjustPoison | `HOOK_ADJUSTPOISON` | đźš« | (maybe) |
| AdjustRads | `HOOK_ADJUSTRADS` | đźš« | (maybe) |
| RollCheck | `HOOK_ROLLCHECK` | đźš« | - |
| BestWeapon | `HOOK_BESTWEAPON` | đźš« | - |
| CanUseWeapon | `HOOK_CANUSEWEAPON` | đźš« | - |
| BuildSfxWeapon | `HOOK_BUILDSFXWEAPON` | đźš« | - |
+58
View File
@@ -3,9 +3,40 @@
;XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
[Main]
;Set to one to hide areas outside map bounds when using higher than 640x480 resolution, and to zero to disable
;EnableHighResolutionStencil=1
;XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
[Misc]
; if IFACE_BAR_MODE=0 - the bottom of the map view window sits at the top of the IFACE Bar.
; if IFACE_BAR_MODE=1 - the bottom of the map view window extends to the base of the screen and is overlapped by the IFACE Bar.
IFACE_BAR_MODE=0
;if IFACE_BAR_SIDE_ART=0 - Black, No Iface-bar side art used.
;if IFACE_BAR_SIDE_ART=1 - Metal (grey) look Iface-bar side art used.
;if IFACE_BAR_SIDE_ART=2 - Leather look Iface-bar side art used.
;if IFACE_BAR_SIDE_ART=3-6 - Alternative Metal look Iface-bar side art used.
;if IFACE_BAR_SIDE_ART=7 - Alternative Leather look Iface-bar side art used.
;if IFACE_BAR_SIDE_ART=8 - Metal (brown) look Iface-bar side art used.
IFACE_BAR_SIDE_ART=5
;if IFACE_BAR_SIDES_ORI=0 - Iface-bar side graphics extend from the Iface-Bar to the Screen edges.
;if IFACE_BAR_SIDES_ORI=1 - Iface-bar side graphics extend from the Screen edges to the Iface-Bar.
IFACE_BAR_SIDES_ORI=1
;This will increase the width of the interface bar expanding the area used to display text.
;if IFACE_BAR_WIDTH=640 - Interface bar will remain at it's original width.
IFACE_BAR_WIDTH=800
;Adds Fallout 1 style travel/trail dots
WorldMapTravelMarkers=0
;Prevents pausing music between map areas with the same music
GaplessMusic=0
;Uncomment these lines to change the timers of how many days after the game starts Hakunin dream sequences will occur
;MovieTimer_artimer1=5000
;MovieTimer_artimer2=5000
@@ -68,6 +99,13 @@ TownMapHotkeysFix=1
;Must be non-zero to use the edit/get/reset_critical script functions
;OverrideCriticalTable=2
;Set to 1 to get notification of karma changes in the notification window
DisplayKarmaChanges=0
;Set to 1 to skip the 3 opening movies
;Set to 2 to also skip the splash screen
SkipOpeningMovies=0
;Change the Skilldex cursor FRM numbers
;Default is 293 for all skills
Lockpick=293
@@ -88,9 +126,18 @@ Repair=293
;Syntax is 'city id:global id', with each city/global pair separated by a comma.
;CityRepsList=0:5001,2:5003,3:5004,4:5005,5:5006,6:5007,7:5008,8:5009,10:5011,11:5012,60:1640
;Set this to a valid path to save a copy of the console contents
;ConsoleOutputPath=console.txt
;Set to 1 to add additional pages of save slots !!! can be implemented !!!
;ExtraSaveSlots=1
;To use more than one save slot for quick saving (F6 key) without picking a slot beforehand, set the next two lines
;Quick save will cyclically overwrite saves from the first slot on the specified page to the last slot on the n-th page
;AutoQuickSave sets how many pages you want to use for quick saving (valid range: 1..10)
;Set to 0 to disable
AutoQuickSave=0
;These lines allow you to control the karma FRMs displayed on the character screen
;Number of KarmaPoints should be 1 less than number of KarmaFRMs
;KarmaFRMs=47,48,49
@@ -102,6 +149,9 @@ ScienceOnCritters=0
;Set to 1 to fix the bug that caused bonus HtH damage to not be applied correctly.
BonusHtHDamageFix=1
;Set to 1 to display additional points of damage from Bonus HtH/Ranged Damage perks in the inventory
;DisplayBonusDamage=1
;Set to 1 to remove the limits that stop the game from rolling critical successes/failures in the first few days of game time
RemoveCriticalTimelimits=0
@@ -147,6 +197,9 @@ RemoveCriticalTimelimits=0
;You need to use the message_str_game script function to get messages from the files
;ExtraGameMsgFileList=
;Set to 1 to display numbered dialogue options
NumbersInDialogue=0
;XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
; Configuration ini files
;XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
@@ -171,6 +224,11 @@ RemoveCriticalTimelimits=0
;XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
[Scripts]
;Comma-separated list of masked paths to load global scripts from
;Only use single backslash \ as the directory separator
;Paths outside of scripts folder are supported
;GlobalScriptPaths=scripts\gl_*.int,scripts\sfall\gl*.int
;Uncomment the option to specify an additional directory for ini files used by scripts
;The game will search for ini files first relative to this directory and then relative to the root directory if not found
;The path length is limited to 61 characters
-115
View File
@@ -1,115 +0,0 @@
[debug]
;Set this to a valid path to save a copy of the console contents
console_output_path=
mode=log
output_map_data_info=1
show_load_info=1
show_script_messages=1
show_tile_num=1
window_height=192
window_width=300
[mapper]
default_f8_as_game=1
fix_map_inventory=0
fix_map_objects=0
ignore_rebuild_errors=0
librarian=0
override_librarian=0
rebuild_protos=0
run_mapper_as_game=0
save_text_maps=0
show_pid_numbers=0
sort_script_list=0
use_art_not_protos=0
[preferences]
brightness=1.000000
combat_difficulty=1
combat_looks=1
combat_messages=1
combat_speed=50
combat_taunts=1
game_difficulty=1
item_highlight=1
language_filter=0
mouse_sensitivity=1.000000
player_speedup=0
running=1
running_burning_guy=1
subtitles=1
target_highlight=1
text_base_delay=6.000000
text_line_delay=2.000000
violence_level=3
[screen]
resolution_x=640
resolution_y=480
scale=1
windowed=1
[sound]
cache_size=448
debug=1
debug_sfxc=1
gapless_music=1
initialize=1
master_volume=22281
music=1
music_path1=data\sound\music\
music_path2=sound\music\
music_volume=22281
sndfx_volume=22281
sounds=1
speech=1
speech_volume=22281
[system]
art_cache_size=8
color_cycling=1
critter_dat=critter.dat
critter_patches=data
cycle_speed_factor=1
executable=game
free_space=20480
hashing=1
interrupt_walk=1
language=english
master_dat=master.dat
master_patches=data
screenshots_format=png
scroll_lock=0
splash=5
[ui]
;Speed up or slow down all UI animations such as screen fade, dialog window show/hide, AC numbers roll, etc.
anim_speed=2.000000
;To use more than one save slot for quick saving (F6 key) without picking a slot beforehand
;Quick save will cyclically overwrite saves from the first slot on the specified page to the last slot on the n-th page
;auto_quick_save sets how many pages you want to use for quick saving (valid range: 1..10)
;Set to 0 to disable
auto_quick_save=3
;Set to 1 to display additional points of damage from Bonus HtH/Ranged Damage perks in the inventory
display_bonus_damage=1
;Set to 1 to get notification of karma changes in the notification window
display_karma_changes=0
;Set to one to hide areas outside map bounds when using higher than 640x480 resolution, and to zero to disable
enable_high_resolution_stencil=1
iface_bar_mode=0
iface_bar_side_art=2
iface_bar_sides_ori=0
iface_bar_width=800
ignore_map_edges=0
;Set to 1 to display numbered dialogue options
numbers_in_dialogue=0
;Set to 1 to skip the 3 opening movies
;Set to 2 to also skip the splash screen
skip_opening_movies=0
splash_screen_size=1
[qol]
; Automatically open doors that are unlocked and has no script attached.
auto_open_doors=0
; Overrides distance at which walk animation is used when using an object.
use_walk_distance=5
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