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+133
-23
@@ -1,6 +1,116 @@
|
||||
# Changelog
|
||||
|
||||
## v3.8.44
|
||||
## 3.8.50
|
||||
* Fixed garbled colors during the fade to the main menu on startup when **SkipOpeningMovies** is enabled
|
||||
* Fixed the AP cost display not updating on game load when using `HOOK_CALCAPCOST` hook script
|
||||
* Fixed `load_array` script function not accepting floats as array keys
|
||||
* Fixed a crash when calling `proto_data` with an invalid data member value
|
||||
* Fixed `set_critter_current_ap` and `set_combat_free_move` script functions to update the player's AP lights only in combat
|
||||
* Fixed `set/remove_script` script functions not setting the script index number on an object properly
|
||||
* Fixed `set_unique_id` script function to prevent it from reassigning an object ID when unnecessary
|
||||
* Fixed `ONDEATH` hook to prevent it from being triggered by non-critter objects
|
||||
* Fixed `REMOVEINVENOBJ` hook not being triggered when using an item from active item slots while in the inventory screen
|
||||
* Changed `add_extra_msg_file` script function to mark the two-argument form as deprecated
|
||||
* Changed `objects_in_radius` script function to accept a radius of 0
|
||||
* Changed the character portrait on the character screen (from the **hero appearance mod**) to always show the standing pose
|
||||
* Re-added **NumberPatchLoop** option from older versions to `ddraw.ini`
|
||||
* Removed **AllowLargeTiles** option because its functionality is impractical and has never been used
|
||||
* Removed **ExtraSaveSlots** option from `ddraw.ini`. Now additional pages of save slots are always available, up to a maximum of **1000** slots
|
||||
* Added a fix for the `+/-` keys not updating the brightness slider when used on the preferences screen
|
||||
* Added a fix for getting stuck on an empty map when the encounter table has no available entries
|
||||
* Added a fix for a visual glitch on the character screen when selecting perks that modify SPECIAL stats
|
||||
* Added a fix for the morning start time used to determine random encounter frequency
|
||||
* Added a tweak to center inventory windows horizontally when not using the hi-res patch
|
||||
* Added a tweak to the animation sequence when interacting with scenery or using an item on an object
|
||||
* Added a tweak to use path length instead of tile distance to determine whether to walk or run to interact with objects
|
||||
* Added an option to expand the number of action points displayed on the interface bar
|
||||
* Added a new value to **InstantWeaponEquip** to skip weapon equip/unequip animations only when interacting with objects
|
||||
* Added object type validation to `item_weight` script function to prevent potential issues
|
||||
* Added a file size check for scripts to filter out clearly defective ones
|
||||
* Added support for nested array expressions (`compile.exe` in the **modders pack** is also updated)
|
||||
* Increased the maximum party member level from 6 to 10
|
||||
|
||||
## 3.8.49.1
|
||||
* Fixed a crash bug introduced in 3.8.46 when a critter is hit and combat starts at the same time
|
||||
|
||||
## 3.8.49
|
||||
* Fixed the edge-scrolling speed when using the game speed tweak
|
||||
* Fixed incorrect unarmed damage being displayed in the inventory under specific conditions
|
||||
* Fixed a crash bug in the tweak that replaces death animations on critters with single-frame variants on map load
|
||||
* Improved the functionality of **Fallout1Behavior** to set the correct initial in-game time
|
||||
* Changed **ProcessorIdle** to be enabled by default
|
||||
* Changed **SingleCore** to be disabled by default as its usage is questionable on newer systems
|
||||
* Added a fix for script execution issues when calling `critter_mod_skill` in a loop
|
||||
* Added options to the **tweaks ini file** to override the PID of the mirrored shades and the stat they affect when equipped
|
||||
|
||||
## 3.8.48
|
||||
* Fixed incorrect mnemonic names in script dumps generated by the script decompiler (`int2ssl.exe` in the **modders pack**)
|
||||
* Added a fix for a crash when an encounter between two groups fighting each other fails to spawn one group
|
||||
* Added a fix to use the `art\splash\` directory as the fallback for loading splash screens for non-English languages
|
||||
* Added a fix for the game not applying the mouse sensitivity setting correctly in certain cases
|
||||
* Added a fix for file seeking in uncompressed **.dat** files
|
||||
* Added an option to disable the engine's processing of Arroyo-related events
|
||||
* Added support for switching to alternate keyboard character codes (from Crafty)
|
||||
|
||||
## 3.8.47
|
||||
* Fixed potential undefined behavior in **FullItemDescInBarter**
|
||||
* Fixed the behavior of `break` statement in script compiler and decompiler (`compile.exe` and `int2ssl.exe` in the **modders pack**)
|
||||
* Improved the fix for removing floating text messages on the map when moving to another map or elevation
|
||||
* Improved the error handling for missing main **.dat** files
|
||||
* Removed glass glare from the **'Use Inventory Item On'** window to match other game interfaces
|
||||
* Added a fix for a crash when a critter with a powered melee/unarmed weapon runs out of ammo and there was ammo nearby
|
||||
* Added a fix to prevent a potential crash when using skills on non-critter objects
|
||||
* Added a fix for the duplicate click sound for the 'Done' button in the **'Move Items'** and **'Set Timer'** windows
|
||||
* Added a few fixes for slightly misaligned buttons in the pipboy, character screen, and barter screen
|
||||
* Added missing sounds to the 'Done' and 'Cancel' buttons in the 'Custom' disposition of the combat control panel
|
||||
* Added lowercase `a` as a hotkey for the 'Take All' button (previously only uppercase `A`)
|
||||
|
||||
## 3.8.46.1
|
||||
* The compatibility mode check now targets only unsupported Windows versions
|
||||
* Changed the way **ProcessorIdle** works to prevent conflicts with **CPU_USAGE_FIX** option in `f2_res.ini`
|
||||
* Added a fix to prevent out-of-bounds selection in the file list when loading a character file
|
||||
* Added a fix to remove visible newline control characters `\n` when examining items in the barter screen
|
||||
|
||||
## 3.8.46
|
||||
* Fixed a bug introduced in 3.8.31 that broke the debug message about a missing critter art file
|
||||
* Fixed an issue where an item with a unique ID in the inventory had its ID reset by a non-unique item
|
||||
* Restored the position of the ammo bar when **ALTERNATE_AMMO_METRE=0** in `f2_res.ini`
|
||||
* Improved the fix for the display issue in the pipboy when the automap list is too long
|
||||
* Improved the compatibility mode check for newer Windows
|
||||
* Changed **PipBoyAvailableAtGameStart** option and `set_pipboy_available` script function to no longer modify the vault suit movie state
|
||||
* Added a fix for the main menu music not stopping when replaying the intro
|
||||
* Added a fix for display issues when highlighting a multiline dialogue option
|
||||
* Added a fix for the incorrect message being displayed when attempting to repair a dead robot
|
||||
* Added a fix for the duplicate click sound when selecting a location in the Status section of the pipboy
|
||||
* Added a fix for extra hidden buttons below the location list in the Status section of the pipboy
|
||||
* Added a fix for map lighting from **Night Vision** perk not updating when loading a saved game
|
||||
* Added a fix for an animation glitch when death animations and combat start at the same time
|
||||
* Added a fix to prevent the game from hanging when reloading a weapon overloaded with ammo via the interface bar
|
||||
* Added a few fixes for issues related to weapons with negative ammo
|
||||
* Added a tweak to replace death animations on critters with single-frame variants on map load
|
||||
* Added more options for tweaking some engine perks to the **perks ini file**
|
||||
* Reduced the green tone of the message window on the interface bar for text clarity
|
||||
|
||||
## 3.8.45.1
|
||||
* Fixed a bug in **XPTable** that caused leveling issues with **Here and Now** perk
|
||||
* Disabled unnecessary selfrun file creation in the recording mode (autoplay has been disabled in 3.8.30)
|
||||
|
||||
## 3.8.45
|
||||
* Fixed a bug introduced in 3.8.29 that caused `game_loaded` script function to always return 1 when called from normal scripts
|
||||
* Fixed a bug introduced in 3.8.44 that caused the information card for the **hero appearance mod** not to refresh properly
|
||||
* Fixed a crash bug in **AutoSearchSFX** when an **ACM** file has a name longer than 12 characters
|
||||
* Fixed an issue where sfall did not reset data properly after attempting to load a corrupted saved game
|
||||
* Fixed the inconsistent behavior of the escaped percent sign `%` in `sprintf` and `string_format` script functions
|
||||
* Fixed `show/hide_iface_tag` script functions to prevent unnecessary toggling of tags
|
||||
* Fixed `using_skill` script function returning garbage values when the arguments are not the player and Sneak skill
|
||||
* Added a fix for the engine not checking **'misc'** type items when correcting data for items on maps
|
||||
* Added a fix to prevent the windows of **Tag!** and **Mutate!** perks from reappearing when there are still unused perks
|
||||
* Added a tweak to restore the player's sneak state when switching between maps
|
||||
* Added options to separately set the color of outlines for highlighted containers and corpses
|
||||
* Updated **item highlighting mod** in the **modders pack** to match the feature set of the 4.x version
|
||||
* New hook script: `hs_buildsfxweapon`
|
||||
|
||||
## 3.8.44
|
||||
* Fixed a bug in **NPCsTryToSpendExtraAP** that caused NPCs to still be able to move in their combat turn after they killed themselves
|
||||
* Fixed a bug in **PlayIdleAnimOnReload** that could cause critters to lose highlights after reloading weapons in combat
|
||||
* Fixed a crash bug in `interface_art_draw` script function when drawing beyond window bounds
|
||||
@@ -151,10 +261,10 @@
|
||||
* Removed **ComputeSprayMod** from `ddraw.ini`. Now **ComputeSpray_\*** options no longer require a master switch
|
||||
* Added a fix for a crash when the player equips a weapon overloaded with ammo
|
||||
* Added a fix for being able to use the **'Push'** action on members of the player's team in combat when they are knocked down
|
||||
* Added missing sounds for the markers on the world map interface (similar to Fallout 1, from Ghosthack)
|
||||
* Added missing sounds to the markers on the world map interface (similar to Fallout 1, from Ghosthack)
|
||||
|
||||
## 3.8.34
|
||||
* Minor fixes to **LocalMapXLimit/LocalMapYLimit** options and the built-in **item highlighting mod**
|
||||
* Minor fixes to **LocalMapXLimit/LocalMapYLimit** options and the built-in **item highlighting**
|
||||
* Removed **FadeBackgroundMusic** option because the fix in 3.8.33 doesn't work reliably in all cases
|
||||
* Added a fix for being unable to plant items on non-biped critters with the **'Barter'** flag set (e.g. Skynet and Goris)
|
||||
* Updated the ammo ini loader mod in the **modders pack**
|
||||
@@ -195,7 +305,7 @@
|
||||
|
||||
## 3.8.31
|
||||
* Fixed the Jet addiction not being removed when using the antidote in some cases
|
||||
* Fixed the key repeat delay and rate when enabling the game speed tweak
|
||||
* Fixed the key repeat delay and rate when using the game speed tweak
|
||||
* Fixed a possible crash at the end of the playback of alternative sound files
|
||||
* Fixed a rounding error in Glovz's damage formula
|
||||
* Improved the behavior of **SpeedInterfaceCounterAnims=3**
|
||||
@@ -219,10 +329,10 @@
|
||||
* Added a config file to change some engine parameters for the game mechanics
|
||||
* Added the ability to continuously play the music when moving to another map that uses the same music
|
||||
* Added the ability to set custom names for unarmed attacks in the inventory to **TranslationsINI**
|
||||
* Added support for using the newline control character `'\n'` in the object description in `pro_*.msg` files
|
||||
* Added support for using the newline control character `\n` in the object description in `pro_*.msg` files
|
||||
* Added support for the new **'Healing Item'** flag to item protos. Now AI will also use items with this flag for healing in combat
|
||||
* Added support for the new **'Cannot Use'** flag to the misc flags of item objects. This flag makes a weapon object unusable in combat
|
||||
* Added missing sounds for the buttons on the world map interface (similar to Fallout 1 behavior)
|
||||
* Added missing sounds to the buttons on the world map interface (similar to Fallout 1 behavior)
|
||||
* Added 5 `metarule3` macros for controlling the save slot with scripts to `sfall.h` in the **modders pack**
|
||||
* Added a `sfall.dat` resource file, which contains the required files for various features. The localized `sfall_xx.dat` is also supported
|
||||
* New script functions: `set_scr_name`, `obj_is_openable`
|
||||
@@ -236,14 +346,14 @@
|
||||
|
||||
## 3.8.30.1
|
||||
* Merged Windows 2000 support into the standard version of sfall. Using **DX9** graphics modes now requires `d3dx9_42.dll` and `d3dcompiler_42.dll`
|
||||
* Fixed a crash bug introduced in 3.8.30 with the fix for animation registration
|
||||
* Fixed a crash bug introduced in 3.8.30 by the fix for animation registration
|
||||
* Fixed a bug in **AIDrugUsePerfFix** that could cause a hang in combat
|
||||
* Fixed the extra check for friendly fire not working if the `area_attack_mode` parameter in the AI packet is not set or set to `no_pref`
|
||||
* Added a fix for `chem_primary_desire` values in party member AI packets not being saved and reset correctly
|
||||
|
||||
## 3.8.30
|
||||
* Fixed the original engine issues with being unable to register animations in certain situations in the game
|
||||
* Fixed a crash bug introduced in 3.8.29 with the fix for the **'Leave'** event procedure in `AddRegionProc` function
|
||||
* Fixed a crash bug introduced in 3.8.29 by the fix for the **'Leave'** event procedure in `AddRegionProc` function
|
||||
* Fixed a bug in **ObjCanSeeObj_ShootThru_Fix** that could cause a hang in some cases
|
||||
* Fixed the check of the ammo cost for a shot in **CheckWeaponAmmoCost**
|
||||
* Fixed `set_critter_burst_disable` script function, which now applies only to weapons with the burst attack as the secondary mode
|
||||
@@ -263,7 +373,7 @@
|
||||
* Added a fix to prevent the player name from being displayed at the bottom of the dialog review window when the text is longer than one screen
|
||||
* Added a fix for the in-game quest list not being in the same order as in `quests.txt`
|
||||
* Added a fix for multihex critters hitting themselves when they miss an attack with ranged weapons
|
||||
* Added a fix to the placement of multihex critters in the player's party when entering a map or elevation
|
||||
* Added a fix for the placement of multihex critters in the player's party when entering a map or elevation
|
||||
* Added a fix to the starting position of the player's marker on the world map when starting a new game
|
||||
* Added a fix for AI not checking the safety of weapons based on the selected attack mode
|
||||
* Added a fix for the incorrect check and AP cost when AI reloads a weapon
|
||||
@@ -273,9 +383,9 @@
|
||||
* Added a tweak to prevent NPC aggression when non-hostile NPCs accidentally hit the player or members of the player's team
|
||||
* Added a tweak to play the **'magic hands'** animation when using an item on an object. This also prevents a few issues with scripted animations not playing
|
||||
* Added a tweak to remove the unspent skill points limit
|
||||
* Added an option to disable the special handling of city areas 45 and 46 in the engine when visiting Area 45
|
||||
* Added an option to disable the engine's special handling of city areas 45 and 46 when visiting Area 45
|
||||
* Added an option to load alternative dialog msg and subtitle files for female PC (translation friendly)
|
||||
* Added an option to allow using the caret character `'^'` in dialog msg files to specify alternative text in dialogue based on the player's gender
|
||||
* Added an option to allow using the caret character `^` in dialog msg files to specify alternative text in dialogue based on the player's gender
|
||||
* Added a new value to **AIDrugUsePerfFix** to allow NPCs to use only the drugs listed in `chem_primary_desire` and healing drugs
|
||||
* Added support for loading premade character **GCD/BIO** files from the `premade\<language>\` directory for non-English languages
|
||||
* Added support for loading fonts from the `fonts\<language>\` directory for non-English languages
|
||||
@@ -361,7 +471,7 @@
|
||||
* Fixed the default values for **Movie1 - Movie17** options
|
||||
* Fixed the playback of additional movies defined in **Movie18 - Movie32** options
|
||||
* Fixed **OverrideMusicDir=2** not overriding the music path properly
|
||||
* Fixed incorrect Melee Damage stat value being displayed when setting **BonusHtHDamageFix=1** and **DisplayBonusDamage=0**
|
||||
* Fixed incorrect Melee Damage stat value being displayed when **BonusHtHDamageFix=1** and **DisplayBonusDamage=0**
|
||||
* Fixed `attack_complex script` function not setting result flags correctly for the attacker and the target
|
||||
* Fixed and improved **SFX** and speech playback for alternative sound files
|
||||
* Fixed and improved the behavior of nested timer events in global scripts
|
||||
@@ -451,7 +561,7 @@
|
||||
* Fixed the timing of setting `WORLDMAP`, `DIALOG`, `PIPBOY`, `INVENTORY`, `INTFACEUSE`, and `INTFACELOOT` game mode flags
|
||||
* Fixed the execution of the timer event in global scripts
|
||||
* Fixed the palette and the movie playback in **DX9** mode
|
||||
* Improved the functionality of `create_message_window` script function to support the newline control character `'\n'`
|
||||
* Improved the functionality of `create_message_window` script function to support the newline control character `\n`
|
||||
* Removed **TownMapHotkeysFix** and **DisplaySecondWeaponRange** from `ddraw.ini` because there is little reason to turn them off
|
||||
* Added a fix for duplicate critters being added to the list of potential targets for AI
|
||||
* Added a fix for the playback of the speech sound file for the death screen being ended abruptly in some cases
|
||||
@@ -475,7 +585,7 @@
|
||||
* Changed the debug message about a missing critter art file to also be displayed in the game
|
||||
* Code refactoring for various script functions
|
||||
* Added a fix to prevent the player from moving when clicking on a script-created window and prevent the mouse cursor from being toggled when hovering over a **'hidden'** window
|
||||
* Added a fix to prevent crashes when **DebugMode** is enabled and there is a `'%'` character in the printed message
|
||||
* Added a fix to prevent crashes when **DebugMode** is enabled and there is a `%` character in the printed message
|
||||
* Added an option to load a global shader file at game startup and added an example global shader file to the **modders pack**
|
||||
* Added an option to highlight lootable corpses as well as items
|
||||
* Added support for executing the `timed_event_p_proc` procedure in global scripts
|
||||
@@ -483,7 +593,7 @@
|
||||
* New script functions: `add_g_timer_event`, `remove_timer_event`, `reg_anim_callback`, `get_sfall_arg_at`, `hide/show_window`, `set_window_flag`, `get_text_width`, `string_compare`, `string_format`, `objects_in_radius`, `tile_by_position`
|
||||
|
||||
## 3.8.21.1
|
||||
* Fixed a crash bug introduced in 3.8.21 with the fix for corpses blocking line of fire
|
||||
* Fixed a crash bug introduced in 3.8.21 by the fix for corpses blocking line of fire
|
||||
|
||||
## 3.8.21
|
||||
* Fixed a bug in `save_array` script function that could corrupt `sfallgv.sav` when saving a new array under the same key
|
||||
@@ -614,7 +724,7 @@
|
||||
* Added a fix to prevent the reserved object IDs of the player and party members from being generated for other objects
|
||||
* Added a fix for the display issue in the pipboy when the automap list is too long
|
||||
* Added a fix for the `start` procedure not being called correctly if the required standard script procedure is missing (from Crafty)
|
||||
* Added an option to disable the special handling of map IDs 19 and 37 in the engine when entering the maps
|
||||
* Added an option to disable the engine's special handling of map IDs 19 and 37 when entering those maps
|
||||
* Added support for the new **'automap=yes/no'** parameter to `maps.txt`. This parameter overrides the hardcoded values for displaying the map in the pipboy automaps for the first 160 maps
|
||||
* Added files for using 32-bit images for talking heads to the **modders pack**
|
||||
* Improved the functionality of the debug editor (in the **modders pack**)
|
||||
@@ -634,7 +744,7 @@
|
||||
* Added a fix for the reserved item FRM being displayed in the top-left corner when in the loot/barter screens
|
||||
* Added a fix for the active effects of drugs not being saved properly
|
||||
* Added a fix for NPC stuck in a loop of reloading melee/unarmed weapons when out of ammo
|
||||
* Added a fix for critters not being healed over time when entering the map if **'dead_bodies_age=No'** is set in `maps.txt`
|
||||
* Added a fix for critters not being healed over time when entering a map with **'dead_bodies_age=No'** set in `maps.txt`
|
||||
* Added a fix for corpses being removed early after returning to the map
|
||||
* Added a fix for the removal of party member's corpse. Now items in party member's inventory are not removed along with the corpse
|
||||
* Added an option to change the timer for deleting corpses on a map after you leave
|
||||
@@ -734,7 +844,7 @@ Various bug fixes and features based on the work by Mr.Stalin:
|
||||
|
||||
## 3.8.11
|
||||
Various bug fixes based on the work by Mr.Stalin:
|
||||
* Fixed an issue with file IDs of additional game msg files being shifted when a file in **ExtraGameMsgFileList** is missing
|
||||
* Fixed an issue where the file IDs of additional game msg files were shifted when a file in **ExtraGameMsgFileList** was missing
|
||||
* Fixed `obj_can_see_obj` script function not checking if source and target objects are on the same elevation before calling `HOOK_WITHINPERCEPTION` hook script
|
||||
* Added a fix for the display issue in the pipboy when a quest list is too long with **UseScrollingQuestsList** diabled
|
||||
* Added a fix for the clickability issue of the holodisk list in the pipboy
|
||||
@@ -775,7 +885,7 @@ Original engine bug fixes and various features based on the work by Mr.Stalin:
|
||||
* Fixed a crash bug in **NPC combat control** when trying to control a temporary party member that has no data in `party.txt`
|
||||
|
||||
## 3.8.5
|
||||
* Fixed an issue with the game being rendered before the **hero appearance mod** is loaded
|
||||
* Fixed an issue where the game was rendered before the **hero appearance mod** was loaded
|
||||
* Included Chinese and Russian translations
|
||||
|
||||
Original engine bug fixes and various features based on the work by Crafty:
|
||||
@@ -807,7 +917,7 @@ Original engine bug fixes and various features based on the work by Crafty:
|
||||
|
||||
Original engine bug fixes and various features based on the work by Crafty:
|
||||
* Added a fix for a crash when clicking on empty space in the inventory list opened by **'Use Inventory Item On'** (backpack) action icon
|
||||
* Added a fix for negative SPECIAL values in character creation
|
||||
* Added a fix for negative SPECIAL values in the character creation
|
||||
* Added a fix for the game hanging in an endless loop in combat mode when calling `anim` script functions inside `damage_p_proc`
|
||||
* Added 3 new arguments to `HOOK_BARTERPRICE` hook script
|
||||
|
||||
@@ -885,7 +995,7 @@ Original engine bug fixes and various features based on the work by Crafty:
|
||||
Original engine bug fixes and various features based on the work by Crafty:
|
||||
* Fixed a crash bug introduced with the inventory drag and drop fix
|
||||
* Added a new value to **SpeedInterfaceCounterAnims** to update the HP/AC counters instantly when the number is not negative
|
||||
* Added an option to skip weapon equip/unequip animations when performing various actions
|
||||
* Added an option to skip weapon equip/unequip animations during various actions
|
||||
* Added an option to control the speed of pipboy alarm clock animations
|
||||
* Added an option to change the carry weight limit
|
||||
|
||||
@@ -918,7 +1028,7 @@ Original engine bug fixes and various features based on the work by Crafty:
|
||||
* Added a fix for the original engine issue that caused party members to have incorrect stats when they level up while on drugs
|
||||
* Added a fix for the unlimited ammo exploit
|
||||
* Added a fix for negative values in Skilldex window
|
||||
* Added a fix for the clickability issue in the pipboy and an exploit that allows resting in places where you shouldn't be able to
|
||||
* Added a fix for the clickability issue in the pipboy and an exploit that allows resting in restricted areas
|
||||
* Added a fix to prevent **'Too Many Items'** bug from corrupting save files
|
||||
* Added a fix for the exploit that you can gain stats from more than two doses of a specific chem after save/load
|
||||
* Added a fix for the original engine issues with reverse order of items in memory relative to visual order in the inventory list
|
||||
@@ -932,4 +1042,4 @@ Original engine bug fixes and various features based on the work by Crafty:
|
||||
* Added an option to allow 9 options (lines of text) to be displayed correctly in the dialog window
|
||||
* Added an option to display additional points of damage from **Bonus HtH/Ranged Damage** perks in the inventory
|
||||
|
||||
__For changelogs prior to 3.7, please read the `sfall-readme.txt` in the [release files](https://github.com/sfall-team/sfall/releases).__
|
||||
__For changelogs prior to version 3.7, please refer to the `sfall-readme.txt` in the [release files](https://github.com/sfall-team/sfall/releases).__
|
||||
|
||||
@@ -1,7 +1,7 @@
|
||||
GNU GENERAL PUBLIC LICENSE
|
||||
Version 3, 29 June 2007
|
||||
|
||||
Copyright (C) 2007 Free Software Foundation, Inc. <http://fsf.org/>
|
||||
Copyright (C) 2007 Free Software Foundation, Inc. <https://fsf.org/>
|
||||
Everyone is permitted to copy and distribute verbatim copies
|
||||
of this license document, but changing it is not allowed.
|
||||
|
||||
@@ -631,8 +631,8 @@ to attach them to the start of each source file to most effectively
|
||||
state the exclusion of warranty; and each file should have at least
|
||||
the "copyright" line and a pointer to where the full notice is found.
|
||||
|
||||
{one line to give the program's name and a brief idea of what it does.}
|
||||
Copyright (C) {year} {name of author}
|
||||
<one line to give the program's name and a brief idea of what it does.>
|
||||
Copyright (C) <year> <name of author>
|
||||
|
||||
This program is free software: you can redistribute it and/or modify
|
||||
it under the terms of the GNU General Public License as published by
|
||||
@@ -645,14 +645,14 @@ the "copyright" line and a pointer to where the full notice is found.
|
||||
GNU General Public License for more details.
|
||||
|
||||
You should have received a copy of the GNU General Public License
|
||||
along with this program. If not, see <http://www.gnu.org/licenses/>.
|
||||
along with this program. If not, see <https://www.gnu.org/licenses/>.
|
||||
|
||||
Also add information on how to contact you by electronic and paper mail.
|
||||
|
||||
If the program does terminal interaction, make it output a short
|
||||
notice like this when it starts in an interactive mode:
|
||||
|
||||
{project} Copyright (C) {year} {fullname}
|
||||
<program> Copyright (C) <year> <name of author>
|
||||
This program comes with ABSOLUTELY NO WARRANTY; for details type `show w'.
|
||||
This is free software, and you are welcome to redistribute it
|
||||
under certain conditions; type `show c' for details.
|
||||
@@ -664,12 +664,11 @@ might be different; for a GUI interface, you would use an "about box".
|
||||
You should also get your employer (if you work as a programmer) or school,
|
||||
if any, to sign a "copyright disclaimer" for the program, if necessary.
|
||||
For more information on this, and how to apply and follow the GNU GPL, see
|
||||
<http://www.gnu.org/licenses/>.
|
||||
<https://www.gnu.org/licenses/>.
|
||||
|
||||
The GNU General Public License does not permit incorporating your program
|
||||
into proprietary programs. If your program is a subroutine library, you
|
||||
may consider it more useful to permit linking proprietary applications with
|
||||
the library. If this is what you want to do, use the GNU Lesser General
|
||||
Public License instead of this License. But first, please read
|
||||
<http://www.gnu.org/philosophy/why-not-lgpl.html>.
|
||||
|
||||
<https://www.gnu.org/licenses/why-not-lgpl.html>.
|
||||
|
||||
@@ -2,11 +2,17 @@
|
||||
|
||||
;When adding extra perks to a mod, it's advisable to use the fake perk scripting functions rather than make
|
||||
; modifications in this file, as some perks have hardcoded effects which may catch you out
|
||||
;Set the bonus value to 0 in the 'PerksTweak' section for perks to get around this problem
|
||||
|
||||
;Since traits need to be picked before any scripts run, they have an additional NoHardcode option in this file which can
|
||||
; be used to remove their hardcoded effects, and add new stat/skill effects
|
||||
;Since traits need to be picked before any scripts run, they have an additional 'NoHardcode' option in this file
|
||||
; which can be used to remove their hardcoded effects, and add new stat/skill effects
|
||||
|
||||
;##############################################################################
|
||||
[PerksTweak]
|
||||
;Changes the light level bonus for 'Night Vision' perk (ID 9)
|
||||
;valid range: 0..100, 20 - default bonus
|
||||
NightVisionBonus=20
|
||||
|
||||
;Changes the Outdoorsman skill bonus for 'Survivalist' perk (ID 16)
|
||||
;125 - maximum bonus, 25 - default bonus
|
||||
SurvivalistBonus=25
|
||||
@@ -15,6 +21,20 @@ SurvivalistBonus=25
|
||||
;25 - default bonus
|
||||
MasterTraderBonus=25
|
||||
|
||||
;Changes the skill point bonus for 'Educated' perk (ID 18)
|
||||
;125 - maximum bonus, 2 - default bonus
|
||||
EducatedBonus=2
|
||||
|
||||
;Changes the hit point bonuses for 'Healer' perk (ID 19)
|
||||
;999 - maximum bonus, 4 - default bonus
|
||||
HealerMinBonus=4
|
||||
;999 - maximum bonus, 10 - default bonus
|
||||
HealerMaxBonus=10
|
||||
|
||||
;Changes the hit point bonus for 'Lifegiver' perk (ID 28)
|
||||
;125 - maximum bonus, 4 - default bonus
|
||||
LifegiverBonus=4
|
||||
|
||||
;Changes the Science and Repair skill bonus for 'Mr.Fixit' perk (ID 31)
|
||||
;125 - maximum bonus, 10 - default bonus
|
||||
MrFixitBonus=10
|
||||
@@ -64,6 +84,10 @@ VaultCityInoculationsRadBonus=10
|
||||
;valid range: -12..20, 3 - default bonus
|
||||
CautiousNatureBonus=3
|
||||
|
||||
;Changes the percentage bonus for 'Comprehension' perk (ID 81)
|
||||
;50 - default bonus
|
||||
ComprehensionBonus=50
|
||||
|
||||
;Changes the damage bonus per level for 'Demolition Expert' perk (ID 82)
|
||||
;999 - maximum bonus, 10 - default bonus
|
||||
DemolitionExpertBonus=10
|
||||
@@ -77,8 +101,9 @@ GamblerBonus=20
|
||||
HarmlessBonus=20
|
||||
|
||||
;Changes the damage bonus and the Doctor skill bonus for 'Living Anatomy' perk (ID 97)
|
||||
;125 - maximum bonus, 5 - default bonus, 10 - default skill bonus
|
||||
;125 - maximum bonus, 5 - default damage bonus
|
||||
LivingAnatomyBonus=5
|
||||
;125 - maximum bonus, 10 - default skill bonus
|
||||
LivingAnatomyDoctorBonus=10
|
||||
|
||||
;Changes the Speech and Barter skill bonus for 'Negotiator' perk (ID 99)
|
||||
@@ -146,7 +171,6 @@ Enable=0
|
||||
|
||||
;If the value is set to -99999, the variable will be ignored (similar to comment out that line)
|
||||
|
||||
;##############################################################################
|
||||
;This is a modification to perk 119
|
||||
[119]
|
||||
Name=Example
|
||||
|
||||
@@ -1,4 +1,13 @@
|
||||
[sfall]
|
||||
;Table for overriding ASCII codes for keyboard character input when entering the player's name and saved game descriptions
|
||||
;Only character codes in the ASCII range 33-126 can be overridden
|
||||
;Character codes that do not need to be overridden can be omitted by using commas as delimiters
|
||||
;You must also set a key for switching layouts using the XltKey option in ddraw.ini
|
||||
;Default character code table for the English layout (letter codes only)
|
||||
;XltTable=,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,65,66,67,68,69,70,71,72,73,74,75,76,77,78,79,80,81,82,83,84,85,86,87,88,89,90,,,,,,,97,98,99,100,101,102,103,104,105,106,107,108,109,110,111,112,113,114,115,116,117,118,119,120,121,122,,,,
|
||||
|
||||
;##############################################################################
|
||||
|
||||
SaveInCombat=Cannot save at this time.
|
||||
KarmaGain=You gained %d karma.
|
||||
KarmaLoss=You lost %d karma.
|
||||
|
||||
@@ -2,7 +2,6 @@
|
||||
|
||||
[Main]
|
||||
|
||||
|
||||
[Items]
|
||||
;Override the PIDs of the standard healing drugs that AI will use in combat
|
||||
;Set to -1 if you don't want AI to identify this item as a healing drug
|
||||
@@ -11,3 +10,10 @@
|
||||
STIMPAK=40
|
||||
SUPER_STIMPAK=144
|
||||
HEALING_POWDER=273
|
||||
|
||||
;Overrides the PID of the item that grants a +1 stat bonus when placed in an active item slot
|
||||
;Default is 433. Set to -1 to prevent any item from granting the bonus
|
||||
MIRROR_SHADES_PID=433
|
||||
;The SPECIAL stat number (0..6) to which the bonus is applied
|
||||
;Default is 3 (Charisma). Set to -1 to disable the item's effect
|
||||
MIRROR_SHADES_STAT=3
|
||||
|
||||
@@ -1,9 +1,11 @@
|
||||
sfall's main configuration options appear in ddraw.ini, but there are several other configuration files that it can read in for modding purposes.
|
||||
|
||||
Books.ini: Lets you override/add books to the game (associated object PIDs, skills and text messages)
|
||||
Books.ini: Lets you override/add books to the game (associated object PIDs, skills, and text messages)
|
||||
Perks.ini: Lets you override the name/description/frm image/other stats of perks and traits
|
||||
Elevators.ini: Lets you override which elevators lead where
|
||||
Elevators.ini: Lets you override which elevators lead to where
|
||||
CriticalOverrides.ini: Lets you make modifications to the critical hit tables
|
||||
Translations.ini: Contains some text strings which sfall displays, to allow their translation
|
||||
Skills.ini: Lets you change the formula used for calculating skills
|
||||
Stats.ini: Lets you change the formula used to calculate the derived stats
|
||||
Tweaks.ini: Lets you override a few object PIDs used in the engine
|
||||
Unarmed.ini: Lets you configure the requirements and effects of unarmed attacks
|
||||
|
||||
+57
-36
@@ -1,9 +1,9 @@
|
||||
;sfall configuration settings
|
||||
;v3.8.44
|
||||
;v3.8.50
|
||||
|
||||
[Main]
|
||||
;Set to 1 if you want to use command line arguments to tell sfall to use another ini file
|
||||
;This option is always enabled in 4.3.3/3.8.33 or later. The information is left for reference only
|
||||
;This option is always enabled in 4.3.3/3.8.33 or later and cannot be disabled (kept for reference only)
|
||||
UseCommandLine=0
|
||||
|
||||
;Uncomment and point to a file to get alternate translations for some sfall messages
|
||||
@@ -105,6 +105,10 @@ FadeMultiplier=100
|
||||
|
||||
;XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
|
||||
[Interface]
|
||||
;Set to 1 to expand the number of action points displayed on the interface bar
|
||||
;Requires a new IFACE_APBAR_E.frm in art\intrface\ (included in sfall.dat) to display correctly
|
||||
ActionPointsBar=0
|
||||
|
||||
;Set to 1 to use the expanded world map interface
|
||||
;Set to 2 to skip correcting the position of entrance markers on town maps
|
||||
;You can use resized FRMs in 700x682 for town maps in the expanded world map interface
|
||||
@@ -138,7 +142,7 @@ AllowSoundForFloats=0
|
||||
;This does not effect the play_sfall_sound and stop_sfall_sound script functions
|
||||
AllowDShowSound=0
|
||||
|
||||
;Set to 1 to override the default music path with data\sound\music\ if music_path is not present in the cfg
|
||||
;Set to 1 to override the default music path with data\sound\music\ if music_path is not present in fallout2.cfg
|
||||
;Set to 2 to overwrite all occurrences of the music path
|
||||
OverrideMusicDir=1
|
||||
|
||||
@@ -210,7 +214,7 @@ SpeedKey9=0x00
|
||||
|
||||
;A key to hold down to move the window around when using DX9 graphics mode 5
|
||||
;Set to 0 if you don't want to use a modifier key, or a DX scancode otherwise
|
||||
;Set to -1 for either ctrl key, -2 for either alt key or -3 for either shift key
|
||||
;Set to -1 for either Ctrl key, -2 for either Alt key, or -3 for either Shift key
|
||||
WindowScrollKey=0
|
||||
|
||||
;A key to press to toggle the highlighting of all items on the ground on the current map
|
||||
@@ -223,7 +227,7 @@ HighlightContainers=0
|
||||
;Set to 1 to also highlight lootable corpses
|
||||
HighlightCorpses=0
|
||||
|
||||
;Set the color of outlines, available colors:
|
||||
;Set the color of outlines for items, available colors:
|
||||
;1 - glowing red
|
||||
;2 - red
|
||||
;4 - grey
|
||||
@@ -234,6 +238,12 @@ HighlightCorpses=0
|
||||
;You can set a custom color from the game palette by multiplying the color index value by 256 (in 3.8.27 or later)
|
||||
OutlineColor=16
|
||||
|
||||
;Set the color of outlines for containers
|
||||
OutlineColorContainers=4
|
||||
|
||||
;Set the color of outlines for corpses
|
||||
OutlineColorCorpses=4
|
||||
|
||||
;A key to press to reload your currently equipped weapon or use the active item
|
||||
;Set to 0 if you don't want a reload key, or a DX scancode otherwise
|
||||
ReloadWeaponKey=0
|
||||
@@ -257,12 +267,17 @@ ItemMoveSkipDragKey=29
|
||||
;Requires sfall debugging mode and FalloutDebug.exe from the modders pack
|
||||
DebugEditorKey=0
|
||||
|
||||
;A key to press to switch the keyboard layout (uses character codes from the XltTable option in Translations.ini)
|
||||
;Set to 1 for Num Lock, 2 for Caps Lock, 3 for Scroll Lock, or 0 to disable
|
||||
XltKey=0
|
||||
|
||||
;XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
|
||||
[Misc]
|
||||
;Changes some of Fallout 2 engine functions to Fallout 1 behavior:
|
||||
;- disables playing the final movie/credits after the endgame slideshow
|
||||
;- disables halving the weight for power armor items
|
||||
;- endgame_movie script function plays movie 10 or 11 based on the player's gender before the credits
|
||||
;- the final movie/credits are not played after the endgame slideshow
|
||||
;- the weight of power armor items is not halved
|
||||
;- the endgame_movie script function plays movie 10 or 11 based on the player's gender before the credits
|
||||
;- the initial in-game time is set to 7:21
|
||||
Fallout1Behavior=0
|
||||
|
||||
;Time limit in years. Must be between -3 and 13
|
||||
@@ -280,7 +295,7 @@ WorldMapTimeMod=100
|
||||
WorldMapFPSPatch=1
|
||||
|
||||
;Controls the world map speed if WorldMapFPSPatch is 1. Higher values cause slower movement
|
||||
;Default is 66 milliseconds
|
||||
;Default is 66 milliseconds, and the maximum is 150
|
||||
WorldMapDelay2=66
|
||||
|
||||
;Set to 1 to enable Ray's patch to make world map encounter rate independent of your travel speed
|
||||
@@ -307,13 +322,15 @@ WorldMapSlots=0
|
||||
UseFileSystemOverride=0
|
||||
|
||||
;To use a patch file other than patch000.dat, uncomment the next line and add your new file name
|
||||
;If you want to load multiple patch files (up to 1000) at once, you can include a %d in the file name (sprintf syntax)
|
||||
;If you want to load multiple patch files at once, you can include a %d in the file name (sprintf syntax)
|
||||
;PatchFile=patch%03d.dat
|
||||
;Uncomment the next line to change the number of patch files to load (valid range: 1..1000; default is 100)
|
||||
;NumberPatchLoop=100
|
||||
|
||||
;Set to 1 to change the order of how the engine loads game data
|
||||
;Old: patchXXX.dat > critter_patches > critter_dat > f2_res_patches > f2_res_dat > master_patches > master_dat
|
||||
;New: master_patches > critter_patches > [ExtraPatches] > patchXXX.dat > sfall.dat > critter_dat > f2_res_patches > f2_res_dat > master_dat
|
||||
;This option is always enabled in 4.3/3.8.30 or later. The information is left for reference only
|
||||
;This option is always enabled in 4.3/3.8.30 or later and cannot be disabled (kept for reference only)
|
||||
DataLoadOrderPatch=1
|
||||
|
||||
;Set to 1 to load alternative dialog msg files from text\<language>\dialog_female\ for female PC
|
||||
@@ -364,8 +381,8 @@ Movie17=credits.mve
|
||||
;LocalMapXLimit=480
|
||||
;LocalMapYLimit=400
|
||||
|
||||
;Set to 1 if you want the pipboy to be available at the start of the game
|
||||
;Set to 2 to make the pipboy available by only skipping the vault suit movie check
|
||||
;Set to 1 to make the pipboy and the vault suit available when the game starts
|
||||
;Set to 2 to make only the pipboy available
|
||||
PipBoyAvailableAtGameStart=0
|
||||
|
||||
;Set to 1 to double the number of available kill types
|
||||
@@ -404,7 +421,7 @@ ViewXPos=-1
|
||||
ViewYPos=-1
|
||||
|
||||
;Set to 1 to force Fallout not to use multiple processor cores even if they are available
|
||||
SingleCore=1
|
||||
SingleCore=0
|
||||
|
||||
;Set to 1 to override the art_cache_size setting in fallout2.cfg
|
||||
OverrideArtCacheSize=0
|
||||
@@ -421,7 +438,7 @@ SaveInCombatFix=1
|
||||
;Set to 1 to enable additional weapon animation codes from 'o' to 't'
|
||||
;The 4 byte value at 0x39 of weapon protos may range from 0 to 15 rather than 0 to 10
|
||||
;Since the letters 'n' and 'r' are in use for other animations, an animation code of 11 corresponds to 's' and 15 to 't'
|
||||
;This option is always enabled in 4.4.1/3.8.41 or later. The information is left for reference only
|
||||
;This option is always enabled in 4.4.1/3.8.41 or later and cannot be disabled (kept for reference only)
|
||||
AdditionalWeaponAnims=1
|
||||
|
||||
;Uncomment these lines to modify the default modifiers for aimed shots at specific bodyparts
|
||||
@@ -458,11 +475,8 @@ PlayIdleAnimOnReload=0
|
||||
;Default is 6. Set to 0 for a 12-hour timer
|
||||
CorpseDeleteTime=6
|
||||
|
||||
;Set a number of milliseconds to idle each input loop
|
||||
;Set to -1 to disable
|
||||
;Set to 0 to idle only if other processes are waiting for processor time (WinXP/2000: if processes have equal priority)
|
||||
;Set to 1 (or some higher number if needed) to prevent 100% CPU use. The maximum is 50
|
||||
ProcessorIdle=-1
|
||||
;Set to 1 to allow the game to go idle during each input loop, preventing 100% CPU usage
|
||||
ProcessorIdle=1
|
||||
|
||||
;Set to 1 if using the hero appearance mod
|
||||
;Set to 2 for backward compatibility with scripts that manually fix obj_art_fid/art_change_fid_num script functions for dude_obj
|
||||
@@ -478,13 +492,8 @@ SkipOpeningMovies=0
|
||||
;Set to 0 to disable
|
||||
NPCsTryToSpendExtraAP=0
|
||||
|
||||
;Allows the use of tiles over 80x36 in size. sfall will just split and resave them to art\tiles\zzz####.frm at startup
|
||||
;Set to 1 to check all tiles on started (slow, but can also be useful for checking the correct size of your new tiles)
|
||||
;Set to 2 if you provide a XLtiles.lst file in art\tiles\ containing a list of the tile indexes that need checking
|
||||
AllowLargeTiles=0
|
||||
|
||||
;Set to 1 to boost the maximum number of tile FRMs from 4096 to 16383
|
||||
;This option is always enabled in 4.3.7/3.8.37 or later. The information is left for reference only
|
||||
;This option is always enabled in 4.3.7/3.8.37 or later and cannot be disabled (kept for reference only)
|
||||
MoreTiles=1
|
||||
|
||||
;Change the Skilldex cursor FRM numbers
|
||||
@@ -520,14 +529,15 @@ UseScrollingQuestsList=1
|
||||
;ConsoleOutputPath=console.txt
|
||||
|
||||
;Set to 1 to add additional pages of save slots
|
||||
ExtraSaveSlots=0
|
||||
;This option is always enabled in 4.5/3.8.50 or later and cannot be disabled (kept for reference only)
|
||||
ExtraSaveSlots=1
|
||||
|
||||
;To use more than one save slot for quick saving (F6 key) without picking a slot beforehand, set the next two lines
|
||||
;To use more than one save slot for quick saving (F6 key) without picking a slot beforehand, set the next two options
|
||||
;Quick save will cyclically overwrite saves from the first slot on the specified page to the last slot on the n-th page
|
||||
;AutoQuickSave sets how many pages you want to use for quick saving (valid range: 1..10)
|
||||
;AutoQuickSave sets the number of pages used for quick saving (valid range: 1..10)
|
||||
;Set to 0 to disable
|
||||
AutoQuickSave=0
|
||||
;AutoQuickSavePage is the page number to start at if ExtraSaveSlots is enabled (valid range: 0..999)
|
||||
;AutoQuickSavePage sets the starting page number for quick saving (valid range: 0..99)
|
||||
;Set to -1 to use the current selected page (not recommended)
|
||||
AutoQuickSavePage=1
|
||||
|
||||
@@ -663,7 +673,7 @@ DialogPanelAnimDelay=33
|
||||
PipboyTimeAnimDelay=50
|
||||
|
||||
;Set to 1 to let you use the command cursor to specify targets for party members to attack in combat
|
||||
;The 'Attack Who' preference in the combat control panel of party members must be set to 'Whomever you want'
|
||||
;The 'Disposition' setting in the combat control panel for party members must be set to 'Custom'
|
||||
PartyOrderToAttack=0
|
||||
|
||||
;Changes the way weapon reloading works when you drag ammo onto a weapon in the inventory
|
||||
@@ -700,7 +710,8 @@ ActiveGeigerMsgs=1
|
||||
;Set to 1 to fix the bug of being unable to sell used geiger counters or stealth boys
|
||||
CanSellUsedGeiger=1
|
||||
|
||||
;Set to 1 to skip weapon equip/unequip animations when performing various actions
|
||||
;Set to 1 to skip weapon equip/unequip animations during various actions
|
||||
;Set to 2 to skip these animations only when interacting with objects
|
||||
InstantWeaponEquip=0
|
||||
|
||||
;To add additional game msg files, uncomment the next line and set a comma-delimited list of filenames without .msg extension
|
||||
@@ -794,15 +805,25 @@ PartyMemberSkillFix=0
|
||||
;Set to -1 to disable the special death message when the global variable is set
|
||||
SpecialDeathGVAR=491
|
||||
|
||||
;Set to 1 to disable the special handling of map IDs 19 and 37 in the engine when entering the maps
|
||||
;Set to 1 to disable the engine's special handling of map IDs 19 and 37 when entering those maps
|
||||
;Note that enabling this option will break the map changes in Modoc and Vault 15 in Fallout 2
|
||||
DisableSpecialMapIDs=0
|
||||
|
||||
;Set to 1 to disable the special handling of city areas 45 and 46 in the engine when visiting Area 45:
|
||||
;Set to 1 to disable the engine's special handling of city areas 45 and 46 when visiting Area 45:
|
||||
;Area 45 automatically disappears from the world map, and Area 46 appears on the world map
|
||||
;Note that enabling this option will break the location change of the 'Fake Vault 13' in Fallout 2
|
||||
DisableSpecialAreas=0
|
||||
|
||||
;Set to 1 to disable the engine's processing of events related to Arroyo (areas 0 and 22)
|
||||
;This also disables the playback of Hakunin dream sequences and the processing of global variables:
|
||||
;GVAR_ENEMY_ARROYO (7), GVAR_TOWN_REP_ARROYO (47), GVAR_FALLOUT_2 (494)
|
||||
DisableArroyoEvents=0
|
||||
|
||||
;Set to 1 to fix the issue with the division operator treating negative integers as unsigned
|
||||
;Note: To perform the unsigned integer division, use the new 'div' operator
|
||||
;This option is always enabled in 4.3.5/3.8.35 or later and cannot be disabled (kept for reference only)
|
||||
DivisionOperatorFix=1
|
||||
|
||||
;XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
|
||||
; Configuration ini files
|
||||
;XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
|
||||
@@ -877,8 +898,8 @@ SkipCompatModeCheck=0
|
||||
;show_script_messages=1
|
||||
;show_tile_num=1
|
||||
;[sound]
|
||||
;debug=0
|
||||
;debug_sfxc=0
|
||||
;debug=1
|
||||
;debug_sfxc=1
|
||||
;-------
|
||||
DebugMode=0
|
||||
|
||||
|
||||
@@ -7,10 +7,13 @@ Auto Doors mod v1.2 for Fallout 2 by Mr.Stalin
|
||||
|
||||
Requires sfall 3.7b or higher
|
||||
|
||||
NOTE: this script requires compiler from sfall modderspack with -s option (short circuit evaluation)
|
||||
NOTE: this script requires compiler from sfall modderspack with -s option
|
||||
(short circuit evaluation)
|
||||
|
||||
*/
|
||||
|
||||
#pragma sce
|
||||
|
||||
/* Include Files */
|
||||
#include "..\headers\define.h"
|
||||
//#include "..\headers\command.h"
|
||||
|
||||
Binary file not shown.
+17
-3
@@ -1,8 +1,8 @@
|
||||
/**
|
||||
|
||||
Item Highlighting mod (Lite version)
|
||||
Item Highlighting mod (sfall 3.8.x version)
|
||||
|
||||
A cut-down version of the mod included in sfall 4.x, offering more features than the built-in function.
|
||||
A script-based alternative to the built-in function, with more features and flexibility.
|
||||
Features:
|
||||
- highlights items, containers (optional) and lootable corpses (optional) on the ground
|
||||
- highlights critters using the same rules as combat mode highlighting (optional)
|
||||
@@ -17,10 +17,12 @@
|
||||
NOTE: this script requires compiler from sfall modderspack with -s option
|
||||
(short circuit evaluation)
|
||||
|
||||
version 1.2
|
||||
version 1.3
|
||||
|
||||
**/
|
||||
|
||||
#pragma sce
|
||||
|
||||
#include "main.h"
|
||||
//#include "..\..\..\!SRC\headers\define.h"
|
||||
|
||||
@@ -38,6 +40,8 @@ variable alsoCorpse;
|
||||
variable alsoCritter;
|
||||
variable checkLOS;
|
||||
variable outlineColor;
|
||||
variable outlineColorContainers;
|
||||
variable outlineColorCorpses;
|
||||
variable motionScanner;
|
||||
variable highlightFailMsg1;
|
||||
variable highlightFailMsg2;
|
||||
@@ -67,6 +71,12 @@ procedure GetOutlineColor(variable obj, variable isCritter) begin
|
||||
if checkLOS and not DudeCanSee(obj) then
|
||||
return 0;
|
||||
|
||||
if obj_type(obj) == OBJ_TYPE_CRITTER then
|
||||
return outlineColorCorpses;
|
||||
|
||||
if obj_item_subtype(obj) == item_type_container then
|
||||
return outlineColorContainers;
|
||||
|
||||
return outlineColor;
|
||||
end
|
||||
|
||||
@@ -168,6 +178,10 @@ procedure start begin
|
||||
checkLOS := GetConfig(configSection, "CheckLOS", 0);
|
||||
outlineColor := GetConfig(configSection, "OutlineColor", 16);
|
||||
if (outlineColor < 1) then outlineColor := 64;
|
||||
outlineColorContainers := GetConfig(configSection, "OutlineColorContainers", 16);
|
||||
if (outlineColorContainers < 1) then outlineColorContainers := 64;
|
||||
outlineColorCorpses := GetConfig(configSection, "OutlineColorCorpses", 16);
|
||||
if (outlineColorCorpses < 1) then outlineColorCorpses := 64;
|
||||
motionScanner := GetConfig(configSection, "MotionScanner", 0);
|
||||
|
||||
highlightFailMsg1 := Translate("HighlightFail1", "You aren't carrying a motion sensor.");
|
||||
+6
-6
@@ -1,7 +1,7 @@
|
||||
Item Highlighting mod (Lite version) for sfall 3.8.x
|
||||
----------------------------------------------------
|
||||
Item Highlighting mod for sfall 3.8.x
|
||||
-------------------------------------
|
||||
|
||||
A cut-down version of the mod included in sfall 4.x, offers more features than the built-in function.
|
||||
A script-based alternative to the built-in function, with more features and flexibility.
|
||||
Features:
|
||||
- highlights items, containers (optional) and lootable corpses (optional) on the ground
|
||||
- configurable hotkey is used to trigger highlight
|
||||
@@ -12,10 +12,10 @@ Features:
|
||||
|
||||
Requires sfall 3.8.12 or higher.
|
||||
|
||||
To use, copy gl_highlighting_lite.int to your scripts folder and sfall-mods.ini to the mods folder in the same directory as sfall.
|
||||
Create the mods folder if it does not exist. Also, you should disable the built-in function in ddraw.ini (ToggleItemHighlightsKey=0).
|
||||
To use, copy gl_highlighting_38x.int to your scripts folder and sfall-mods.ini to the "mods" folder in the same directory as sfall.
|
||||
Create the "mods" folder if it does not exist. Also, you should disable the built-in function in ddraw.ini (ToggleItemHighlightsKey=0).
|
||||
|
||||
Note that due to the lack of newer game hooks in sfall 3.8.x, there are some minor visual glitches in the lite version:
|
||||
Note that due to the lack of some game hooks in earlier sfall 3.8.x, there are some minor visual glitches in the mod:
|
||||
- items will be kept highlighted when entering combat while holding the highlight key (fixed in 3.8.40+).
|
||||
- when you pick up items while holding the highlight key, they will be kept highlighted if you drop them on the ground (fixed in 3.8.18+).
|
||||
Both glitches can bo solved by pressing and releasing the highlight key again.
|
||||
+7
-1
@@ -15,7 +15,7 @@ Critters=0
|
||||
; Set to 1 to only highlight objects in the player's line-of-sight
|
||||
CheckLOS=1
|
||||
|
||||
; Set the color of outlines for items, corpses, and containers; available colors:
|
||||
; Set the color of outlines for items; available colors:
|
||||
; 1 - glowing red
|
||||
; 2 - red
|
||||
; 4 - grey
|
||||
@@ -26,6 +26,12 @@ CheckLOS=1
|
||||
; You can set a custom color from the game palette by multiplying the color index value by 256 (in 3.8.27 or later)
|
||||
OutlineColor=16
|
||||
|
||||
; Set the color of outlines for containers
|
||||
OutlineColorContainers=4
|
||||
|
||||
; Set the color of outlines for corpses
|
||||
OutlineColorCorpses=4
|
||||
|
||||
; Motion Scanner mode:
|
||||
; 0 - ignored
|
||||
; 1 - requires Motion Sensor to be present in the player's inventory to activate highlighting
|
||||
Binary file not shown.
@@ -13,14 +13,15 @@ NOTE: this script requires compiler from sfall modderspack with -s option
|
||||
|
||||
*/
|
||||
|
||||
|
||||
procedure start;
|
||||
procedure afterhitroll_handler;
|
||||
#pragma sce
|
||||
|
||||
#include "..\headers\define.h"
|
||||
#include "..\headers\sfall\sfall.h"
|
||||
#include "..\headers\sfall\define_extra.h"
|
||||
|
||||
procedure start;
|
||||
procedure afterhitroll_handler;
|
||||
|
||||
procedure start begin
|
||||
if game_loaded then begin
|
||||
register_hook_proc(HOOK_AFTERHITROLL, afterhitroll_handler);
|
||||
|
||||
BIN
Binary file not shown.
+4
-2
@@ -1,8 +1,8 @@
|
||||
/*
|
||||
|
||||
NPC Armor Appearance mod (Lite version)
|
||||
NPC Armor Appearance mod (sfall 3.8.x version)
|
||||
|
||||
A cut-down version of the mod included in sfall 4.x modders pack. Used to replace the scripted part of B-Team mod.
|
||||
Basically the same as the mod included in sfall 4.x modders pack. Used to replace the scripted part of B-Team mod.
|
||||
Appropriate graphics are required for this mod to work.
|
||||
Can be adopted to any mod by adjusting armor PIDs, allowed weapon anim codes, NPC PIDs and NPC FIDs in INI file.
|
||||
|
||||
@@ -15,6 +15,8 @@
|
||||
|
||||
*/
|
||||
|
||||
#pragma sce
|
||||
|
||||
#include "main.h"
|
||||
|
||||
#define IS_ARMOR(item) (obj_type(item) == OBJ_TYPE_ITEM and obj_item_subtype(item) == item_type_armor)
|
||||
+5
-5
@@ -1,17 +1,17 @@
|
||||
NPC Armor Appearance mod (Lite version) for sfall 3.8.x
|
||||
-------------------------------------------------------
|
||||
NPC Armor Appearance mod for sfall 3.8.x
|
||||
----------------------------------------
|
||||
|
||||
A cut-down version of the mod included in sfall 4.x modders pack. Used to replace the scripted part of B-Team mod.
|
||||
Basically the same as the mod included in sfall 4.x modders pack. Used to replace the scripted part of B-Team mod.
|
||||
Appropriate graphics are required for this mod to work, or you can set party members to use player's armor appearance instead.
|
||||
Can be adopted to any mod by adjusting armor PIDs, allowed weapon anim codes, NPC PIDs and NPC FIDs in INI file.
|
||||
|
||||
|
||||
Requires sfall 3.8.29 or higher.
|
||||
|
||||
To use, copy gl_npcarmor_lite.int to your scripts folder and copy npcarmor.ini to the same directory as sfall.
|
||||
To use, copy gl_npcarmor_38x.int to your scripts folder and copy npcarmor.ini to the same directory as sfall.
|
||||
|
||||
The default npcarmor.ini is set up for Restoration Project 2.3.3.
|
||||
Check the included "npcarmor - vanilla.ini" for an example that does not require any new graphics.
|
||||
|
||||
Note that due to the lack of newer game hooks in sfall 3.8.x, there is a minor glitch in the lite version:
|
||||
Note that due to the lack of some game hooks in earlier sfall 3.8.x, there is a minor glitch in the mod:
|
||||
- in combat, NPCs can pick up and try to equip weapons with anim codes that are not allowed in INI file but supported by their appearance (fixed in 3.8.40+).
|
||||
Some files were not shown because too many files have changed in this diff Show More
Reference in New Issue
Block a user