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fallout2-ce/sfall_testing/README.md
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Mike Klaas b97c9864aa Fix global script loading on non-Windows (#347)
* Fix global script loading on non-Windows

Previously, global scripts in .dats and in local FS didn't work due to path separator confusion.

Now:
 * Hardcode global script path to "scripts\gl*.int" (windows separator)
 * Use Windows fpattern matching inside of dFile (.dats, which always use windows separators)
 * Use \-paths when listing found global scripts

The awkward part is having to vendor a copy of fpattern to force it to use "windows mode".  It's possible that we could use this everywhere since windows allows / as separator, but that could cause bugs where we're using fpattern on the native FS.  For now keeping the dFile implementation separate makes sense.
2026-04-01 20:20:57 -07:00

1.1 KiB

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

  • Get "Fallout sFall Script Editor v4.1.7.RC1", for example from https://nuclear-grot.ucoz.net/forum/12-20-1

  • Run script editor, add "sfall_headers" into "Location folder of headers files" in the options

  • Open any script here and compile it

  • This shoud create compiled script <file.int>

Build script using VSCode extension

Run test script

  1. Move compiled .int file into game folder as scripts/gl_<script_name>.int

  2. Run game, check that game displays message about tests