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* 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.
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