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127 Commits
Author SHA1 Message Date
NovaRain 99de222605 Release 4.3.8 2023-03-31 22:10:41 +08:00
NovaRain 29ad2bf3b8 Recompressed sfall resource files 2023-03-31 21:54:55 +08:00
NovaRain 4fc282fa61 Minor edit to the changelog 2023-03-29 14:31:50 +08:00
NovaRain 5b4e165368 Fixed assorted typos in documents
Added an example ini to Ammo INI Loader mod.
Updated the changelog.
2023-03-27 20:30:36 +08:00
NovaRainandGitHub 43a261bd27 Bump activesupport to 6.1.7.3 in /docs 2023-03-20 10:04:46 +08:00
NovaRain b69e4e0eeb Fixed being able to call multiple exit msg boxes with Alt+F4 2023-03-16 10:44:58 +08:00
NovaRain 254473cf1c Added support for closing the game by Alt+F4 (#457) 2023-03-15 12:09:52 +08:00
NovaRain c4efe78661 Updated readme and added changelog (#451) 2023-03-13 14:22:35 +08:00
NovaRain 656b122f3e Removed deprecated "register" keyword
Minor edits to documents.
2023-03-10 21:01:21 +08:00
NovaRain 30802e8e21 Changed the copyright text format in the credits 2023-03-06 22:41:37 +08:00
NovaRain 56150d572a Renamed some object flags 2023-03-05 10:18:59 +08:00
NovaRain a75886a020 Added a tweak to the ammo info for Glovz's/YAAM
* to display correct ammo stats based on the formulas w/o editing
proto.msg manually.

Updated translation ini files.

Set the maximum number of screenshots to 10k (was 100k)

* 100k is impractical because the max files per directory on FAT32 is
65535 (only if all files are in 8.3 format) when the game came out.
2023-03-01 09:13:48 +08:00
NovaRain 64dc30d922 Removed CreditsAtBottom from ddraw.ini
* sfall built-in credits will be shown at the beginning when from the
main menu and at the end during the ending.
2023-02-26 23:29:17 +08:00
NovaRain a6a2285ffe Fixed incorrect death endings being shown
* can happen in vanilla FO2 when the player is lv10 or higher,
with a low chance.
2023-02-15 21:05:25 +08:00
NovaRain 381032a246 Removed redundant "Done" strings from sfall log
* only when there are alternative states or for graphics/sound/scripting
2023-02-10 08:42:02 +08:00
NovaRain b6ee7bebf2 Tweaked how disabled unsafe opcodes work
* now disabled opcodes will just do nothing instead of causing the
script terminated.
2023-02-09 15:04:41 +08:00
NovaRain dd73cbea9c Removed StackEmptyWeapons from ddraw.ini (always enabled) 2023-02-02 12:38:33 +08:00
NovaRain d3960cbebb Bump activesupport to 6.1.7.1 in /docs (again) 2023-01-25 18:25:55 +08:00
dependabot[bot]GitHubdependabot[bot] <49699333+dependabot[bot]@users.noreply.github.com>
a93eee9849 Bump commonmarker from 0.23.6 to 0.23.7 in /docs (#454)
Bumps [commonmarker](https://github.com/gjtorikian/commonmarker) from 0.23.6 to 0.23.7.
- [Release notes](https://github.com/gjtorikian/commonmarker/releases)
- [Changelog](https://github.com/gjtorikian/commonmarker/blob/main/CHANGELOG.md)
- [Commits](https://github.com/gjtorikian/commonmarker/compare/v0.23.6...v0.23.7)

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  dependency-type: indirect
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2023-01-25 18:23:49 +08:00
NovaRain e954b34676 Try to bump activesupport to 6.1.7.1 in /docs 2023-01-22 09:13:55 +08:00
NovaRain 5c5df4ef64 Added a tweak to allow premade characters to have less than two traits
Fixed the player's traits not being displayed in certain unusual cases.
(with save editing or hex-edited GCD file)
2023-01-10 10:31:35 +08:00
NovaRain ad137896c9 Increased the upper limit of ProcessorIdle 2023-01-07 23:06:07 +08:00
NovaRain 9bdd633fcd Cosmetic edits: updated/unified the copyright header years 2022-12-31 10:13:41 +08:00
NovaRain 48e2a63cdf Edits to sfall_ver_* script functions
* they take no arguments and only return constants, simpler structure
in ASM is enough.
2022-12-26 08:43:40 +08:00
NovaRain 33e6cb0cb8 Fixed broken read_string script function
* actually it has never worked.
2022-12-22 09:34:52 +08:00
NovaRain 52e796815a Fixed a crash bug in FullItemDescInBarter
* when weapon/ammo has no description, it'd trigger UB from strncpy_s.
2022-12-17 10:35:39 +08:00
dependabot[bot]GitHubdependabot[bot] <49699333+dependabot[bot]@users.noreply.github.com>
6c7bbb5a58 Bump nokogiri from 1.13.9 to 1.13.10 in /docs (#449)
Bumps [nokogiri](https://github.com/sparklemotion/nokogiri) from 1.13.9 to 1.13.10.
- [Release notes](https://github.com/sparklemotion/nokogiri/releases)
- [Changelog](https://github.com/sparklemotion/nokogiri/blob/main/CHANGELOG.md)
- [Commits](https://github.com/sparklemotion/nokogiri/compare/v1.13.9...v1.13.10)

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  dependency-type: indirect
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2022-12-08 12:17:40 +08:00
NovaRain 05f2fb4001 Minor edits to Functions_def.h 2022-12-03 13:18:06 +08:00
NovaRain 024a13c6a8 Minor edits to code and documents 2022-12-01 08:40:39 +08:00
NovaRain 9ecd598544 Fixed args for HOOK_RESTTIMER 2022-11-26 09:58:13 +08:00
NovaRain 8521c1772b Minor edits to a few ASM hacks
(Changed 2-bytes null jcc to just 2 nop)
2022-11-16 12:19:04 +08:00
NovaRain f7d94e16c9 Tweaked HOOK_INVENTORYMOVE for dropping caps
* before the amount was set in the dropped object only after the hook.

Edits to hook script documents.
2022-10-29 11:32:25 +08:00
NovaRain 3b8d2a4527 Edited the format for window title
Reorganized RMOBJ_* defines in define_extra.h.
2022-10-27 17:20:41 +08:00
NovaRain db7419a2f7 Some format edits to documents
Updated version number.
2022-10-25 21:23:21 +08:00
dependabot[bot]GitHubdependabot[bot] <49699333+dependabot[bot]@users.noreply.github.com>
e93ca6fcab Bump nokogiri from 1.13.6 to 1.13.9 in /docs (#447)
Bumps [nokogiri](https://github.com/sparklemotion/nokogiri) from 1.13.6 to 1.13.9.
- [Release notes](https://github.com/sparklemotion/nokogiri/releases)
- [Changelog](https://github.com/sparklemotion/nokogiri/blob/main/CHANGELOG.md)
- [Commits](https://github.com/sparklemotion/nokogiri/compare/v1.13.6...v1.13.9)

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  dependency-type: indirect
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2022-10-21 11:12:22 +08:00
NovaRain 6181140954 Minor edit to hook script document 2022-10-18 09:07:31 +08:00
NovaRain 007fa7314b Minor edit to hookscripts.md 2022-10-18 08:58:51 +08:00
NovaRain 87f5a5f081 Fixed incorrect critter names for corpses
* happens when multiple critters based on the same proto with
different scripts attached are killed.

Tweaked the fix for create_object_sid function.
2022-10-09 23:25:15 +08:00
NovaRain 5d5da0a471 Code correction to LoadOrder.cpp
Updated version number.
2022-09-28 10:17:11 +08:00
NovaRain bd15cf2b9e Fixed the order of autoloaded dat files on FAT file system 2022-09-27 16:14:38 +08:00
NovaRain ea2a4bfdfa Edited [ExtraPatches] description in ddraw.ini 2022-09-22 10:49:16 +08:00
dependabot[bot]GitHubdependabot[bot] <49699333+dependabot[bot]@users.noreply.github.com>
8ad4f86e1d Bump commonmarker from 0.23.4 to 0.23.6 in /docs (#444)
Bumps [commonmarker](https://github.com/gjtorikian/commonmarker) from 0.23.4 to 0.23.6.
- [Release notes](https://github.com/gjtorikian/commonmarker/releases)
- [Changelog](https://github.com/gjtorikian/commonmarker/blob/main/CHANGELOG.md)
- [Commits](https://github.com/gjtorikian/commonmarker/compare/v0.23.4...v0.23.6)

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- dependency-name: commonmarker
  dependency-type: indirect
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2022-09-22 10:46:18 +08:00
NovaRain c4b55734d1 Release 4.3.7 2022-08-27 21:15:14 +08:00
NovaRain ec5874a3c4 Fixed HOOK_REMOVEINVENOBJ to match RMOBJ_* defines
Edits to define_extra.h for RMOBJ_* defines
2022-08-14 11:04:17 +08:00
NovaRain 8b3a2bcead Expanded set_pipboy_available function for mode 2 2022-08-11 21:24:47 +08:00
NovaRain 13cf81e151 Code edits to SpeedInventoryPCRotation
Updated version number.
2022-08-09 21:32:59 +08:00
NovaRain efdd6afa34 Fixed the lighting of critters in gl_partycontrol 2022-08-09 08:43:39 +08:00
NovaRain c878d17a2b Added support for editor.msg to message_str_game
Edits to header files.
2022-08-09 08:12:54 +08:00
NovaRain 050af07b3b Corrected the language path for loading art files 2022-08-08 22:08:24 +08:00
NovaRain 1e5fd7fd13 Combined AllowDShowSound=2 with mode 1
Removed MoreTiles from ddraw.ini (always enabled)
Minor edits to documents.
2022-08-08 09:08:05 +08:00
NovaRain c1475ba453 Dropped support for old pre-SSE processors
Changed buf_to_buf function to SSE implementation.

* affected old processors:
Intel - Pentium II, older Celeron (Covington/Mendocino)
AMD - older K7 (Athlon Classic/Thunderbird)
2022-07-30 00:41:07 +08:00
NovaRain 85862d1599 Corrected comments in Functions.cpp 2022-07-27 22:11:42 +08:00
NovaRain be2af4a3a2 Changed the default number of sound buffers
Updated version number.
2022-07-26 08:23:47 +08:00
NovaRain d0fa304035 Minor edits to sslc document 2022-07-22 22:22:48 +08:00
dependabot[bot]GitHubdependabot[bot] <49699333+dependabot[bot]@users.noreply.github.com>
e49922d438 Bump tzinfo from 1.2.9 to 1.2.10 in /docs (#442)
Bumps [tzinfo](https://github.com/tzinfo/tzinfo) from 1.2.9 to 1.2.10.
- [Release notes](https://github.com/tzinfo/tzinfo/releases)
- [Changelog](https://github.com/tzinfo/tzinfo/blob/master/CHANGES.md)
- [Commits](https://github.com/tzinfo/tzinfo/compare/v1.2.9...v1.2.10)

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  dependency-type: indirect
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2022-07-22 19:50:32 +08:00
burner1024andGitHub f29720effa Switch default Cat Jules appearance to leather jacket
* The original default/naked appearance (`nmprmb`) in RP only has very limited weapon anims.
2022-07-18 16:17:58 +08:00
NovaRain 543198cc89 Release 4.3.6 2022-07-08 21:00:59 +08:00
NovaRain c869080d91 Correction to previous commit 2022-07-07 08:28:03 +08:00
NovaRain f5f1f5ec70 Fixed NPC stuck in a loop of reloading the solar scorcher
(happens when out of ammo and it's dark.)
2022-07-06 20:05:17 +08:00
NovaRain 0b3be17839 Edits to document about set_self function
Updated version number.
2022-07-02 20:03:21 +08:00
NovaRainandGitHub 08f19e63e1 Merge pull request #439 from sfall-team/dependabot/github_actions/develop/actions/setup-python-4
Bump actions/setup-python from 3 to 4
2022-07-01 09:21:23 +08:00
dependabot[bot]andGitHub abbdc36eb8 Bump actions/setup-python from 3 to 4
Bumps [actions/setup-python](https://github.com/actions/setup-python) from 3 to 4.
- [Release notes](https://github.com/actions/setup-python/releases)
- [Commits](https://github.com/actions/setup-python/compare/v3...v4)

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- dependency-name: actions/setup-python
  dependency-type: direct:production
  update-type: version-update:semver-major
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2022-07-01 01:09:07 +00:00
NovaRain 8c71953eed Fixed float_msg script function
* didn't set purple/black text color correctly (was always grey)
2022-06-30 21:51:34 +08:00
NovaRain dee28843ae Changed the mode 1 of NPC combat control mod
* now requires sfall debugging mode to control all critters.
2022-06-24 09:36:45 +08:00
NovaRain cd91355896 Added a warning pop-up for the open file limit 2022-06-17 22:47:27 +08:00
NovaRain 85e5da660b Added "get_terrain_name" script function
Updated documents for the function.
Minor edits to other code.
2022-06-14 21:04:51 +08:00
NovaRain 7015db2414 Changed HiResMode to not always be read from ddraw.ini
Minor edits to Perks.ini (120 CPL)
2022-06-10 09:04:17 +08:00
NovaRain a415fc2e7f Added ladder climbing action to UseWalkDistance
Added notes to MainMenuFontColour description in ddraw.ini.
Updated version number.
2022-06-07 10:24:52 +08:00
NovaRain 0516aabcc1 Added GainReputation to NPC combat control mod 2022-06-06 12:54:02 +08:00
NovaRain 1d8004623a Minor code edits
* read FastShotFix setting only once.
2022-06-02 14:22:05 +08:00
NovaRain 5d1c63ab08 Replaced item_w_curr_ammo_ engine function
* a simplified one, without calling proto_ptr_ unnecessarily.

Related code edits to Combat.cpp & Inventory.cpp.
2022-06-01 12:51:42 +08:00
NovaRainandGitHub 8527e17fa1 Merge pull request #438 from sfall-team/dependabot/github_actions/develop/actions/setup-python-3
Bump actions/setup-python from 2 to 3
2022-05-30 21:04:42 +08:00
NovaRainandGitHub 3782d548d8 Merge pull request #437 from sfall-team/dependabot/github_actions/develop/actions/upload-artifact-3
Bump actions/upload-artifact from 2 to 3
2022-05-30 21:04:06 +08:00
dependabot[bot]andGitHub f3e6c244be Bump actions/setup-python from 2 to 3
Bumps [actions/setup-python](https://github.com/actions/setup-python) from 2 to 3.
- [Release notes](https://github.com/actions/setup-python/releases)
- [Commits](https://github.com/actions/setup-python/compare/v2...v3)

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- dependency-name: actions/setup-python
  dependency-type: direct:production
  update-type: version-update:semver-major
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2022-05-30 12:59:24 +00:00
dependabot[bot]andGitHub c449c72556 Bump actions/upload-artifact from 2 to 3
Bumps [actions/upload-artifact](https://github.com/actions/upload-artifact) from 2 to 3.
- [Release notes](https://github.com/actions/upload-artifact/releases)
- [Commits](https://github.com/actions/upload-artifact/compare/v2...v3)

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- dependency-name: actions/upload-artifact
  dependency-type: direct:production
  update-type: version-update:semver-major
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2022-05-30 12:59:21 +00:00
NovaRain 6b97ad4bcf Release 4.3.5 2022-05-30 20:56:17 +08:00
NovaRain a4230c3bad Added a function to EngineUtils.cpp
Minor edits to ddraw.ini.
2022-05-28 21:40:34 +08:00
NovaRain 9667b522a8 Tweaked how the graphics mode setting is read
Added a couple of notes to ddraw.ini.
Minor code edits.
2022-05-27 13:18:09 +08:00
NovaRain 73ec85b01d Code edits to gl_npcarmor script 2022-05-26 22:55:08 +08:00
NovaRain e8652ca17b Some edits to documents 2022-05-25 21:52:24 +08:00
NovaRain 8bad934279 Removed ComputeSprayMod from ddraw.ini
Updated version number.
2022-05-25 21:17:06 +08:00
NovaRain fddb71e88a Added support for SPLASH_SCRN_TIME option to sfall HRP 2022-05-24 22:49:40 +08:00
NovaRain a51bd676e0 Fixed being able to push knocked down team members in combat 2022-05-23 12:00:20 +08:00
NovaRain 02b25c325f Simplified the fix in commit 4e3d8a6 2022-05-22 14:45:21 +08:00
NovaRain 05cd041e79 Code edits to Stats::UpdateHPStat() 2022-05-20 15:36:15 +08:00
NovaRainandGitHub c8cd9ef4db Merge pull request #436 from phobos2077/dependabot/bundler/docs/nokogiri-1.13.6
Bump nokogiri from 1.13.4 to 1.13.6 in /docs
2022-05-19 11:41:26 +08:00
dependabot[bot]andGitHub f40e9be2a1 Bump nokogiri from 1.13.4 to 1.13.6 in /docs
Bumps [nokogiri](https://github.com/sparklemotion/nokogiri) from 1.13.4 to 1.13.6.
- [Release notes](https://github.com/sparklemotion/nokogiri/releases)
- [Changelog](https://github.com/sparklemotion/nokogiri/blob/main/CHANGELOG.md)
- [Commits](https://github.com/sparklemotion/nokogiri/compare/v1.13.4...v1.13.6)

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- dependency-name: nokogiri
  dependency-type: indirect
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2022-05-19 03:39:32 +00:00
NovaRain 7ab89200d7 Tweaked interface bar redraw in gl_partycontrol 2022-05-12 21:58:03 +08:00
NovaRain 7057e044d0 Changed Stats::UpdateHPStat() to update the current HP as well
Updated German translation file.
2022-05-11 21:55:50 +08:00
NovaRainandGitHub 51035958a3 Merge pull request #435 from wipe2238/dependabot
Add dependabot configuration for GitHub Actions
2022-05-10 21:40:23 +08:00
Wipe 2cbc026b72 Dependabot will make PRs against develop branch 2022-05-10 12:01:54 +02:00
Wipe 4ad77cebc1 Added dependabot configuration for GitHub Actions 2022-05-10 11:29:25 +02:00
NovaRain 64f6647fb0 Fixed crash when the player equips an "overloaded" weapon
Fixed a bug in ReloadWeaponKey that could cause a hang.
(only triggerable due to the crash fix for overloaded weapons)
2022-05-05 10:40:47 +08:00
NovaRain b24df4caad Removed DivisionOperatorFix from ddraw.ini (always enabled) 2022-04-29 08:09:24 +08:00
NovaRain 9a6022d923 Moved FO1 worldmap sfx code to Interface.cpp
Removed extra button release sfx for markers on the world map.
(to match the exact FO1 behavior)
2022-04-21 19:53:15 +08:00
MarkusandGitHub f985af96db Fallout 1 worldmap sfx implementation (#434)
Implemented FO1 worldmap sfx (#373)
Added obj_drop call definition.
2022-04-21 19:49:48 +08:00
NovaRain e9581cd92b Corrected placeholders for obsolete opcodes
Minor edit to documents.
2022-04-20 09:51:40 +08:00
NovaRain 144d57243c [HRP] Disabled scaling of main menu buttons/text for Chinese version
* to prevent garbled text from Image::ScaleText()
2022-04-18 14:22:08 +08:00
NovaRainandGitHub 3a9121fb8e Merge pull request #432 from phobos2077/dependabot/bundler/docs/nokogiri-1.13.4
Bump nokogiri from 1.13.3 to 1.13.4 in /docs
2022-04-12 19:51:28 +08:00
dependabot[bot]andGitHub 758162b3e0 Bump nokogiri from 1.13.3 to 1.13.4 in /docs
Bumps [nokogiri](https://github.com/sparklemotion/nokogiri) from 1.13.3 to 1.13.4.
- [Release notes](https://github.com/sparklemotion/nokogiri/releases)
- [Changelog](https://github.com/sparklemotion/nokogiri/blob/v1.13.4/CHANGELOG.md)
- [Commits](https://github.com/sparklemotion/nokogiri/compare/v1.13.3...v1.13.4)

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- dependency-name: nokogiri
  dependency-type: indirect
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2022-04-12 10:02:30 +00:00
NovaRain e5f7d29a03 [HRP] Fixed movie subtitles not showing up when setting MOVIE_SIZE=1
* happens with certain combinations of screen and movie aspect ratios.

Minor edit to Credits.cpp.
Updated version number.
2022-04-11 09:56:35 +08:00
NovaRain d3255277d7 Copy GitHub pages fixes 2022-04-07 21:24:49 +08:00
NovaRain 824780db88 Fix to GitHub pages 2022-04-07 21:16:16 +08:00
NovaRain 0a5a4e569e Release 4.3.4 2022-04-07 20:46:58 +08:00
NovaRain 69461516fe Edited code comment in the previous commit
Code format edits to BugFixes.cpp.
2022-04-07 20:42:33 +08:00
NovaRain 4e3d8a62ca Fixed item planting for non-biped critters with the "barter" flag set
(BGforgeNet/Fallout2_Unofficial_Patch#95)

Updated version number.
2022-04-04 21:31:51 +08:00
NovaRain c3f6b0ebb6 Removed FadeBackgroundMusic option
Removed unused "type" parameter from Tilemap::make_path_func.
Edits to documents and README.md.
2022-03-28 14:35:15 +08:00
NovaRain 93b53081a7 Edits to hookscripts.md and hooks.yml
Corrected a typo in arrays.md.
Removed redundant compiler txt files.
2022-03-21 22:49:42 +08:00
NovaRain 4af68b612b Code edits to the fix for FadeBackgroundMusic 2022-03-21 08:42:45 +08:00
NovaRain 1f44428fd6 Updated Ammo INI Loader example script mod
Updated version number.
2022-03-15 12:59:19 +08:00
NovaRain b486b58dd1 Added .gitattributes with ssl syntax highlighting
Added game debug project info to ddraw.sln.
2022-03-11 20:23:57 +08:00
NovaRain 1b579ad1d4 Bumped checkout to v3 for GitHub Action
Bumped nokogiri from 1.12.5 to 1.13.3 in /docs
2022-03-03 16:51:24 +08:00
NovaRainandGitHub 454c8d2a6d Merge pull request #430 from phobos2077/dependabot/bundler/docs/nokogiri-1.13.3
Bump nokogiri from 1.12.5 to 1.13.3 in /docs
2022-02-26 19:44:38 +08:00
dependabot[bot]andGitHub c609d79841 Bump nokogiri from 1.12.5 to 1.13.3 in /docs
Bumps [nokogiri](https://github.com/sparklemotion/nokogiri) from 1.12.5 to 1.13.3.
- [Release notes](https://github.com/sparklemotion/nokogiri/releases)
- [Changelog](https://github.com/sparklemotion/nokogiri/blob/main/CHANGELOG.md)
- [Commits](https://github.com/sparklemotion/nokogiri/compare/v1.12.5...v1.13.3)

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- dependency-name: nokogiri
  dependency-type: indirect
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2022-02-26 11:33:23 +00:00
NovaRain a392e5620a Added support for LocalMapXLimit/LocalMapYLimit options to sfall HRP 2022-02-20 08:39:02 +08:00
NovaRain 15c512ff7b Fixed some problems with the main menu in sfall HRP
Minor edits to other code.
2022-02-20 08:05:27 +08:00
NovaRain 4b6bc75814 Changed the build OS to Windows Server 2019
* for keeping Visual Studio 2017.
2022-02-17 11:34:14 +08:00
NovaRain 3f2f3560ad Release 4.3.3.1 2022-02-17 10:38:06 +08:00
NovaRain 29cd430b17 Moved 24-bit BMP code refs to HRP\Image.cpp
Minor edits to code/documents.
Updated version number.
2022-02-17 10:20:56 +08:00
NovaRain e84376351b Reverted the palette update method for DX9 mode to pre-4.3.1
* moving the processing to GPU (commit edbfc05)

Improved the functionality of AllowDShowMovies:
now can take screenshots and press any key to skip AVI movies.

Code edits to Logging.cpp.
2022-02-14 12:03:21 +08:00
NovaRain 2d97d24a39 Reverted the limit on hit chance (commit 71bc271)
* reason: the text length is depend on the frm.
2022-02-13 07:37:11 +08:00
NovaRain 4f89788dbd Fixed the game printing an incorrect item name in some cases
Minor fixes in Graphics.cpp and InputFuncs.cpp.
2022-02-13 02:06:56 +08:00
NovaRain 6df9dacc5f Code correction on DX9 initialization for built-in HRP
Some minor code edits.
2022-02-12 10:48:07 +08:00
NovaRain 71bc2719c4 Added minimum and maximum limits to the hit chance
* to prevent display glitches (BGforgeNet/Fallout2_Unofficial_Patch#85)

Lowered the max number of PNG screenshots to 10K.
2022-02-11 15:06:07 +08:00
NovaRain 1c9866a693 [HRP] Fixed the screenshot for sfall DX9 mode
* Now the screenshots are saved in PNG format.

[HRP] Adjusted the position of movie subtitles.

[TEST] Changed the DirectX 9 device creation mode.
2022-02-10 12:13:26 +08:00
NovaRain a7e6365d84 [HRP] Fixed possible crash in combat for EXTRA_WIN_MSG_CHECKS (#425) 2022-02-05 09:08:24 +08:00
NovaRain 0622a89978 [HRP] Fixed the main menu still being stretched when MAIN_MENU_SIZE=0
[HRP] Fixed broken console messages when using ConsoleOutputPath (#424)
[HRP] Disabled IFACE_BAR_WIDTH for Chinese version.
Fixed the copyright line in the credits.
2022-02-01 09:37:27 +08:00
325 changed files with 4155 additions and 2532 deletions
+1
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@@ -0,0 +1 @@
*.ssl linguist-language=Pascal
+12
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@@ -0,0 +1,12 @@
# https://docs.github.com/en/code-security/dependabot/dependabot-version-updates/configuration-options-for-the-dependabot.yml-file
version: 2
updates:
- package-ecosystem: "github-actions"
directory: "/"
schedule:
interval: "monthly"
target-branch: "develop"
labels:
- "dependencies"
+3 -3
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@@ -13,11 +13,11 @@ on:
jobs:
Build:
name: sfall
runs-on: windows-latest
runs-on: windows-2019
steps:
- name: Clone sfall
uses: actions/checkout@v2
uses: actions/checkout@v3
# Action is used twice for self-testing only
# DevXP build results are intentionally *not* included in artifact
@@ -44,7 +44,7 @@ jobs:
shell: bash
- name: Upload artifacts
uses: actions/upload-artifact@v2
uses: actions/upload-artifact@v3
with:
name: sfall-build
path: sfall-build
+2 -2
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@@ -10,10 +10,10 @@ jobs:
runs-on: ubuntu-latest
steps:
- name: Checkout
uses: actions/checkout@v2
uses: actions/checkout@v3
- name: Setup Python
uses: actions/setup-python@v2
uses: actions/setup-python@v4
with:
python-version: '3.x'
+1 -1
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@@ -55,7 +55,7 @@ nb-configuration.xml
# Build results
[Dd]ebug/
[Dd]ebugPublic/
[Dd]evXP
[Dd]evXP/
[Rr]elease/
[Rr]eleases/
[Rr]eleaseXP/
+936
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File diff suppressed because it is too large Load Diff
+37 -4
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@@ -1,7 +1,10 @@
# sfall
[![github pages](https://github.com/phobos2077/sfall/actions/workflows/gh-pages.yml/badge.svg)](https://github.com/phobos2077/sfall/actions/workflows/gh-pages.yml)
A set of engine modifications for the classic game Fallout 2 in form of a DLL, which modifies executable in memory without changing anything in EXE file itself.
[![License](https://img.shields.io/badge/License-GPL--3.0-blue.svg)](https://www.gnu.org/licenses/gpl-3.0)
[![Dev Build](https://github.com/phobos2077/sfall/actions/workflows/build.yml/badge.svg?branch=develop)](https://github.com/phobos2077/sfall/actions/workflows/build.yml)
[![GitHub Pages](https://github.com/phobos2077/sfall/actions/workflows/gh-pages.yml/badge.svg)](https://github.com/phobos2077/sfall/actions/workflows/gh-pages.yml)
A set of engine modifications for the classic game Fallout 2 in the form of a DLL, which modifies executable in memory without changing anything in EXE file itself.
**Engine modifications include:**
- Better support for modern operating systems
@@ -10,8 +13,38 @@ A set of engine modifications for the classic game Fallout 2 in form of a DLL, w
- Many additional features for users, such as item highlight button, party member control, etc.
- Extended scripting capabilities for modders (many new opcodes to control sfall features as well as previously unavailable vanilla engine functions)
Original author: **Timeslip**
Original author: timeslip
Original description: A set of engine modifications for the classic game Fallout 2 by Interplay. Includes fixes for bugs in the original engine, allows Fallout to run correctly on modern operating systems, and adds additional features for modders.
Original description: A set of engine modifications for the classic game Fallout 2 by Interplay. Includes fixes for bugs in the original engine, allows fallout to run correctly on modern operating systems, and adds additional features for modders.
## Installation
- Download `sfall_*.7z` from the [release archive](https://sourceforge.net/projects/sfall/files/).
- Extract `ddraw.dll`, `ddraw.ini`, `sfall-mods.ini`, `sfall.dat`, and `data` folder to Fallout's base directory (i.e. the one that contains `fallout2.exe`).
- __Important Note:__\
If you are using a mod that already included sfall (e.g. killap's [Unofficial Patch](https://github.com/BGforgeNet/Fallout2_Unofficial_Patch) or [Restoration Project](https://github.com/BGforgeNet/Fallout2_Restoration_Project)), then that mod has probably included a custom modified `ddraw.ini`. In that case, overwriting it with sfall's vanilla `ddraw.ini` will be likely break your game. Instead, only overwrite `ddraw.dll`, and keep the mod's existing copy of `ddraw.ini`. (Or, if you know what you're doing, you can merge them together by hand.)
- The folder `translations` contains translations of some of the strings that sfall displays in the game. To use a translation, copy this folder to Fallout's base directory too, and then in `ddraw.ini` change the __TranslationsINI__ setting to `.\translations\<your language>.ini`.
## Uninstallation
Delete `ddraw.dll`, `ddraw.ini`, `sfall-mods.ini`, and `sfall.dat` from your Fallout directory. Also, delete `gl_highlighting.int` and `gl_partycontrol.int` from Fallout's `data\scripts\` directory.
## Usage
This mod is configured via the `ddraw.ini` and `sfall-mods.ini` files, which can be opened with any text editor. Details of every configerable option are included in those files. Where a comment refers to a DX scancode, the complete list of codes can be found at the link below:\
https://kippykip.com/b3ddocs/commands/scancodes.htm
In a default installation using an unmodified copy of `ddraw.ini`, the middle mouse button will be set to switch between weapons and the mouse wheel will be set to scroll through any menus that respond to the up/down arrow keys. Holding Ctrl and hitting numpad keys 0 to 6 (with Num Lock off) will adjust the game speed. Holding left Ctrl will let you move a whole stack of items at once. Pressing left Shift will highlight items on the ground. The script extender and any engine fixes are also enabled. Most of the options that change gameplay in some way not originally intended by the developers are disabled.
For [__Wine__](https://www.winehq.org/) users:\
You need to set DLL overrides for `ddraw.dll` to __"native, builtin"__ in `winecfg` or use `WINEDLLOVERRIDES="ddraw=n,b"` to run Fallout from the command line. If you want to play alternative sound files, you'll also need to install GStreamer Good 32-bit plugins.
## Additional info
* [Changelog](CHANGELOG.md)
* [Scripting Documentation](https://sfall-team.github.io/sfall/)
* Fallout Engine IDA Database: [for IDA Pro 6.8](https://www.dropbox.com/s/tm0nyx0lnk4yui0/Fallout_1_and_2_IDA68.rar?dl=1 "Download from Dropbox") | [for IDA Pro 7.0](https://www.dropbox.com/s/61srq09pn8grfpu/Fallout_1_and_2_IDA70.rar?dl=1 "Download from Dropbox") (comments are in Russian)
* [Fallout 2 Reference Edition](https://github.com/alexbatalov/fallout2-re)
+17 -12
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@@ -1,7 +1,7 @@
;This file handles modifications to perks and traits
;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
;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
;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
@@ -64,25 +64,30 @@ Enable=0
;Image: The line number (0-indexed) of the corresponding FRM in skilldex.lst
;Ranks: The number of perk levels
;Level: The minimum required level
;Type: If 0, the perk checks only Skill1 for skill requirements; if 1, it checks Skill1 or Skill2; if 2, it checks both Skill1 and Skill2
;Type: If 0, the perk checks only Skill1 for skill requirements; if 1, it checks Skill1 or Skill2; if 2, it checks both
; Skill1 and Skill2
;Stat: The modified stat or -1 if you don't want to change any stats
;StatMag: The increased/decreased value to the modified stat
;Skill1/Skill2: The first/second skill (or -1 for none) to check, but if you set a specific bit 0x4000000 (67108864), it checks GVAR.
; For example, if Skill1=0x4000004, then the perk will check GVAR_BAD_MONSTER (0x4000000 + 4) on Skill1Mag value
;Skill1/Skill2: The first/second skill (or -1 for none) to check, but if you set a specific bit 0x4000000 (67108864),
; it checks the corresponding GVAR
; For example, if Skill1=0x4000004, the perk will check GVAR_BAD_MONSTER (0x4000000 + 4) on Skill1Mag value
;Skill1Mag/Skill2Mag: Positive value is used as the minimum requirements of the first/second skill/GVAR, and a negative value is interpreted as the maximum requirement.
; For example, with Skill1=0 and Skill1Mag=100, if player has small guns skill >= 100 and meets all other requirements, the perk will be available in the
; selection window; with Skill1=1 and Skill1Mag=-120, the perk will not be available if player has big guns skill >= 120
;Skill1Mag/Skill2Mag: Positive value is used as the minimum requirements of the first/second skill/GVAR, and a negative
; value is interpreted as the maximum requirement
; For example, with Skill1=0 and Skill1Mag=100, if player has small guns skill >= 100 and meets all other requirements,
; the perk will be available in the selection window; with Skill1=1 and Skill1Mag=-120, the perk will not be available
; if player has big guns skill >= 120
;STR-LCK: Positive values are used as minimum requirements of SPECIAL stats, and negative values are interpreted as maximum requirements.
; For some special perks processed by the engine (e.g. PERK_armor_powered and PERK_armor_combat), the values are not used as requirements
; but to add to corresponding SPECIAL stats
;STR-LCK: Positive values are used as minimum requirements of SPECIAL stats, and negative values are interpreted as
; maximum requirements
; For some special perks processed by the engine (e.g. PERK_armor_powered and PERK_armor_combat), the values are not
; used as requirements but to add to corresponding SPECIAL stats
;If the value is set to -99999, the variable will be ignored (similar to comment out that line)
;You can add simple extra perks with ID numbers from 119 to 255
; that do not require using scripting functions to change player stats, and can also be used for Armor perks
;The extra perks do not require using scripting functions to change player stats, and can also be used for Armor perks
;These parameters are only for extra perks
;Stat1/Stat2: same as Stat
;Stat1Mag/Stat2Mag: same as StatMag
+2
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@@ -11,6 +11,8 @@ PartyLvlMsg=Lvl:
PartyACMsg=AC:
PartyAddictMsg=Addict
NPCPickupFail=%s cannot pick up the item.
AmmoInfoGlovz=Div: DR/%d, DT/%d
AmmoInfoYAAM=DT Mod: %d
PartyOrderAttackHuman=I'll take care of it.|Okay, I got it.|Sounds like a plan.
PartyOrderAttackCreature=::Growl::
+1 -1
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@@ -10,4 +10,4 @@
;in the proto for other items, so AI will use them for healing in combat as well
STIMPAK=40
SUPER_STIMPAK=144
HEALING_POWDER=237
HEALING_POWDER=273
+1 -1
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@@ -72,7 +72,7 @@ Power=16777349
[5]
PID=16777720
WeaponAnims=1,2,3,4,5,6,7,8,9,10,11,12,13,14,15
Default=16777353
Default=16777346
Jacket=16777346
Leather=16777347
Metal=16777348
+6 -3
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@@ -4,10 +4,10 @@
Key=42
; Set to 1 to also highlight containers
Containers=1
Containers=0
; Set to 1 to also highlight lootable corpses
Corpses=1
Corpses=0
; Set to 1 to only highlight objects in the player's line-of-sight
CheckLOS=0
@@ -33,7 +33,7 @@ MotionScanner=0
[CombatControl]
;Allows you to directly control other critters in combat
;Set to 0 to disable
;Set to 1 to control all critters in combat
;Set to 1 to control all critters in combat (allowed only in sfall debugging mode)
;Set to 2 to control all party members
;Set to 3 to let you order party members to attack specified targets after your first attack instead of controlling them directly
Mode=0
@@ -43,6 +43,9 @@ Mode=0
;Set a comma delimited list of perk IDs for perks to be inherited from the player during the combat control
PerksList=0,73
;Set to 1 to allow the player to gain a positive reputation when killing NPCs while controlling other critters
GainReputation=0
;Choose a notification box to display the name of the controlled critter above the interface bar
;Must be between 5 and (4 + the value of BoxBarCount in ddraw.ini)
;For sfall 4.1.6+ the number for the notification box is set automatically, so just use any value
+34 -46
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@@ -1,5 +1,5 @@
;sfall configuration settings
;v4.3.3
;v4.3.8
[Main]
;Set to 1 to enable the built-in High Resolution Patch mode that is similar to the hi-res patch by Mash
@@ -16,18 +16,16 @@ UseCommandLine=0
;XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
[ExtraPatches]
;This section allows you to set multiple paths to folders containing mods or patches that will be loaded by the game
;If DataLoadOrderPatch is enabled, the data load order is:
;master_patches > critter_patches > [extra patches] > patchXXX.dat > sfall.dat > critter_dat > f2_res_patches > f2_res_dat > master_dat
;This section allows you to set multiple paths to folders containing mods or patches
;Paths to folders and Fallout .dat files are supported
;The PatchFile## options are available from 0 to 99. Larger numbers take precedence over smaller numbers (same as patchXXX.dat)
;The PatchFileXX options are available from 0 to 99. Larger numbers take precedence over smaller numbers (same as patchXXX.dat)
;Starting from 4.2.6, the game will automatically search and load custom .dat files (or folders named as .dat files) from <GameRoot>\mods\
;The load order of files in the folder will be in reverse alphabetical order of the filenames
;Autoloaded files will have a higher priority than the files specified in the PatchFileXX options
;The complete data load order is:
;master_patches > critter_patches > mods > PatchFile99..PatchFile0 > patchXXX.dat > sfall.dat > critter_dat > f2_res_patches > f2_res_dat > master_dat
;PatchFile0=mods\RP_data
;Path to the folder in which the game will automatically search and load custom files (by *.dat mask, including folders)
;The data load order of the files in the folder will be in reverse alphabetical order of the filenames
;The files placed in this folder will have higher priority than the PatchFile## options
;This option has no effect in 4.2.6 or later. The path is fixed to <GameRoot>\mods\
;AutoSearchPath=mods
;PatchFile1=
;XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
[Speed]
@@ -57,6 +55,7 @@ SpeedMultiInitial=100
;Set to 6 for DX9 fullscreen windowed (the resolution in f2_res.ini should be set to the same aspect ratio as your desktop resolution)
;A DX9 mode is required for any graphics related script extender functions to work (i.e. fullscreen shaders)
;Modes 1, 2 and 3 are no longer supported
;If using the hi-res patch by Mash, this option will always be read from the main ddraw.ini file
Mode=0
;If using a DX9 mode, this changes the resolution
@@ -95,6 +94,7 @@ Use32BitHeadGraphics=0
;Set to 1 to automatically search for alternative AVI video files when Fallout tries to play the game movies
;Set to 2 to force AVI videos to fit the screen width
;Requires DX9 graphics mode
;The recommended video codec is Xvid
AllowDShowMovies=0
;Fade effect time percentage modifier
@@ -130,17 +130,14 @@ WorldMapTerrainInfo=0
;XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
[Sound]
;Sets the number of allowed simultaneous sound effects
;Set to 0 to leave the default unchanged (i.e. 4). The maximum is 32
NumSoundBuffers=0
;Set to 1 to enable fade effects for background music when stopping and starting the playback
FadeBackgroundMusic=1
;Set to 0 to leave the default unchanged (i.e. 8). The maximum is 32
NumSoundBuffers=8
;Set to 1 to allow attaching sound files to combat float messages
AllowSoundForFloats=0
;Set to 1 to automatically search for alternative formats (mp3/wma/wav) when Fallout tries to play an ACM
;Set to 2 to play alternative music files even if original ACM files are not present in the music folder
;Alternative music files will play even if original ACM files are not present in the music folder
;This does not effect the play_sfall_sound and stop_sfall_sound script functions
AllowDShowSound=0
@@ -282,7 +279,7 @@ UseFileSystemOverride=0
;Set to 1 to use the modified data load order for the engine to find game data
;Original: patchXXX.dat > critter_patches > critter_dat > f2_res_patches > f2_res_dat > master_patches > master_dat
;Modified: master_patches > critter_patches > patchXXX.dat > critter_dat > f2_res_patches > f2_res_dat > master_dat
;Modified: master_patches > critter_patches > extra_patches > 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
DataLoadOrderPatch=1
@@ -331,7 +328,7 @@ Movie17=credits.mve
;To change the limit of the distance away from the player to which you're allowed to scroll the local maps, uncomment the next two lines
;Defaults are 480 in the x direction and 400 in the y direction.
;Not compatible with the res patch!
;Does not work with the hi-res patch by Mash!
;LocalMapXLimit=480
;LocalMapYLimit=400
@@ -351,7 +348,7 @@ ExtraKillTypes=0
;0 - Fallout default
;1 - Glovz's Damage Fix
;2 - Glovz's Damage Fix with Damage Multiplier tweak
;5 - Haenlomal's Yet Another Ammo Mod.
;5 - Haenlomal's Yet Another Ammo Mod
DamageFormula=0
;Prevents you from using 0 to escape from dialogue at any time.
@@ -431,7 +428,7 @@ 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 30
;Set to 1 (or some higher number if needed) to prevent 100% CPU use. The maximum is 50
ProcessorIdle=-1
;Set to 1 if using the hero appearance mod
@@ -454,7 +451,8 @@ NPCsTryToSpendExtraAP=0
AllowLargeTiles=0
;Set to 1 to boost the maximum number of tile FRMs from 4096 to 16383
MoreTiles=0
;This option is always enabled in 4.3.7/3.8.37 or later. The information is left for reference only
MoreTiles=1
;Change the Skilldex cursor FRM numbers
;Default is 293 for all skills
@@ -514,7 +512,7 @@ SpeedInterfaceCounterAnims=0
ScienceOnCritters=0
;Modify this value to change the player's speed of rotation on the inventory and character screens
;Default is 166
;Default is 166 (lower - faster; valid range: 0..1000)
SpeedInventoryPCRotation=166
;Modify the number of the extra interface boxes available to modders. (Default is 5, and the maximum is 95)
@@ -531,13 +529,16 @@ BonusHtHDamageFix=1
DisplayBonusDamage=0
;Modify the maximum number of animations allowed to run on a map. (Default is 32, and the maximum is 127)
AnimationsAtOnceLimit=120
AnimationsAtOnceLimit=64
;Set to 1 to remove the limits that stop the player rolling critical successes/misses in the first few days of game time
RemoveCriticalTimelimits=0
;Change the colour of the font used on the main menu for the Fallout/sfall version number and copyright text
;Change the colour of the font used on the main menu for the Fallout/sfall version string and copyright text
;It's the last byte ('3C' by default) that picks the colour used. The first byte supplies additional flags for this option
;1 - change the colour for the version string only
;2 - underline text for the version string
;4 - use monospace font for the version string
;MainMenuFontColour=0x00003C
;Change the colour of the font used on the main menu for the button text
;MainMenuBigFontColour=0x3C
@@ -590,15 +591,12 @@ SuperStimExploitFix=0
InventoryApCost=4
QuickPocketsApCostReduction=2
;Set to 1 to enable the balanced bullet distribution formula for burst attacks
ComputeSprayMod=0
;These options modify the bullet distribution of burst attacks if ComputeSprayMod is 1
;All the bullets are divided into three groups: central, left and right
;These three groups will then travel along three parallel tracks, trying to hit targets on the way
;CenterMult/Div set the ratio of how many bullets go to the central group, and remaining bullets are divided equally to left and right sides
;TargetMult/Div set the ratio of how many bullets in the central group will attack the primary target directly
;Multipliers are capped at divisor values
;These options modify the bullet distribution of burst attacks
;All the bullets are divided into three groups: center, left, and right
;These groups will then travel along three parallel tracks, trying to hit targets on the way
;CenterMult/Div set the ratio of how many bullets go to the center group, and the remaining are divided equally to the left and right sides
;TargetMult/Div set the ratio of how many bullets in the center group will attack the primary target directly
;Multiplier values are capped at divisor values
ComputeSpray_CenterMult=1
ComputeSpray_CenterDiv=3
ComputeSpray_TargetMult=1
@@ -631,9 +629,6 @@ DialogPanelAnimDelay=33
;Controls the speed of pipboy alarm clock animations (lower - faster; valid range: 0..127)
PipboyTimeAnimDelay=50
;Set to 1 to stack empty identical weapons, no matter what type of ammo was loaded before
StackEmptyWeapons=0
;Changes the way weapon reloading works when you drag ammo onto a weapon in the inventory
;Set to -1 to disable (vanilla behavior with the 'Move Items' window)
;Set to 0 to use all the ammo boxes to reload
@@ -701,9 +696,6 @@ SkipLoadingGameSettings=0
;The formula for the duration in ticks is: 10 * (value - 3 * EN)
KnockoutTime=35
;Set to 1 to display sfall built-in credits at the bottom of credits.txt contents instead of at the top
CreditsAtBottom=0
;XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
; Critical modding options - the following options should be changed with caution
;XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
@@ -743,10 +735,6 @@ CreateObjectSidFix=0
;Note that enabling this option will cause problems for existing grave scripts
GraveContainersFix=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
DivisionOperatorFix=1
;Set to 1 to fix the priority score calculation for choosing the best weapon for NPCs
;Note that enabling this option can affect the weapon of choice for some NPCs
AIBestWeaponFix=1
@@ -758,7 +746,7 @@ AIBestWeaponFix=1
AIDrugUsePerfFix=0
;Set to 1 to fix the bug of using First Aid/Doctor skills when using them on the player
;This will cause the party member to apply his/her skills when you use First Aid/Doctor skills on the player, but only if
;This will cause the party member to perform First Aid/Doctor skills when you use them on the player, but only if
;the player is standing next to the party member
;Note that because the related engine function is not fully implemented, enabling this option without a global script
;that overrides First Aid/Doctor functions has very limited usefulness
@@ -830,7 +818,7 @@ GlobalScriptPaths=scripts\gl*.int,scripts\sfall\gl*.int
;XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
[Debugging]
;Extra sfall configuration settings that can be used by modders
;This section is not effected by the 'UseCommandLine' option. It will always be read from the main ini
;This section is not affected by the 'UseCommandLine' option. It will always be read from the main ddraw.ini file
;Set to 1 to enable sfall debugging mode
Enable=0
+201
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@@ -0,0 +1,201 @@
;Example Ammo INI for vanilla damage formula
; PID_EXPLOSIVE_ROCKET
[1]
pid=14
ac_adjust=0
dr_adjust=-25
dam_mult=1
dam_div=1
; PID_10MM_JHP
[2]
pid=29
ac_adjust=0
dr_adjust=25
dam_mult=2
dam_div=1
; PID_10MM_AP
[3]
pid=30
ac_adjust=0
dr_adjust=-25
dam_mult=1
dam_div=2
; PID_44_MAGNUM_JHP
[4]
pid=31
ac_adjust=0
dr_adjust=20
dam_mult=2
dam_div=1
; PID_FLAMETHROWER_FUEL
[5]
pid=32
ac_adjust=-20
dr_adjust=25
dam_mult=1
dam_div=1
; PID_14MM_AP
[6]
pid=33
ac_adjust=0
dr_adjust=-50
dam_mult=1
dam_div=2
; PID_223_FMJ
[7]
pid=34
ac_adjust=-20
dr_adjust=-20
dam_mult=1
dam_div=1
; PID_5MM_JHP
[8]
pid=35
ac_adjust=0
dr_adjust=35
dam_mult=2
dam_div=1
; PID_5MM_AP
[9]
pid=36
ac_adjust=0
dr_adjust=-35
dam_mult=1
dam_div=2
; PID_ROCKET_AP
[10]
pid=37
ac_adjust=-15
dr_adjust=-50
dam_mult=1
dam_div=1
; PID_SMALL_ENERGY_CELL
[11]
pid=38
ac_adjust=0
dr_adjust=0
dam_mult=1
dam_div=1
; PID_MICRO_FUSION_CELL
[12]
pid=39
ac_adjust=0
dr_adjust=0
dam_mult=1
dam_div=1
; PID_SHOTGUN_SHELLS
[13]
pid=95
ac_adjust=-10
dr_adjust=0
dam_mult=1
dam_div=1
; PID_44_FMJ_MAGNUM
[14]
pid=111
ac_adjust=0
dr_adjust=-20
dam_mult=1
dam_div=1
; PID_9MM_BALL
[15]
pid=121
ac_adjust=0
dr_adjust=0
dam_mult=1
dam_div=1
; PID_BBS
[16]
pid=163
ac_adjust=0
dr_adjust=0
dam_mult=1
dam_div=1
; PID_ROBO_ROCKET_AMMO
[17]
pid=274
ac_adjust=0
dr_adjust=-25
dam_mult=1
dam_div=1
; PID_45_CALIBER_AMMO
[18]
pid=357
ac_adjust=0
dr_adjust=0
dam_mult=1
dam_div=1
; PID_2MM_EC_AMMO
[19]
pid=358
ac_adjust=-30
dr_adjust=-20
dam_mult=3
dam_div=2
; PID_4_7MM_CASELESS
[20]
pid=359
ac_adjust=-5
dr_adjust=-10
dam_mult=3
dam_div=2
; PID_9MM_AMMO
[21]
pid=360
ac_adjust=0
dr_adjust=10
dam_mult=1
dam_div=2
; PID_HN_NEEDLER_CARTRIDGE
[22]
pid=361
ac_adjust=-10
dr_adjust=0
dam_mult=1
dam_div=1
; PID_HN_AP_NEEDLER_CARTRIDGE
[23]
pid=362
ac_adjust=-10
dr_adjust=0
dam_mult=2
dam_div=1
; PID_7_62MM_AMMO
[24]
pid=363
ac_adjust=-5
dr_adjust=-10
dam_mult=1
dam_div=1
; PID_FLAMETHROWER_FUEL_MK_II
[25]
pid=382
ac_adjust=-20
dr_adjust=0
dam_mult=1
dam_div=1
Binary file not shown.
+12 -12
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@@ -1,14 +1,14 @@
/*
Ammo INI Loader mod for Fallout 2 by NovaRain
---------------------------------------------
Ammo INI Loader mod v1.1 for Fallout 2 by NovaRain
--------------------------------------------------
- modifies ammo protos with data from an INI file:
* AmmoGlovz.ini if DamageFormula=1 or 2 in ddraw.ini
* AmmoYAAM.ini if DamageFormula=5 in ddraw.ini
* AmmoMod.ini if not using any bulit-in damage formula
Requires sfall 3.5 or higher
Requires sfall 4.0/3.8.29 or higher
*/
@@ -23,7 +23,7 @@ variable ammoData;
variable enabled;
procedure start begin
variable i := 1, ammo, ammoPid, dmgMod;
variable i := 1, ammo, ammoSection, dmgMod;
if game_loaded then begin
enabled := get_ini_setting("ddraw.ini|Misc|DamageFormula");
if (enabled == 1 or enabled == 2) then
@@ -37,19 +37,19 @@ procedure start begin
if (enabled <= 0) then return;
ammoData := create_array_map;
ammoPid := enabled; // pid from the first section
while (ammoPid > 0) do begin
ammoSection := get_ini_section(ammoIni, "" + i);
while (ammoSection.pid > 0) do begin
ammo := create_array_map; // create permanent arrays
ammo.ac_adjust := get_ini_setting(ammoIni + "|" + i + "|ac_adjust");
ammo.dr_adjust := get_ini_setting(ammoIni + "|" + i + "|dr_adjust");
ammo.ac_adjust := atoi(ammoSection.ac_adjust);
ammo.dr_adjust := atoi(ammoSection.dr_adjust);
// dam_mult and dam_div must be positive integers
dmgMod := get_ini_setting(ammoIni + "|" + i + "|dam_mult");
dmgMod := atoi(ammoSection.dam_mult);
ammo.dam_mult := dmgMod if (dmgMod > 0) else 1;
dmgMod := get_ini_setting(ammoIni + "|" + i + "|dam_div");
dmgMod := atoi(ammoSection.dam_div);
ammo.dam_div := dmgMod if (dmgMod > 0) else 1;
ammoData[ammoPid] := ammo;
ammoData[atoi(ammoSection.pid)] := ammo;
i++;
ammoPid := get_ini_setting(ammoIni + "|" + i + "|pid");
ammoSection := get_ini_section(ammoIni, "" + i);
end
call map_enter_p_proc;
debug_msg("Ammo INI Loader mod: " + ammoIni + " - set " + (i - 1) + " ammo protos.");
+3 -3
View File
@@ -1,5 +1,5 @@
Ammo INI Loader mod for Fallout 2 by NovaRain
---------------------------------------------
Ammo INI Loader mod v1.1 for Fallout 2 by NovaRain
--------------------------------------------------
- modifies ammo protos with data from an INI file:
* AmmoGlovz.ini if DamageFormula=1 or 2 in ddraw.ini
@@ -7,6 +7,6 @@ Ammo INI Loader mod for Fallout 2 by NovaRain
* AmmoMod.ini if not using any bulit-in damage formula
Requires sfall 3.5 or higher.
Requires sfall 4.0/3.8.29 or higher.
To use, copy gl_ammomod.int to your scripts folder, and copy the INI files to the same directory as sfall.
+2 -2
View File
@@ -352,7 +352,7 @@ special=60
;Each map has 2 variables
; r{index}=region # corrisponds to a region section above
; r{index}=region # corresponds to a region section above
; a{index]=type # set to 0 for no weather or 1 for normal weather
[Maps]
@@ -547,7 +547,7 @@ r70=16 ;cavern encounter 1
a70=0
r71=16 ;cavern encounter 2
a71=0
r72=16 ;cavern encoutner 3
r72=16 ;cavern encounter 3
a72=0
r73=16 ;cavern encounter 4
a73=0
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+6 -5
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@@ -224,12 +224,13 @@ procedure update_armor_apperance begin
end
procedure canuseweapon_handler begin
variable critter, canWield;
variable critter, canUse;
critter := get_sfall_arg;
if (critter != dude_obj and get_sfall_arg_at(3)) then begin
canWield := check_weapon_change(critter, get_sfall_arg, true);
// override result
set_sfall_arg(3, canWield);
set_sfall_return(canWield);
canUse := check_weapon_change(critter, get_sfall_arg, true);
if (canUse == false) then begin
set_sfall_arg(3, 0);
set_sfall_return(0); // overrides the result of engine function. Any non-zero value allows using the weapon
end
end
end

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