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* Sfall-like sound system (I would like a better name for this system, but the opcodes themselves are called `play|stop_sfall_sound` and I can't think of a better name) This is a sound management system very similar to Sfall's. With a few differences: * No support for new sound formats yet. Support for at least ogg+wav will come next * Does support reading from .dat files, hence playing any sound effect in the base game * Support mode=3 for speech volume. This exists in Sfall but is ignored when called from the opcode. Also, change GaplessMusic to use this system to play the "wind2" loading sound. This restores the "vanilla" feel map transitions, so I think it's reasonable to make GaplessMusic=1 the default. I can't imagine someone wanting to change it to 0 unless they are ultra purists
Testing sFall scripting features
Basic info
This folder contains scripts which can be used for sFall opcodes.
Building
Get latest compile.exe from modders pack or from repository and run it this way:
compile.exe -q -p -l -O2 -d -s -n -I<sfall_headers_id> <script_name.ssl>
(sfall headers can be found in modderspack)
Build script using sFall Script Editor
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Get "Fallout sFall Script Editor v4.1.7.RC1", for example from https://nuclear-grot.ucoz.net/forum/12-20-1
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Run script editor, add "sfall_headers" into "Location folder of headers files" in the options
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Open any script here and compile it
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This shoud create compiled script <file.int>
Build script using VSCode extension
- Install VSCode Extension
Run test script
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Move compiled
.intfile into game folder asscripts/gl_<script_name>.int -
Run game, check that game displays message about tests