NovaRain
7d614ab8b1
Removed ExtraSaveSlots from ddraw.ini (always enabled)
...
Changed the maximum number of save slots to 1000 (10k was overkill).
2026-05-23 00:15:50 +08:00
NovaRain
8967e95f0f
Added a new value to InstantWeaponEquip
...
Tweaked the animation sequence when interacting with scenery or using
an item on an object.
2026-05-18 14:03:36 +08:00
NovaRain
675032dddc
Changed the character portrait on the char screen
...
* now it's always in ANIM_stand instead of current action frame.
2026-05-17 16:58:15 +08:00
NovaRain
bb768282ef
Fixed the morning start time while traveling on the world map
...
* it starts at 6:01 instead of 6:00, inconsistent with afternoon (12:00)
and night (18:00).
Fixed potential index out of bounds error in wmMapIdxToName_.
(ref. fallout2-ce/fallout2-ce#453 )
2026-05-13 10:08:43 +08:00
NovaRain
7542e224dd
Disallowed negative cost for set/get_inven_ap_cost
2026-05-11 13:34:59 +08:00
NovaRain
a67fa86116
Code edits to ApplyInvenApCostPatch
2026-05-08 14:41:30 +08:00
NovaRain
10720fbc24
Tweaked the position of item counter/timer window when not using HRP
2026-05-06 21:35:04 +08:00
NovaRain
65a107a941
Increased decompression buffer size to 4KB
...
(ref. fallout2-ce/fallout2-ce#439 )
2026-05-05 21:12:27 +08:00
NovaRain
3472ea2d84
Added a tweak to center inventory windows when not using HRP
2026-05-04 11:04:11 +08:00
NovaRain
f435c57c33
Cosmetic edits: remove unnecessary size directives
...
* verified the compiled binary is still the same.
2026-05-03 09:39:31 +08:00
NovaRain
205b43de0a
Added a file size check for scripts
...
* this is for filtering out some clearly defective (or not even valid)
scripts.
2026-04-24 21:39:38 +08:00
NovaRain
74c29ce374
Fixed set/remove_script script functions
...
* they didn't set the script index number on non-critter objects.
Changed objects_in_radius to accept a radius of 0.
Edits to scripting documents.
2026-04-23 22:28:14 +08:00
NovaRain
2415eb31f2
Backported ActionPointsBar from 4.x
...
Updated resource files.
2026-04-22 21:09:32 +08:00
NovaRain
17ffdd6791
Fixed HOOK_REMOVEINVENOBJ not being triggered
...
* when using drug/misc item from active item slots (#623 )
2026-04-21 21:26:55 +08:00
NovaRain
0dd40448c2
Moved HP/flag setting earlier in critter_kill_ engine function
...
(mainly for HOOK_ONDEATH, ref. fallout2-ce/fallout2-ce#384 )
2026-04-20 09:57:54 +08:00
NovaRain
3dc0f42728
Replaced serial single-byte NOPs with long NOPs
...
(the sequence is 5-byte long NOPs with trailing single-byte NOPs)
2026-04-19 20:40:32 +08:00
NovaRain
29a5017f65
Fixed ONDEATH hook being incorrectly triggered by non-critter objects
...
(when calling kill_critter on a non-critter obj)
2026-04-17 23:07:31 +08:00
NovaRain
3e91b9a7ce
Added object type validation to item_weight metarule
...
Fixed set_critter_current_ap and set_combat_free_move to update
player's AP lights only in combat
Edits to scripting documents.
(ref. fallout2-ce/fallout2-ce#380 )
2026-04-17 11:58:57 +08:00
NovaRain
651ba4d95c
Fixed AP cost display on game load when using CALCAPCOST hook
...
(ref. fallout2-ce/fallout2-ce#376 )
2026-04-16 10:30:53 +08:00
NovaRain
762f3a858f
Simplified the code in commit 6aae703f
2026-04-14 22:00:12 +08:00
NovaRain
b13bcb9253
Added #pragma sce to all scripts that require -s option
...
Renamed all "lite version" script mods to more specific 38x.
2026-04-14 11:33:10 +08:00
NovaRain
6aae703f65
Fixed garbled colors when SkipOpeningMovies=1
...
(ref. fallout2-ce/fallout2-ce#372 )
2026-04-14 11:04:19 +08:00
NovaRain
ec9832b6a1
Fixed a visual glitch on the char screen when selecting gain xxx perks
...
(ref. fallout2-ce/fallout2-ce#367 )
2026-04-11 21:37:55 +08:00
NovaRain
d4c223a313
Increased the maximum party member level from 6 to 10
...
Updated scripting documents.
* the game reserves 10 level-up messages for each party member. More
level-ups require either more hacks or renumbering all level-up messages
in misc.msg. Otherwise, one will start using others' lines (e.g. Sulik
says Lenny's lines after lv10).
2026-04-11 00:02:23 +08:00
NovaRain
c42bed9ee4
Removed GlobalScriptPaths option (reverted dd97c36)
...
* storing global scripts across multiple paths is almost never needed,
and no publicly available mod really uses the option. If one doesn't
want to put their global scripts in the main folder, they can always
package the scripts in a mod dat file/folder instead.
2026-04-10 09:05:06 +08:00