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Fixed stuttering when playing avi movies
Fixed a crash when playing mve movies without the hi-res patch. Minor edits to ddraw.ini and function notes.txt.
This commit is contained in:
+18
-18
@@ -780,10 +780,27 @@ GlobalScriptPaths=scripts\gl*.int,scripts\sfall\gl*.int
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;Set to 1 to enable sfall debugging mode
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Enable=0
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;Set to 1 to give scripts direct access to Fallout's address space, and to make arbitrary calls into Fallout's code
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;Set to 2 to also disable the memory address check in unsafe script functions
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;Does not require sfall debugging mode
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AllowUnsafeScripting=0
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;If you're testing changes to the Fallout exe, you can override the CRC that sfall looks for here
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;You can use several hex values, separated by commas
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;Does not require sfall debugging mode
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;ExtraCRC=0x00000000,0x00000000
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;Set to 1 to skip the executable file size check
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;Does not require sfall debugging mode
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SkipSizeCheck=0
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;Change to 1 to skip the compatibility mode check
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SkipCompatModeCheck=0
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;Fallout 2 Debug Patch
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;Set to 1 to send debug output to the screen, 2 to a debug.log file, or 3 to both the screen and debug.log
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;Does not require sfall debugging mode
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;While you don't need to create an environment variable, you do still need to set the appropriate lines in fallout2.cfg:
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;While you don't need to create an environment variable, you do still need to set the appropriate lines in fallout2.cfg
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;-------
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;[debug]
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;mode=environment
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@@ -800,27 +817,10 @@ DebugMode=0
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;Set to 1 to hide error messages in debug output when a null value is passed to the function as an object
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HideObjIsNullMsg=0
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;Change to 1 to skip the compatibility mode check
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SkipCompatModeCheck=0
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;Set to 1 to skip the executable file size check
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;Does not require sfall debugging mode
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SkipSizeCheck=0
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;If you're testing changes to the Fallout exe, you can override the CRC that sfall looks for here
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;You can use several hex values, separated by commas
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;Does not require sfall debugging mode
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;ExtraCRC=0x00000000,0x00000000
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;Set to 1 to stop Fallout from deleting non read-only protos at startup
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;Has pretty nasty side effects when saving/reloading, so don't use for regular gameplay
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DontDeleteProtos=0
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;Set to 1 to give scripts direct access to Fallout's address space, and to make arbitrary calls into Fallout's code
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;Set to 2 to also disable the memory address check in unsafe script functions
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;Does not require sfall debugging mode
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AllowUnsafeScripting=0
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;Set to 1 to force sfall to inject all hooks code into the game, even if corresponding hook scripts don't exist
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InjectAllGameHooks=0
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@@ -36,7 +36,7 @@ The mapper manual lists the functions 'world_map_x_pos' and 'world_map_y_pos', w
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set_pipboy_available will only accept 0 or 1 as an argument. Using any other value will cause the function to have no effect. Use 0 to disable the pipboy, and 1 to enable it.
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get/set_critter_current_ap functions should only be used during the target critters turn while in combat. Calling them outside of combat typically returns the critters max ap, but don't rely on that behaviour. (Specifically, if the critter has never before entered combat, it will probably return the critters base ap ignoring any extra bonuses from perks etc.) Using set_critter_current_ap on the player will not automatically redraw the screen, so the ap bar will be incorrect until the player next clicks.
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get/set_critter_current_ap functions should only be used during the target critters turn while in combat. Calling them outside of combat typically returns the critters max ap, but don't rely on that behaviour. (Specifically, if the critter has never before entered combat, it will probably return the critters base ap ignoring any extra bonuses from perks etc.)
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The 'type' value in the weapon knockback functions can be 0 or 1. If 0, the value becomes an absolute distance that targets will be knocked back. If 1, the value is multiplied by the distance they would normally have been knocked back. Weapon knockback modifiers are applied in the order weapon -> attacker -> target, so a x2 weapon wielded by an abs 6 attacker hitting a /2 target will knock the target back 3 squares. The knockback functions will not override the stonewall perk or knockdowns resulting from criticals. knockback values set on weapons or critters are not saved, and must be reset each time the player reloads.
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