mirror of
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@@ -7,6 +7,6 @@ updates:
|
||||
directory: "/"
|
||||
schedule:
|
||||
interval: "monthly"
|
||||
target-branch: "develop"
|
||||
# target-branch: "develop"
|
||||
labels:
|
||||
- "dependencies"
|
||||
|
||||
@@ -3,21 +3,30 @@ name: Build
|
||||
on:
|
||||
push:
|
||||
branches:
|
||||
- 'master'
|
||||
- 'develop'
|
||||
- 'github-action'
|
||||
paths:
|
||||
- '.github/workflows/build.yml'
|
||||
- 'action.yml'
|
||||
- 'sfall/**'
|
||||
pull_request:
|
||||
branches:
|
||||
- 'master'
|
||||
- 'develop'
|
||||
paths:
|
||||
- '.github/workflows/build.yml'
|
||||
- 'action.yml'
|
||||
- 'sfall/**'
|
||||
|
||||
jobs:
|
||||
Build:
|
||||
name: sfall
|
||||
runs-on: windows-2019
|
||||
runs-on: windows-2022
|
||||
steps:
|
||||
|
||||
- name: Clone sfall
|
||||
uses: actions/checkout@v3
|
||||
uses: actions/checkout@v7
|
||||
|
||||
# Action is used twice for self-testing only
|
||||
# DevXP build results are intentionally *not* included in artifact
|
||||
@@ -27,25 +36,27 @@ jobs:
|
||||
uses: ./
|
||||
with:
|
||||
release-xp: true
|
||||
dev-xp: false
|
||||
|
||||
- name: DevXP build
|
||||
uses: ./
|
||||
with:
|
||||
dev-xp: true
|
||||
release-xp: false
|
||||
dev-xp: true
|
||||
|
||||
- name: Prepare artifact
|
||||
- name: Prepare artifacts
|
||||
run: |
|
||||
:
|
||||
mkdir -p sfall-build
|
||||
|
||||
cp artifacts/ddraw.ini sfall-build
|
||||
cp artifacts/sfall.dat sfall-build
|
||||
cp artifacts/sfall_dat/sfall.dat sfall-build
|
||||
cp "${{ steps.build.outputs.release-xp }}" sfall-build
|
||||
shell: bash
|
||||
|
||||
- name: Upload artifacts
|
||||
uses: actions/upload-artifact@v3
|
||||
uses: actions/upload-artifact@v7
|
||||
with:
|
||||
name: sfall-build
|
||||
path: sfall-build
|
||||
retention-days: 14
|
||||
retention-days: 30
|
||||
|
||||
@@ -7,26 +7,26 @@ on:
|
||||
|
||||
jobs:
|
||||
deploy:
|
||||
runs-on: ubuntu-latest
|
||||
runs-on: ubuntu-22.04
|
||||
steps:
|
||||
- name: Checkout
|
||||
uses: actions/checkout@v3
|
||||
uses: actions/checkout@v7
|
||||
|
||||
- name: Setup Python
|
||||
uses: actions/setup-python@v4
|
||||
uses: actions/setup-python@v6
|
||||
with:
|
||||
python-version: '3.x'
|
||||
|
||||
- name: Install dependencies
|
||||
run: |
|
||||
sudo apt -y -qq install bundler python3-pip
|
||||
sudo apt update && sudo apt -y -qq install bundler python3-pip
|
||||
pip3 install ruamel.yaml --user
|
||||
|
||||
- name: Build
|
||||
run: ./docs/generate.sh
|
||||
|
||||
- name: Deploy
|
||||
uses: peaceiris/actions-gh-pages@v3
|
||||
uses: peaceiris/actions-gh-pages@v4
|
||||
with:
|
||||
github_token: ${{ secrets.GITHUB_TOKEN }}
|
||||
publish_dir: ./docs/_site
|
||||
|
||||
+213
-35
@@ -1,5 +1,183 @@
|
||||
# Changelog
|
||||
|
||||
## 4.5
|
||||
* 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 **GlobalScriptPaths** option because storing global scripts across multiple paths is almost never needed
|
||||
* 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 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
|
||||
|
||||
## 4.4.9.1
|
||||
* Fixed a crash bug introduced in 4.4.6 when a critter is hit and combat starts at the same time
|
||||
|
||||
## 4.4.9
|
||||
* 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
|
||||
|
||||
## 4.4.8
|
||||
* HRP: Fixed a crash and a visual glitch in the interface bar at ultrawide resolutions
|
||||
* HRP: Fixed splash screen display when the file is packed in an uncompressed **.dat** file
|
||||
* 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)
|
||||
|
||||
## 4.4.7
|
||||
* 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 is 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`)
|
||||
|
||||
## 4.4.6.1
|
||||
* 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
|
||||
|
||||
## 4.4.6
|
||||
* Fixed a bug introduced in 4.3.1 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
|
||||
|
||||
## 4.4.5.1
|
||||
* HRP: Fixed the behavior of **IFACE_BAR_WIDTH** for a modified `fallout2.exe` with Chinese/Japanese support
|
||||
* 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 4.3)
|
||||
|
||||
## 4.4.5
|
||||
* Fixed a bug introduced in 4.2.9 that caused `game_loaded` script function to always return 1 when called from normal scripts
|
||||
* Fixed a bug introduced in 4.4.4 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 **item highlighting mod** to separately set the color of outlines for highlighted containers and corpses
|
||||
* New hook script: `hs_buildsfxweapon`
|
||||
|
||||
## 4.4.4
|
||||
* 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
|
||||
* Fixed the missing hotkeys for additional elevators derived from the original elevator types
|
||||
* Fixed and improved the syntax parsing in script compiler (`compile.exe` in the **modders pack**)
|
||||
* Improved the fix for using **'English'** as the fallback language directory for msg files to work on a per-line basis
|
||||
* Improved the fix for saving/loading party member protos to include the car trunk
|
||||
* Improved the performance of `draw_image`, `draw_image_scaled`, and `interface_art_draw` script functions
|
||||
* Expanded `show/hide_iface_tag` script functions to work with the tag value 0 (sneak)
|
||||
* Changed the expanded world map interface to be compatible with older versions of the hi-res patch
|
||||
* Changed the expanded action points bar to require fewer resources and be compatible with older versions of the hi-res patch
|
||||
* Changed **AIDrugUsePerfFix** to be enabled by default
|
||||
* Tweaked the behavior of **NPCAutoLevel** option and renamed it to **PartyMemberNonRandomLevelUp** to better match its behavior
|
||||
* Removed the unnecessary error message about sndlist.lst when **AutoSearchSFX** is enabled
|
||||
* Added a fix for the time interval for healing during world map travel being tied to the system timer instead of game time
|
||||
* Added a fix for the interface bar obscuring the barter/trade interface when using the hi-res patch
|
||||
* Added a tweak to prevent the **'forever'** type of animation on objects from stopping when entering combat
|
||||
* Added an option to use the expanded barter/trade interface (4 item slots per table instead of 3)
|
||||
* Added an option to use the expanded inventory/loot screens (8 vertical slots instead of 6)
|
||||
* Added an option to pre-fill the **'Move Items'** window with the correct balancing amount when moving money/caps in the barter screen
|
||||
* Added an option to set up a key to let you move items between inventory lists by simply clicking on them
|
||||
* Added debug options to adjust the size and text font for the internal debug window
|
||||
* Added an option for tweaking **Cautious Nature** perk to the **perks ini file**
|
||||
* Added a new attribute type value to `get_window_attribute script` function
|
||||
* Added `PAUSEWIN` flag to the game mode functions (when pausing the game using `Ctrl+P`)
|
||||
* Added 2 new arguments to `HOOK_ENCOUNTER` hook script
|
||||
* Added a healing skills example script to the example mods in the **modders pack**
|
||||
* New script function: `signal_close_game`, `art_frame_data`, `set_worldmap_heal_time`
|
||||
|
||||
## 4.4.3.1
|
||||
* Fixed a possible hang or crash introduced in 4.4.1 when running certain script sequences
|
||||
|
||||
## 4.4.3
|
||||
* Fixed a bug introduced in 4.2.9 that caused critters with crippled arms to be unable to attack in certain cases
|
||||
* Fixed the critical hit messages of the right arm and left leg for super mutants
|
||||
* Fixed `add_extra_msg_file` script function to prevent it from loading the same msg file more than once
|
||||
* Removed **DisplaySwiftLearnerExp** from `ddraw.ini` because there is little reason to turn it off
|
||||
* Removed **SpeedInterfaceCounterAnims=3**. Now the AC counter is always instantly updated when switching to other controlled critters in combat
|
||||
* Added a fix for the game disappearing from the taskbar after using `Alt+Tab`
|
||||
* Added a fix for the clickability issue of the **'Use Inventory Item On'** action when the selected item overlaps an object
|
||||
* Added a fix for the xp exploit from canceling **Here and Now** perk when the player has **Swift Learner** perk
|
||||
* Added support for loading an external **DirectDraw** wrapper (`ddraw.dll`) from the `<GameRoot>\wrapper\` directory for rendering
|
||||
* Added a static books mod and a molotov fire damage mod to the example mods in the **modders pack**
|
||||
|
||||
## 4.4.2
|
||||
* Fixed a bug in **XPTable** that could cause a hang when leveling up in some cases
|
||||
* Fixed the critical hit messages of the right arm for some critter types
|
||||
* Changed `add_mult_objs_to_inven` script function to allow adding more than 99999 instances of an object in one go
|
||||
* Added a fix to use **'English'** as the fallback language directory for loading `credits.txt/quotes.txt`
|
||||
* Added a fix for gaining two levels at once when leveling up from level 97
|
||||
* Added a fix for the modulo operator treating negative integers as unsigned
|
||||
* Added a fix to prevent integer overflow for the number of items in a stack in the inventory
|
||||
* Added a fix to `COMBATDAMAGE` hook to prevent instadeath critical hits for no damage
|
||||
* New script function: `reg_anim_animate_and_move`
|
||||
|
||||
## 4.4.1
|
||||
* HRP: Fixed the clickability issue of the file list for save/load and **'print to file'** options in the character screen
|
||||
* Fixed a bug introduced in 4.4 that broke the interoperability of saved arrays with older versions
|
||||
* Fixed a crash when calling `start_gdialog` outside the `talk_p_proc` procedure for talking heads
|
||||
* Fixed `create_object_sid` script function to allow creating an object with no script correctly when passing 0 as the script index number
|
||||
* Changed the calculation of the **'best armor'** score to exclude the EMP stats (gameplay mod friendly)
|
||||
* Tweaked the position of the ammo bar on the interface bar
|
||||
* Removed **AdditionalWeaponAnims** from `ddraw.ini`. Now additional weapon animation codes are always available
|
||||
* Updated **NPC combat control mod** to make the player's **Jinxed** trait/perk affect all controlled critters
|
||||
|
||||
## 4.4.0.1
|
||||
* Fixed a crash on startup on Windows XP/2003
|
||||
|
||||
@@ -75,7 +253,7 @@
|
||||
* New script function: `get_terrain_name`
|
||||
|
||||
## 4.3.5
|
||||
* HRP: Fixed movie subtitles not showing up when setting **MOVIE_SIZE=1** with certain combinations of screen and movie aspect ratios
|
||||
* HRP: Fixed movie subtitles not showing up when **MOVIE_SIZE=1** with certain combinations of screen and movie aspect ratios
|
||||
* HRP: Disabled **IFACE_BAR_WIDTH** and **SCALE_BUTTONS_AND_TEXT_MENU** for a modified `fallout2.exe` with Chinese/Japanese support to prevent garbled text
|
||||
* HRP: Added support for **SPLASH_SCRN_TIME** option in `f2_res.ini`
|
||||
* Fixed the handling of obsolete script functions that are still recognized by script compiler and decompiler
|
||||
@@ -85,19 +263,19 @@
|
||||
* 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)
|
||||
|
||||
## 4.3.4
|
||||
* HRP: Fixed a few issues with the main menu
|
||||
* HRP: Added support for **LocalMapXLimit/LocalMapYLimit** options in `ddraw.ini`
|
||||
* Removed **FadeBackgroundMusic** option because the fix in 4.3.3 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)
|
||||
* 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**
|
||||
|
||||
## 4.3.3.1
|
||||
* HRP: Fixed a possible crash in combat when enabling **EXTRA_WIN_MSG_CHECKS**
|
||||
* HRP: Fixed broke console messages when enabling **ConsoleOutputPath**
|
||||
* HRP: Fixed the main menu still being stretched when setting **MAIN_MENU_SIZE=0**
|
||||
* HRP: Fixed the main menu still being stretched when **MAIN_MENU_SIZE=0**
|
||||
* Fixed a bug introduced in 4.3.1 that caused the game to print an incorrect item name in some cases
|
||||
* Fixed screenshots for **DX9** graphics modes. Now the screenshots are saved in **PNG** format when in **DX9** mode
|
||||
* Improved the functionality of **AllowDShowMovies**. Now you can take screenshots and press any key to skip **AVI** movies
|
||||
@@ -133,7 +311,7 @@
|
||||
|
||||
## 4.3.1
|
||||
* 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
|
||||
* Fixed and improved **NPC combat control mod** and the behavior of **SpeedInterfaceCounterAnims=3**
|
||||
@@ -159,10 +337,10 @@
|
||||
* 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**
|
||||
* New script functions: `set_scr_name`, `obj_is_openable`
|
||||
* Updated **NPC armor appearance mod** in the **modders pack** to prevent NPCs from equipping **unusable** weapons
|
||||
@@ -175,14 +353,14 @@
|
||||
* Updated French translation (from HawK-EyE)
|
||||
|
||||
## 4.3.0.1
|
||||
* Fixed a crash bug introduced in 4.3 with the fix for animation registration
|
||||
* Fixed a crash bug introduced in 4.3 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
|
||||
|
||||
## 4.3
|
||||
* Fixed the original engine issues with being unable to register animations in certain situations in the game
|
||||
* Fixed a crash bug introduced in 4.2.9 with the fix for the **'Leave'** event procedure in `AddRegionProc` function
|
||||
* Fixed a crash bug introduced in 4.2.9 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
|
||||
@@ -202,7 +380,7 @@
|
||||
* 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
|
||||
@@ -212,7 +390,7 @@
|
||||
* 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 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
|
||||
@@ -246,7 +424,7 @@
|
||||
* Added more options for tweaking some engine perks to the **perks ini file**
|
||||
* Added options for tweaking tag skills to the **skills ini file**
|
||||
* Added an option about the behavior of maximum HP calculation to the **stats ini file**
|
||||
* Added 3 new attribute type values to `get_window_attribute` script functions
|
||||
* Added 3 new attribute type values to `get_window_attribute` script function
|
||||
* Added additional universal opcodes `sfall_func7` and `sfall_func8` (`compile.exe` and `int2ssl.exe` in the **modders pack** are also updated)
|
||||
* Added a new mode to **NPC combat control mod** that lets you use the command cursor to specify targets for party members to attack in combat
|
||||
* Added an auto-close containers mod to the example mods in the **modders pack**
|
||||
@@ -261,9 +439,10 @@
|
||||
* Cleaned up `define_lite.h` and `command_lite.h` in the **modders pack**
|
||||
|
||||
## 4.2.8
|
||||
* Fixed a bug in **ObjCanSeeObj_ShootThru_Fix** that caused the source to be unable to see the target if it has the `ShootTrhu` flag set
|
||||
* Fixed a bug in **ObjCanSeeObj_ShootThru_Fix** that caused the source to be unable to see the target if it has the **'ShootTrhu'** flag set
|
||||
* Fixed the encounter messages still being limited to 50 entries per table when **EncounterTableSize** is set to greater than 50
|
||||
* Fixed temporary arrays in scripts being cleared when flushing the keyboard buffer
|
||||
* Fixed the broken `Print()` script function
|
||||
* Improved the field of view check in **ObjCanSeeObj_ShootThru_Fix**
|
||||
* Improved the functionality of **GlobalShaderFile** to be able to load multiple shader files
|
||||
* Improved the performance of **DX9** graphics modes
|
||||
@@ -275,7 +454,6 @@
|
||||
* Added a fix for the flags of critters in the line of fire not being taken into account when calculating the hit chance penalty of ranged attacks
|
||||
* Added a fix to the check for ranged weapons in the **Fast Shot** trait and **FastShotFix**
|
||||
* Added a fix for the background image of the character portrait on the player's inventory screen
|
||||
* Added a fix for the broken `Print()` script function
|
||||
* Added the original Fallout 1 behavior of the **Fast Shot** trait to **FastShotFix**
|
||||
* Added an option to enable linear texture filtering for **DX9** graphics modes
|
||||
* Added support for **ACM** audio file playback and volume control to `soundplay` script function
|
||||
@@ -295,7 +473,7 @@
|
||||
* 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
|
||||
@@ -384,14 +562,14 @@
|
||||
* 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
|
||||
* Added a fix for the barter button on the dialog window not animating until after leaving the barter screen
|
||||
* Added a fix for the division operator treating negative integers as unsigned
|
||||
* Added a fix for trying to loot corpses with the **'NoSteal'** flag set
|
||||
* 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 options to draw a dotted line while traveling on the world map (similar to Fallout 1, from Ghosthack)
|
||||
* Added an option to display terrain types when hovering the cursor over the player's marker on the world map (from Ghosthack)
|
||||
* Added a flashing icon to the Horrigan encounter and scripted force encounters by default
|
||||
@@ -422,7 +600,7 @@
|
||||
* New hook script: `hs_targetobject`
|
||||
|
||||
## 4.2.1.1
|
||||
* Fixed a crash bug introduced in 4.2.1 with the fix for corpses blocking line of fire
|
||||
* Fixed a crash bug introduced in 4.2.1 by the fix for corpses blocking line of fire
|
||||
|
||||
## 4.2.1
|
||||
* Fixed a bug in `save_array` script function that could corrupt `sfallgv.sav` when saving a new array under the same key
|
||||
@@ -430,7 +608,7 @@
|
||||
* Fixed `move_obj_inven_to_obj/drop_obj` script functions not removing the equipped armor properly for the player and party members
|
||||
* Fixed `inven_unwield` script function not updating the active item button on the interface bar for the player
|
||||
* Fixed `art_change_fid_num` script function not setting player's FID correctly when the **hero appearance mod** is enabled
|
||||
* Fixed `critter_add/rm_trait` script functions ignoring the value of the **'amount'** argument. Note: pass negative amount values to `critter_rm_trait` to remove all ranks of the perk (vanilla behavior)
|
||||
* Fixed `critter_add/rm_trait` script functions ignoring the **'amount'** argument. Note: pass negative amount values to `critter_rm_trait` to remove all ranks of the perk (vanilla behavior)
|
||||
* Fixed the xp bonus set by `set_swiftlearner_mod` script function not being reset on game load
|
||||
* Fixed the player name while controlling other critters
|
||||
* Fixed **NPC combat control mod** not removing the inherited perks from controlled critters properly
|
||||
@@ -525,7 +703,7 @@
|
||||
* Added a fix for dead NPCs reloading their weapons when the combat ends
|
||||
* Added an option to use the expanded world map interface (requires hi-res patch v4.1.8)
|
||||
* Added an option to allow setting a directory for the game to automatically search and load custom **.dat** files
|
||||
* Added an option to expand the number of action points displayed on the interface bar
|
||||
* Added an option to expand the number of action points displayed on the interface bar (requires the hi-res patch v4.1.8)
|
||||
* Added an option to change the base value of the duration of the knockout effect
|
||||
* Added a check for the `DAM_KNOCKED_OUT` flag to `wield_obj_critter/inven_unwield` script functions
|
||||
* Added a new value to **SkipOpeningMovies** to also skip the splash screen
|
||||
@@ -574,7 +752,7 @@
|
||||
* 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 a new **'picking up item'** event to `HOOK_INVENTORYMOVE` hook script
|
||||
* Added files for using 32-bit images for talking heads to the **modders pack**
|
||||
@@ -599,7 +777,7 @@
|
||||
* 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
|
||||
@@ -621,7 +799,7 @@ Various bug fixes and features based on the work by Mr.Stalin:
|
||||
* Fixed `critter_mod_skill` script function taking a negative amount value as a positive
|
||||
* Fixed a crash when calling `use_obj/use_obj_on_obj` without using `set_self` in global scripts
|
||||
* Fixed `pickup_obj`, `drop_obj`, and `use_obj` script functions not working properly in some cases
|
||||
* Fixed **TimeLimit=-3** not returning the correct year, and removed the setting value -2 (Now it works the same as -3)
|
||||
* Fixed **TimeLimit=-3** not returning the correct year, and removed the setting value of -2 (Now it works the same as -3)
|
||||
* Fixed the mouse cursor lag on the world map when **WorldMapFPSPatch** is enabled
|
||||
* Fixed issues with the game speed tweak. Now the game speed will be temporarily set to normal speed when in the inventory or dialogue, and it doesn't affect the endgame slideshow
|
||||
* Fixed and improved the functionality of **UseFileSystemOverride** and `fs_*` script functions
|
||||
@@ -691,7 +869,7 @@ Various bug fixes and features based on the work by Mr.Stalin:
|
||||
* Fixed **DX9** mode not showing movie subtitles properly when not using the hi-res patch
|
||||
* Fixed **DisplayBonusDamage** not being applied to Melee Damage stat on the character screen when **BonusHtHDamageFix** is enabled
|
||||
* Improved the functionality of **ExtraSaveSlots**: added sound effect when clicking on the navigation buttons
|
||||
* Improved the fix for `start_gdialog` script function to fix a crash if calling `start_gdialog` outside of the `talk_p_proc` procedure for talking heads
|
||||
* Improved the functionality of **StartGDialogFix** to fix a crash when calling `start_gdialog` outside the `talk_p_proc` procedure for talking heads
|
||||
* Added a fix for the exploit that allows you to gain excessive skill points from **Tag!** perk before leaving the character screen
|
||||
* Added an option to change the limit of how many protos per type can be loaded into memory at once, and improved the functionality of `set_proto_data` script function to be able to automatically increase the limit when needed
|
||||
* Added an option to skip the **'Move Items'** window when taking items from containers or corpses and not holding down **ItemFastMoveKey**
|
||||
@@ -722,18 +900,18 @@ Various bug fixes and features based on the work by Mr.Stalin:
|
||||
Original engine bug fixes and various features based on the work by Mr.Stalin:
|
||||
* Implemented a **code injection system for game hooks**. In previous versions, the code of game hooks was always executed even if there is no corresponding hook script. Now the code of a game hook only gets injected into the game when the corresponding hook script exists
|
||||
* Code refactoring for some hook scripts
|
||||
* 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
|
||||
* Improved the functionality of **ExtraGameMsgFileList** to allow manually assigning numbers to specific msg files
|
||||
* Improved the functionality of `HOOK_AMMOCOST` hook script when **CheckWeaponAmmoCost** is enabled
|
||||
* Improved and expanded the functionality of **UseScrollingQuestsList** to display page numbers and add another set of scroll buttons
|
||||
* Expanded `is_iface_tag_active` script function to check tag value of 0/1/2 (sneak/poisoned/radiated)
|
||||
* Expanded `is_iface_tag_active` script function to check tag values of 0/1/2 (sneak/poisoned/radiated)
|
||||
* Added a fix for missing AC/DR mod stats when examining ammo in the barter screen
|
||||
* 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 holodisk list in the pipboy
|
||||
* Added a fix for the clickability issue of the holodisk list in the pipboy
|
||||
* Added a fix for the broken `obj_can_hear_obj` script function
|
||||
* Added a fix for multihex critters moving too close and overlapping their targets in combat
|
||||
* Added a fix for AI not checking weapon perks properly when choosing the best weapon in combat
|
||||
* Added a fix for AI not checking weapon perks properly when choosing the best weapon
|
||||
* Added an option to keep the selected attack mode when moving the weapon between active item slots
|
||||
* Added an option to set the number of additional notification boxes to the interface
|
||||
* Added an option to load alternative dialog msg and subtitle files for female PC (translation friendly)
|
||||
@@ -786,7 +964,7 @@ Original engine bug fixes and various features based on the work by Mr.Stalin:
|
||||
## 4.0.3
|
||||
* Fixed the broken **ExtraGameMsgFileList** option
|
||||
* Fixed a bug in **NPC combat control mod** that increases the rank of **Gecko Skinning** perk when the combat ends
|
||||
* Fixed `add_mult_objs_to_inven` script function only adding 500 of an object when the value of the **'count'** argument is over 99999
|
||||
* Fixed `add_mult_objs_to_inven` script function adding only 500 instances of an object when the value of the **'count'** argument is over 99999
|
||||
* Improved the fix for player's base EMP DR to make sure the value is set correctly
|
||||
* **Item highlighting mod** now only highlights lootable corpses
|
||||
|
||||
@@ -802,7 +980,7 @@ Original engine bug fixes and various features based on the work by Mr.Stalin:
|
||||
## 4.0
|
||||
* The build environment is now **Visual Studio 2015**, and Win XP SP2 and Win 2000 are no longer supported
|
||||
* Extensive code reorganizing/rewrite was made in the effort to tidy up sfall code base accumulated over the years and make it easier to read, understand, and extend. Main code was split into separate **'modules'**. Code for interacting with Fallout 2 engine was moved and expanded to allow for engine manipulations without using too much Assembly code
|
||||
* 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
|
||||
* **Item highlighting mod** is moved from sfall into a separate script (`gl_highlighting.int`) and extended with new options
|
||||
* **NPC combat control mod** is moved from sfall into a separate script (`gl_partycontrol.int`)
|
||||
* Related options of **item highlighting** and **NPC combat control** mods were moved from `ddraw.ini` into a separate `sfall-mods.ini`
|
||||
@@ -844,7 +1022,7 @@ 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
|
||||
|
||||
@@ -852,7 +1030,7 @@ Original engine bug fixes and various features based on the work by Crafty:
|
||||
* Fixed broken `call_offset_*` script functions
|
||||
* Fixed **OverrideMusicDir** not using the correct path string
|
||||
* Fixed a bug in `metarule2_explosions` function that caused damage type change not to work
|
||||
* Fixed a crash if calling `reg_anim_obj_run_to_tile` after `reg_anim_combat_check`
|
||||
* Fixed a crash when calling `reg_anim_obj_run_to_tile` after `reg_anim_combat_check`
|
||||
* Changed `sfallgv.sav` to be loaded before other save game files to make saved arrays available in the start procedure
|
||||
* Changed **BodyHit_Torso** to **BodyHit_Torso_Uncalled** because it sets both *body_torso* and *body_uncalled* hit modifiers
|
||||
|
||||
@@ -922,7 +1100,7 @@ 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
|
||||
|
||||
@@ -955,7 +1133,7 @@ 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
|
||||
@@ -969,4 +1147,4 @@ 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>.
|
||||
|
||||
@@ -1,8 +1,8 @@
|
||||
# sfall
|
||||
|
||||
[](https://www.gnu.org/licenses/gpl-3.0)
|
||||
[](https://github.com/phobos2077/sfall/actions/workflows/build.yml)
|
||||
[](https://github.com/phobos2077/sfall/actions/workflows/gh-pages.yml)
|
||||
[](https://github.com/phobos2077/sfall/actions/workflows/build.yml)
|
||||
[](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.
|
||||
|
||||
@@ -37,7 +37,7 @@ Delete `ddraw.dll`, `ddraw.ini`, and `sfall.dat` from your Fallout directory, an
|
||||
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.
|
||||
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 items between inventory lists by simply clicking on them. Pressing **left Shift** will highlight items on the ground, and holding the key will let you move an entire stack of items at once. 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.
|
||||
@@ -46,7 +46,7 @@ You need to set DLL overrides for `ddraw.dll` to __"native, builtin"__ in `winec
|
||||
|
||||
### Prerequisites:
|
||||
|
||||
* Visual Studio 2015 with **Windows XP support for C++** component. If you're using Visual Studio 2017/2019/2022, make sure to install **VS 2015 C++ build tools (v140)**.
|
||||
* Visual Studio 2015 with **"Windows XP support for C++"** component. If you're using Visual Studio 2017/2019/2022, make sure to install **"VC++ 2015.3 v14.00 (v140) toolset for desktop"** component as well.
|
||||
* [DirectX SDK (June 2010)](https://www.microsoft.com/en-us/download/details.aspx?id=6812). You will also need `ddraw.lib` from DXSDK February 2010 and `dinput.lib` from DXSDK August 2007. Both files can be found in the [DirectX SDK Collection repo](https://github.com/NovaRain/DXSDK_Collection).
|
||||
* [DirectX Runtime (June 2010)](https://www.microsoft.com/en-us/download/details.aspx?id=8109). You can also install it from DirectX SDK installer.
|
||||
|
||||
@@ -56,6 +56,19 @@ You need to set DLL overrides for `ddraw.dll` to __"native, builtin"__ in `winec
|
||||
2. Open the solution file and build with the **ReleaseXP** configuration (this is the one used for sfall releases).
|
||||
3. If everything is set up correctly, you should have a new sfall `ddraw.dll` in your Fallout 2 directory.
|
||||
|
||||
### Minimalist Setup:
|
||||
|
||||
If you don't need a full-fledged IDE, you can use Visual Studio Build Tools instead. Taking [Visual Studio 2017 Build Tools](https://aka.ms/vs/15/release/vs_buildtools.exe) for example:
|
||||
1. Install using the command line:
|
||||
```
|
||||
vs_BuildTools.exe --add Microsoft.VisualStudio.Workload.VCTools --add Microsoft.VisualStudio.Workload.MSBuildTools --add Microsoft.VisualStudio.Component.VC.140 --add Microsoft.VisualStudio.Component.WinXP --add Microsoft.VisualStudio.ComponentGroup.NativeDesktop.WinXP --passive
|
||||
```
|
||||
2. Set up a `postbuild.cmd` using the template from the repo.
|
||||
3. Use MSBuild in **x86 Native Tools Command Prompt** to build sfall:
|
||||
```
|
||||
MSBuild.exe ddraw.sln /t:Clean;Build /p:Configuration=ReleaseXP /p:Platform=Win32
|
||||
```
|
||||
|
||||
## Additional info
|
||||
|
||||
* [Changelog](CHANGELOG.md)
|
||||
|
||||
+19
-12
@@ -8,9 +8,7 @@ author: '@wipe2238'
|
||||
#
|
||||
# - name: Build sfall
|
||||
# id: sfall
|
||||
# uses: phobos2077/sfall@develop
|
||||
# with:
|
||||
# release-xp: true
|
||||
# uses: sfall-team/sfall@master
|
||||
#
|
||||
# - name: Copy sfall to mod directory
|
||||
# run: copy "${{ steps.sfall.outputs.release-xp }}" "my/mod/directory/ddraw.dll"
|
||||
@@ -22,11 +20,13 @@ inputs:
|
||||
|
||||
release-xp:
|
||||
description: 'Set to true to enable building with ReleaseXP configuration'
|
||||
required: true
|
||||
required: false
|
||||
default: true
|
||||
|
||||
dev-xp:
|
||||
description: 'Set to true to enable building with DevXP configuration'
|
||||
required: true
|
||||
required: false
|
||||
default: false
|
||||
|
||||
# Outputs are always using Windows directory separator (`\`)
|
||||
outputs:
|
||||
@@ -49,7 +49,7 @@ runs:
|
||||
# Quick check for things which should never happen
|
||||
- name: Sanity checks
|
||||
run: |
|
||||
if [[ "${{ runner.os }}" != "Windows" ]]; then
|
||||
if [[ "$RUNNER_OS" != "Windows" ]]; then
|
||||
echo "[ERROR] This action can only be used on Windows"
|
||||
exit 1
|
||||
elif [[ "${{ inputs.release-xp }}" != "true" ]] && [[ "${{ inputs.dev-xp }}" != "true" ]]; then
|
||||
@@ -68,7 +68,7 @@ runs:
|
||||
|
||||
# DXSDK directory must be prepared only once, in case action is used N times
|
||||
# Using `.lib` suffix to make sure directory is ignored by git in exotic scenarios
|
||||
# Using `::set-output` to make sure workflow environment remains unchanged
|
||||
# Using $GITHUB_OUTPUT to make sure workflow environment remains unchanged
|
||||
- name: Prepare DXSDK directory
|
||||
id: dxsdk
|
||||
run: |
|
||||
@@ -85,8 +85,19 @@ runs:
|
||||
echo "dir=$(cygpath --windows "$DXSDK_DIR/DXSDK_Jun2010/")" >> $GITHUB_OUTPUT
|
||||
shell: bash
|
||||
|
||||
# Install VS 2015 C++ build tools and WinXP Support components via Chocolatey
|
||||
- name: Prepare VS 2015 C++ build tools
|
||||
id: vs2015_tools
|
||||
run: |
|
||||
echo "::group::Prepare VS 2015 C++ build tools"
|
||||
|
||||
choco install visualstudio2017buildtools --package-parameters "--add Microsoft.VisualStudio.Workload.VCTools --add Microsoft.VisualStudio.Workload.MSBuildTools --add Microsoft.VisualStudio.Component.VC.140 --add Microsoft.VisualStudio.Component.WinXP --add Microsoft.VisualStudio.ComponentGroup.NativeDesktop.WinXP --passive"
|
||||
|
||||
echo "::endgroup::"
|
||||
shell: bash
|
||||
|
||||
# MSBuild is not in PATH on Windows machines
|
||||
# Using `::set-output` to make sure workflow environment remains unchanged
|
||||
# Using $GITHUB_OUTPUT to make sure workflow environment remains unchanged
|
||||
- name: Prepare MSBuild
|
||||
id: msbuild
|
||||
run: |
|
||||
@@ -98,7 +109,6 @@ runs:
|
||||
echo "::endgroup::"
|
||||
shell: bash
|
||||
|
||||
# Creating empty `PostBuild.cmd` to avoid false-positive build error
|
||||
- name: Build ReleaseXP
|
||||
id: build-release-xp
|
||||
run: |
|
||||
@@ -106,7 +116,6 @@ runs:
|
||||
echo ::group::Build ReleaseXP
|
||||
|
||||
#
|
||||
# echo "@echo off" > "$GITHUB_ACTION_PATH/sfall/PostBuild.cmd"
|
||||
"${{ steps.msbuild.outputs.exe }}" "$GITHUB_ACTION_PATH/sfall/ddraw.sln" -p:Configuration=ReleaseXP -p:Platform=Win32 -p:PlatformToolset=v140_xp
|
||||
#
|
||||
echo "ddraw-dll=$(cygpath --windows "$GITHUB_ACTION_PATH/sfall/ReleaseXP/ddraw.dll")" >> $GITHUB_OUTPUT
|
||||
@@ -117,7 +126,6 @@ runs:
|
||||
DXSDK_DIR: ${{ steps.dxsdk.outputs.dir }}
|
||||
shell: bash
|
||||
|
||||
# Creating empty `PostBuild.cmd` to avoid false-positive build error
|
||||
- name: Build DevXP
|
||||
id: build-dev-xp
|
||||
run: |
|
||||
@@ -126,7 +134,6 @@ runs:
|
||||
echo "::group::Build DevXP"
|
||||
|
||||
#
|
||||
# echo "@echo off" > "$GITHUB_ACTION_PATH/sfall/PostBuild.cmd"
|
||||
"${{ steps.msbuild.outputs.exe }}" "$GITHUB_ACTION_PATH/sfall/ddraw.sln" -p:Configuration=DevXP -p:Platform=Win32 -p:PlatformToolset=v140_xp
|
||||
#
|
||||
echo "ddraw-dll=$(cygpath --windows "$GITHUB_ACTION_PATH/sfall/DevXP/ddraw.dll")" >> $GITHUB_OUTPUT
|
||||
|
||||
@@ -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
|
||||
@@ -59,6 +79,15 @@ WeaponScopeRangeBonus=5
|
||||
VaultCityInoculationsPoisonBonus=10
|
||||
VaultCityInoculationsRadBonus=10
|
||||
|
||||
;Changes the distance bonus for 'Cautious Nature' perk (ID 80)
|
||||
;Affects where critters spawn in 'surrounding' random encounters without a specified distance
|
||||
;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
|
||||
@@ -72,8 +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)
|
||||
@@ -149,7 +179,6 @@ Enable=0
|
||||
;Skill3-Skill5: The skill to be modified (or -1 for none)
|
||||
;Skill3Mod-Skill5Mod: The increased/decreased value to the modified skill
|
||||
|
||||
;##############################################################################
|
||||
;This is a modification to vanilla perk 0
|
||||
[0]
|
||||
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
|
||||
|
||||
@@ -4,7 +4,7 @@
|
||||
;WeaponAnims codes
|
||||
; 1 - Knife (D)
|
||||
; 2 - Club (E)
|
||||
; 3 - Sledgehammer (F)
|
||||
; 3 - Sledgehammer (F)
|
||||
; 4 - Spear (G)
|
||||
; 5 - Pistol (H)
|
||||
; 6 - SMG (I)
|
||||
|
||||
@@ -1,7 +1,7 @@
|
||||
;WeaponAnims codes
|
||||
; 1 - Knife (D)
|
||||
; 2 - Club (E)
|
||||
; 3 - Sledgehammer (F)
|
||||
; 3 - Sledgehammer (F)
|
||||
; 4 - Spear (G)
|
||||
; 5 - Pistol (H)
|
||||
; 6 - SMG (I)
|
||||
@@ -76,7 +76,8 @@ Default=16777346
|
||||
Jacket=16777346
|
||||
Leather=16777347
|
||||
Metal=16777348
|
||||
Combat=16777226
|
||||
Combat=16777367
|
||||
Robe=16777368
|
||||
|
||||
; Kitsune (RP)
|
||||
[6]
|
||||
|
||||
@@ -1,9 +1,12 @@
|
||||
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)
|
||||
Drugs.ini: Lets you override/add drugs to the game (associated object PIDs, addiction duration, 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
|
||||
|
||||
@@ -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 outline color for items; available colors:
|
||||
; 1 - glowing red
|
||||
; 2 - red
|
||||
; 4 - grey
|
||||
@@ -26,10 +26,20 @@ CheckLOS=1
|
||||
; You can set a custom color from the game palette by multiplying the color index value by 256 (in 4.2.7 or later)
|
||||
OutlineColor=16
|
||||
|
||||
; Set the outline color for containers
|
||||
; For empty containers, set the color to 0 to disable highlighting
|
||||
OutlineColorContainers=32
|
||||
OutlineColorContainersEmpty=4
|
||||
|
||||
; Set the outline color for corpses
|
||||
; For empty corpses, set the color to 0 to disable highlighting
|
||||
OutlineColorCorpses=32
|
||||
OutlineColorCorpsesEmpty=4
|
||||
|
||||
; Motion Scanner mode:
|
||||
; 0 - ignored
|
||||
; 1 - requires Motion Scanner present in player inventory to activate highlighting
|
||||
; 2 - requires Motion Scanner and also requires 1 charge on every use (depleted scanner will not work anymore)
|
||||
; 1 - requires Motion Sensor to be present in the player's inventory to activate highlighting
|
||||
; 2 - requires Motion Sensor and consumes 1 charge on every use (depleted sensor will not work anymore)
|
||||
MotionScanner=0
|
||||
|
||||
|
||||
@@ -40,10 +50,10 @@ MotionScanner=0
|
||||
;Set to 2 to control all party members
|
||||
;Set to 3 to let you use the command cursor to specify targets for party members to attack in combat
|
||||
Mode=0
|
||||
;If you want to control only specific critters, uncomment the PIDList line and set a comma delimited list of PIDs
|
||||
;If you want to control only specific critters, uncomment the PIDList line and set a comma-delimited list of PIDs
|
||||
;PIDList=62,89,97,107,160,161
|
||||
|
||||
;Set a comma delimited list of perk IDs for perks to be inherited from the player during the combat control
|
||||
;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
|
||||
|
||||
+102
-70
@@ -1,5 +1,5 @@
|
||||
;sfall configuration settings
|
||||
;v4.4
|
||||
;v4.5
|
||||
|
||||
[Main]
|
||||
;Set to 1 to enable the built-in High Resolution Patch mode that is similar to the hi-res patch by Mash
|
||||
@@ -7,7 +7,7 @@
|
||||
HiResMode=1
|
||||
|
||||
;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
|
||||
@@ -34,7 +34,7 @@ UseCommandLine=0
|
||||
|
||||
;XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
|
||||
[Speed]
|
||||
;Set to 1 to enable options related to the game speed adjustment (SpeedMulti#, SpeedKey#, SpeedModKey, and SpeedToggleKey)
|
||||
;Set to 0 to disable everything in this section
|
||||
Enable=1
|
||||
|
||||
;The speeds corresponding to each slot in percent. (i.e. 100 is normal speed)
|
||||
@@ -57,10 +57,11 @@ SpeedMultiInitial=100
|
||||
;Set to 0 for 8 bit fullscreen
|
||||
;Set to 4 for DX9 fullscreen
|
||||
;Set to 5 for DX9 windowed
|
||||
;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)
|
||||
;Set to 6 for DX9 fullscreen windowed (the resolution in f2_res.ini should be in 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
|
||||
;Note: When using an external DirectDraw wrapper (ddraw.dll file in <GameRoot>\wrapper\), DX9 mode will not be available
|
||||
Mode=0
|
||||
|
||||
;If using a DX9 mode, this changes the resolution
|
||||
@@ -109,15 +110,24 @@ FadeMultiplier=100
|
||||
;XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
|
||||
[Interface]
|
||||
;Set to 1 to expand the number of action points displayed on the interface bar
|
||||
;Requires new IFACE_E.frm and HR_IFACE_<res>E.frm files in art\intrface\ (included in sfall.dat) to display correctly
|
||||
;The minimum supported version of High Resolution Patch is 4.1.8
|
||||
;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 barter/trade interface with 4 item slots per table instead of 3
|
||||
;Requires the hi-res patch/mode and new BARTER_E.frm and TRADE_E.frm files in art\intrface\ (included in sfall.dat)
|
||||
;The screen resolution must be set to at least 640x528
|
||||
;The only supported version of the hi-res patch is v4.1.8
|
||||
ExpandBarter=0
|
||||
|
||||
;Set to 1 to use the expanded inventory/loot screens with 8 vertical slots instead of 6
|
||||
;Requires new INVBOX_E.frm, LOOT_E.frm, and USE_E.frm files in art\intrface\ (included in sfall.dat)
|
||||
ExpandInventory=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
|
||||
;Requires High Resolution Patch v4.1.8 and a new WORLDMAP.frm file in art\intrface\ (included in sfall.dat)
|
||||
;The resolution of the hi-res patch must be set to at least 890x720
|
||||
;Requires the hi-res patch/mode and a new WORLDMAP.frm file in art\intrface\ (included in sfall.dat)
|
||||
;The screen resolution must be set to at least 890x720
|
||||
ExpandWorldMap=0
|
||||
|
||||
;Set to 1 to draw a dotted line while traveling on the world map (similar to Fallout 1)
|
||||
@@ -146,7 +156,7 @@ 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
|
||||
|
||||
@@ -175,7 +185,7 @@ UseScrollWheel=1
|
||||
;Set to 0 to only ever scroll 1 click
|
||||
ScrollMod=0
|
||||
|
||||
;Adjusts mouse sensitivity to some percentage of normal.
|
||||
;Adjusts mouse sensitivity to some percentage of normal
|
||||
;Negative values are valid if you want your mouse axis reversed for some reason
|
||||
MouseSensitivity=100
|
||||
|
||||
@@ -218,32 +228,43 @@ 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 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
|
||||
|
||||
;A key to hold down to let you move/drop a whole stack of items at once without the 'Move Items' window
|
||||
;Set to 0 if you don't want to use a modifier key, or a DX scancode otherwise
|
||||
ItemFastMoveKey=29
|
||||
;A key to hold down to let you move/drop an entire stack of items at once without the 'Move Items' window
|
||||
;Set to 0 if you don't want a fast move key, or a DX scancode otherwise
|
||||
ItemFastMoveKey=42
|
||||
|
||||
;Set to 1 to skip the 'Move Items' window when taking items from containers or corpses and not holding down ItemFastMoveKey
|
||||
;Requires ItemFastMoveKey to be enabled
|
||||
FastMoveFromContainer=0
|
||||
|
||||
;A key to hold down to let you move items between inventory lists by simply clicking on them
|
||||
;In the inventory screen, items from the main inventory list will go to appropriate slots
|
||||
;Set to 0 if you don't want a skip drag key, or a DX scancode otherwise
|
||||
;Can be mapped to the same key as ItemFastMoveKey for a combined effect
|
||||
ItemMoveSkipDragKey=29
|
||||
|
||||
;A key to press to open a debug game editor
|
||||
;Set to 0 to disable, or a DX scancode otherwise
|
||||
;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
|
||||
@@ -261,7 +282,7 @@ 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
|
||||
@@ -288,13 +309,15 @@ 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
|
||||
@@ -305,7 +328,7 @@ FemaleDialogMsgs=0
|
||||
;The text must be enclosed in angle brackets (example: <MaleText^FemaleText>)
|
||||
DialogGenderWords=0
|
||||
|
||||
;To change the default and starting player models, uncomment the next four lines.
|
||||
;To change the default and starting player models, uncomment the next four lines
|
||||
;The default models can also be changed in-game via script
|
||||
;MaleStartModel=hmwarr
|
||||
;MaleDefaultModel=hmjmps
|
||||
@@ -340,23 +363,23 @@ Movie17=credits.mve
|
||||
;StartDay=-1
|
||||
|
||||
;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.
|
||||
;Defaults are 480 in the x direction and 400 in the y direction
|
||||
;Does not work with the hi-res patch by Mash!
|
||||
;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
|
||||
;If you use this, you need to provide the extra descriptions in proto.msg (entries from 1450 to 1487 are names and 1488 to 1525 are descriptions)
|
||||
;Changing this option mid game will not invalidate old save games, but the player's kill counters will be completely screwed.
|
||||
;Changing this option mid game will not invalidate old save games, but the player's kill counters will be completely screwed
|
||||
;Setting this to 1 may cause problems if the player kills more than 32767 of any one critter type
|
||||
;Additional kill types must have their new critical tables set! (See the OverrideCriticalTable option)
|
||||
ExtraKillTypes=0
|
||||
|
||||
;Choose the damage formula used to calculate combat damage.
|
||||
;Choose the damage formula used to calculate combat damage
|
||||
;Don't set this to anything other than 0 unless another mod you're using explicitly tells you to!
|
||||
;0 - Fallout default
|
||||
;1 - Glovz's Damage Fix
|
||||
@@ -364,7 +387,7 @@ ExtraKillTypes=0
|
||||
;5 - Haenlomal's Yet Another Ammo Mod
|
||||
DamageFormula=0
|
||||
|
||||
;Prevents you from using 0 to escape from dialogue at any time.
|
||||
;Prevents you from using 0 to escape from dialogue at any time
|
||||
DialogueFix=1
|
||||
|
||||
;Prevents you from using number keys to enter unvisited areas on a town map
|
||||
@@ -373,9 +396,9 @@ TownMapHotkeysFix=1
|
||||
;Set to 1 to disable the Horrigan encounter
|
||||
DisableHorrigan=0
|
||||
|
||||
;Set to 1 to disable the random element in NPC levelling.
|
||||
;This will cause all NPC party members to automatically level up as soon as the player reaches the requirements
|
||||
NPCAutoLevel=0
|
||||
;Set to 1 to disable the random element in party member leveling
|
||||
;This will prevent party members from randomly leveling up early and instead level them up at defined intervals
|
||||
PartyMemberNonRandomLevelUp=0
|
||||
|
||||
;Change the initial starting location and world map viewport
|
||||
;Leave at -1 for default
|
||||
@@ -385,7 +408,7 @@ 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
|
||||
@@ -395,13 +418,14 @@ OverrideArtCacheSize=0
|
||||
;Set to 2 to block all saving in combat
|
||||
SaveInCombatFix=1
|
||||
|
||||
;Uncomment and set a comma delimited list of numbers to use a custom xp table.
|
||||
;Uncomment and set a comma-delimited list of numbers to use a custom xp table
|
||||
;Player's level is capped once the highest specified level is reached
|
||||
;XPTable=50,100,200
|
||||
|
||||
;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 and cannot be disabled (kept for reference only)
|
||||
AdditionalWeaponAnims=1
|
||||
|
||||
;Uncomment these lines to modify the default modifiers for aimed shots at specific bodyparts
|
||||
@@ -438,11 +462,8 @@ 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
|
||||
@@ -453,18 +474,13 @@ EnableHeroAppearanceMod=0
|
||||
;Set to 2 to also skip the splash screen
|
||||
SkipOpeningMovies=0
|
||||
|
||||
;Causes NPCs who complete their combat turn with AP left over will try and find other ways to spend it.
|
||||
;Only NPCs with AP left equal to or greater than the value given here will be considered.
|
||||
;Causes NPCs who complete their combat turn with AP left over will try and find other ways to spend it
|
||||
;Only NPCs with AP left equal to or greater than the value given here will be considered
|
||||
;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
|
||||
@@ -493,27 +509,27 @@ UseScrollingQuestsList=1
|
||||
;PremadeFIDs=201,203,202
|
||||
|
||||
;Use this line to modify the list of cities and their associated global variables used for city reputations
|
||||
;Syntax is 'city id:global id', with each city/global pair separated by a comma.
|
||||
;Syntax is 'city id:global id', with each city/global pair separated by a comma
|
||||
;CityRepsList=0:47,2:48,1:49,4:50,5:51,3:52,8:53,6:54,7:55,13:56,10:57,11:59,14:61,17:63,19:64,18:65,25:66,9:294,20:308
|
||||
|
||||
;Set this to a valid path to save a copy of the console contents
|
||||
;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
|
||||
|
||||
;Set to 1 to speed up the HP/AC counter animations
|
||||
;Set to 2 to update the HP/AC counters instantly
|
||||
;Set to 3 to update the AC counter instantly when switching to other controlled critters in combat
|
||||
SpeedInterfaceCounterAnims=0
|
||||
|
||||
;These lines allow you to control the karma FRMs displayed on the character screen
|
||||
@@ -535,7 +551,7 @@ BoxBarCount=5
|
||||
;The line must contain the same number of digits as the value of BoxBarCount, each either a 0 for green or 1 for red
|
||||
;BoxBarColours=00000
|
||||
|
||||
;Set to 1 to fix the bug that caused bonus HtH damage to not be applied correctly.
|
||||
;Set to 1 to fix the bug that caused bonus HtH damage to not be applied correctly
|
||||
BonusHtHDamageFix=1
|
||||
|
||||
;Set to 1 to display additional points of damage from Bonus HtH/Ranged Damage perks in the inventory
|
||||
@@ -578,7 +594,7 @@ CritterInvSizeLimitMode=0
|
||||
CritterInvSizeLimit=200
|
||||
|
||||
;Some bit flags to alter behaviour of the motion sensor
|
||||
;1 - Allow sensor use on automap when motion sensor is in pack rather than hands
|
||||
;1 - Allow sensor use on automap when the motion sensor is in the pack rather than hands
|
||||
;2 - Motion sensor doesn't require charges
|
||||
MotionScannerFlags=1
|
||||
|
||||
@@ -597,7 +613,7 @@ DisablePipboyAlarm=0
|
||||
;MainMenuCreditsOffsetX=0
|
||||
;MainMenuCreditsOffsetY=0
|
||||
|
||||
;Prevents you from using super stims on a critter who is at full health.
|
||||
;Prevents you from using super stims on a critter who is at full health
|
||||
SuperStimExploitFix=0
|
||||
|
||||
;Change the AP cost for accessing inventory in combat, and the related effect of Quick Pockets perk
|
||||
@@ -652,6 +668,10 @@ ReloadReserve=-1
|
||||
;Set to 1 to change the counter in the 'Move Items' window to start with maximum number, except in the barter screen
|
||||
ItemCounterDefaultMax=0
|
||||
|
||||
;Set to 1 to enable money/caps auto-balancing in the barter screen
|
||||
;When moving money/caps to or from the table, the 'Move Items' window will be pre-filled with the correct balancing amount
|
||||
ItemCounterAutoCaps=0
|
||||
|
||||
;Set to 1 to leave the music playing in dialogue with talking heads
|
||||
EnableMusicInDialogue=0
|
||||
|
||||
@@ -672,10 +692,11 @@ 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
|
||||
;To add additional game msg files, uncomment the next line and set a comma-delimited list of filenames without .msg extension
|
||||
;By default, the files will have consecutive numbers assigned beginning with 0
|
||||
;You can use the syntax 'filename:number' to manually assign numbers to specific msg files, with each pair separated by a comma
|
||||
;If a file after the specified pair does not have a number assigned, it will have the next consecutive number from the last pair
|
||||
@@ -688,16 +709,13 @@ NumbersInDialogue=0
|
||||
;Set to 1 to use Fallout's normal text font instead of DOS-like font on the world map
|
||||
WorldMapFontPatch=0
|
||||
|
||||
;Set to 1 to use Fallout's normal text font for death screen subtitles
|
||||
;Set to 1 to use Fallout's normal text font instead of DOS-like font for death screen subtitles
|
||||
;Requires changing the color of subtitles in death.pal palette to white color (index 220) to display the text correctly
|
||||
DeathScreenFontPatch=0
|
||||
|
||||
;Set to 1 to display full item description for weapon/ammo in the barter screen
|
||||
FullItemDescInBarter=0
|
||||
|
||||
;Set to 1 to display experience points with the bonus from Swift Learner perk when gained from non-scripted situations
|
||||
DisplaySwiftLearnerExp=1
|
||||
|
||||
;Set to 1 to display party member's current level/AC/addict flag on the combat control panel
|
||||
PartyMemberExtraInfo=0
|
||||
|
||||
@@ -756,7 +774,7 @@ AIBestWeaponFix=1
|
||||
;Set to 2 to allow NPCs to use only the drugs listed in chem_primary_desire and healing drugs (stimpaks and healing powder)
|
||||
;Note: chem_primary_desire without fixes prevents the specified item from being consumed if all three values in the list are the same PID
|
||||
;chem_primary_desire also works as a priority list of drug items the NPC will try to pick up in combat when they are on the ground
|
||||
AIDrugUsePerfFix=0
|
||||
AIDrugUsePerfFix=1
|
||||
|
||||
;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 perform First Aid/Doctor skills when you use them on the player, but only if
|
||||
@@ -769,15 +787,25 @@ 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
|
||||
@@ -817,11 +845,6 @@ DisableSpecialAreas=0
|
||||
|
||||
;XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
|
||||
[Scripts]
|
||||
;Comma-separated list of masked paths to load global scripts from
|
||||
;Only use single backslash \ as the directory separator
|
||||
;Paths outside of scripts folder are supported
|
||||
GlobalScriptPaths=scripts\gl*.int,scripts\sfall\gl*.int
|
||||
|
||||
;Uncomment the option to specify an additional directory for ini files used by scripts
|
||||
;The game will search for ini files first relative to this directory and then relative to the root directory if not found
|
||||
;The path length is limited to 61 characters
|
||||
@@ -861,11 +884,20 @@ SkipCompatModeCheck=0
|
||||
;show_script_messages=1
|
||||
;show_tile_num=1
|
||||
;[sound]
|
||||
;debug=0
|
||||
;debug_sfxc=0
|
||||
;debug=1
|
||||
;debug_sfxc=1
|
||||
;-------
|
||||
DebugMode=0
|
||||
|
||||
;Changes the font used for debug output in the internal debug window (DebugMode 1 or 3)
|
||||
;Set to 1 to use Fallout's normal text font instead of DOS-like font
|
||||
DebugWindowFont=0
|
||||
|
||||
;Changes the width of the internal debug window (valid range: 300..1920; default is 300)
|
||||
DebugWindowWidth=300
|
||||
;Changes the height of the internal debug window (valid range: 192..1080; default is 192)
|
||||
DebugWindowHeight=192
|
||||
|
||||
;Set to 1 to hide error messages in debug output when a null value is passed to the function as an object
|
||||
HideObjIsNullMsg=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.
@@ -0,0 +1,429 @@
|
||||
/*
|
||||
This script reimplements the healing skills of the original game.
|
||||
This version uses a refactored code with no less code duplication, but potentially some minor differences from vanilla.
|
||||
You can use this to make any tweaks you want to these skills.
|
||||
*/
|
||||
|
||||
#include "../../scripting/headers/define_lite.h"
|
||||
#include "../../scripting/headers/define_extra.h"
|
||||
#include "../../scripting/headers/sfall.h"
|
||||
#include "../../scripting/headers/lib.arrays.h"
|
||||
#include "../../scripting/headers/lib.math.h"
|
||||
|
||||
#define PID_FIRST_AID_KIT (47)
|
||||
#define PID_DOCTORS_BAG (91)
|
||||
#define PID_FIELD_MEDIC_KIT (408)
|
||||
#define PID_PARAMEDICS_BAG (409)
|
||||
|
||||
#define DAM_CRIP (DAM_CRIP_ARM_LEFT bwor DAM_CRIP_ARM_RIGHT bwor DAM_CRIP_LEG_LEFT bwor DAM_CRIP_LEG_RIGHT bwor DAM_BLIND)
|
||||
#define COMBAT_STATE_FLEEING (4)
|
||||
|
||||
#define critter_max_hp(cr) get_critter_stat(cr, STAT_max_hit_points)
|
||||
#define critter_cur_hp(cr) get_critter_stat(cr, STAT_current_hp)
|
||||
#define critter_has_dmg_flag(cr, flag) ((get_object_data(cr, OBJ_DATA_DAMAGE_FLAGS) bwand flag) != 0)
|
||||
|
||||
#define clear_critter_flag(cr, offset, flag) set_object_data(cr, offset, get_object_data(cr, offset) bwand bwnot(flag))
|
||||
#define clear_critter_dmg_flag(cr, flag) clear_critter_flag(cr, OBJ_DATA_DAMAGE_FLAGS, flag)
|
||||
#define clear_critter_combat_flag(cr, flag) clear_critter_flag(cr, OBJ_DATA_COMBAT_STATE, flag)
|
||||
|
||||
#define SKILLS_MAX_USES_PER_DAY (3)
|
||||
|
||||
variable times_skill_used, healable_damage_flags;
|
||||
|
||||
procedure skill_use_slot_available(variable skill) begin
|
||||
variable slot, time, hoursSinceLastUsage, timesUsed;
|
||||
|
||||
// Lazy init array
|
||||
if (not times_skill_used) then
|
||||
times_skill_used := create_array_map;
|
||||
|
||||
if (not times_skill_used[skill]) then
|
||||
times_skill_used[skill] := create_array_list(SKILLS_MAX_USES_PER_DAY);
|
||||
|
||||
timesUsed := times_skill_used[skill];
|
||||
for (slot := 0; slot < SKILLS_MAX_USES_PER_DAY; slot++) begin
|
||||
if (timesUsed[slot] == 0) then
|
||||
return slot;
|
||||
end
|
||||
time := game_time;
|
||||
hoursSinceLastUsage = (time - timesUsed[0]) / ONE_GAME_HOUR;
|
||||
if (hoursSinceLastUsage <= 24) then begin
|
||||
return -1;
|
||||
end
|
||||
return SKILLS_MAX_USES_PER_DAY - 1;
|
||||
end
|
||||
|
||||
procedure skill_use_slot_add(variable skill) begin
|
||||
variable i, timesUsed,
|
||||
slot := skill_use_slot_available(skill);
|
||||
|
||||
if (slot == -1) then
|
||||
return -1;
|
||||
|
||||
timesUsed := times_skill_used[skill];
|
||||
if (timesUsed[slot] != 0) then begin
|
||||
// Shift all earlier use times to make use for the new time.
|
||||
for (i := 0; i < slot; i++) begin
|
||||
timesUsed[i] := timesUsed[i + 1];
|
||||
end
|
||||
end
|
||||
|
||||
timesUsed[slot] = game_time;
|
||||
return 0;
|
||||
end
|
||||
|
||||
procedure critter_is_dead(variable critter) begin
|
||||
if (not critter) then
|
||||
return false;
|
||||
|
||||
if (obj_type(critter) != OBJ_TYPE_CRITTER) then
|
||||
return false;
|
||||
|
||||
if (critter_cur_hp(critter) <= 0) then
|
||||
return true;
|
||||
|
||||
if (is_critter_dead(critter) != 0) then
|
||||
return true;
|
||||
|
||||
return false;
|
||||
end
|
||||
|
||||
procedure critter_body_type(variable critter) begin
|
||||
if (not critter) then begin
|
||||
debug_msg("\nError: critter_body_type: pobj was NULL!");
|
||||
return CR_BODY_BIPED;
|
||||
end
|
||||
|
||||
if (obj_type(critter) != OBJ_TYPE_CRITTER) then
|
||||
return CR_BODY_BIPED;
|
||||
|
||||
return proto_data(obj_pid(critter), cr_body_type);
|
||||
end
|
||||
|
||||
procedure critter_is_crippled(variable critter) begin
|
||||
if (not critter) then
|
||||
return false;
|
||||
|
||||
if (obj_type(critter) != OBJ_TYPE_CRITTER) then
|
||||
return false;
|
||||
|
||||
return critter_has_dmg_flag(critter, DAM_CRIP);
|
||||
end
|
||||
|
||||
procedure get_skill_xp(variable skill) begin
|
||||
switch (skill) begin
|
||||
case SKILL_FIRST_AID: return 25;
|
||||
// case SKILL_REPAIR: return 0; // no exp for repair skill in vanilla!
|
||||
case SKILL_DOCTOR: return 50;
|
||||
default: return 0;
|
||||
end
|
||||
end
|
||||
|
||||
procedure show_skill_use_messages(variable skill, variable successCount := 1) begin
|
||||
variable baseExp, xpToAdd, before, after;
|
||||
if (successCount <= 0) then return;
|
||||
|
||||
baseExp = get_skill_xp(skill);
|
||||
if (baseExp == 0) then return;
|
||||
|
||||
xpToAdd = successCount * baseExp;
|
||||
|
||||
before = get_pc_stat(PCSTAT_experience);
|
||||
|
||||
give_exp_points(xpToAdd);
|
||||
|
||||
after = get_pc_stat(PCSTAT_experience);
|
||||
display_msg(sprintf(mstr_skill(505), after - before));
|
||||
end
|
||||
|
||||
variable sfall_ini_RemoveCriticalTimelimits := -2;
|
||||
|
||||
/**
|
||||
* Exactly like FO2 roll_check function, but without returning "how_much".
|
||||
* @arg {int} rollMod
|
||||
* @arg {int} critSuccessMod
|
||||
*/
|
||||
procedure roll_check(variable rollMod, variable critSuccessMod) begin
|
||||
variable
|
||||
delta := rollMod - random(1, 100),
|
||||
roll, criticalsAllowed;
|
||||
|
||||
if (sfall_ini_RemoveCriticalTimelimits == -2) then
|
||||
sfall_ini_RemoveCriticalTimelimits := get_ini_setting("ddraw.ini|Misc|RemoveCriticalTimelimits");
|
||||
|
||||
criticalsAllowed := (sfall_ini_RemoveCriticalTimelimits > 0) or (game_time >= ONE_GAME_DAY);
|
||||
|
||||
if (delta < 0) then begin
|
||||
return ROLL_CRITICAL_FAILURE
|
||||
if (criticalsAllowed and random(1, 100) <= -delta / 10)
|
||||
else ROLL_FAILURE;
|
||||
end
|
||||
return ROLL_CRITICAL_SUCCESS
|
||||
if (criticalsAllowed and random(1, 100) <= delta / 10 + critSuccessMod)
|
||||
else ROLL_SUCCESS;
|
||||
end
|
||||
|
||||
// 530: damaged eye
|
||||
// 531: crippled left arm
|
||||
// 532: crippled right arm
|
||||
// 533: crippled right leg
|
||||
// 534: crippled left leg
|
||||
#define display_uncrippled_msg(dmgFlagIdx, prefixMsgId) display_msg(sprintf(mstr_skill(prefixMsgId), mstr_skill(530 + dmgFlagIdx)))
|
||||
|
||||
|
||||
/**
|
||||
* A refactored version of skill_use function from the engine, for use with healing skills only. Returns true if skill use was actually attempted.
|
||||
* @arg {ObjectPtr} user
|
||||
* @arg {ObjectPtr} target
|
||||
* @arg {int} skill - First Aid, Doctor or Repair
|
||||
* @arg {int} skillBonus
|
||||
*/
|
||||
procedure use_healing_skill(variable user, variable target, variable skill, variable skillBonus) begin
|
||||
variable curHp, maxHp, healingAttempts, isRobot, isRepair, isFirstAid;
|
||||
|
||||
display_msg(string_format("use_healing_skill: user = %s, target = %s, bonus = %d, skill = %d", obj_name(user), obj_name(target), skillBonus, skill));
|
||||
|
||||
isRobot := (critter_body_type(target) == CR_BODY_ROBOTIC);
|
||||
isRepair := (skill == SKILL_REPAIR);
|
||||
if (isRepair and not isRobot) then begin
|
||||
// You cannot repair that.
|
||||
display_msg(mstr_skill(553));
|
||||
return false;
|
||||
end
|
||||
if (skill_use_slot_available(skill) == -1) then begin
|
||||
// 590: You've taxed your ability with that skill. Wait a while.
|
||||
// 591: You're too tired.
|
||||
// 592: The strain might kill you.
|
||||
display_msg(mstr_skill(590 + random(0, 2)));
|
||||
return false;
|
||||
end
|
||||
if (critter_is_dead(target)) then begin
|
||||
// 512: You can't heal the dead.
|
||||
// 513: Let the dead rest in peace.
|
||||
// 514: It's dead, get over it.
|
||||
display_msg(mstr_skill(512 + random(0, 2)));
|
||||
return false;
|
||||
end
|
||||
|
||||
isFirstAid := (skill == SKILL_FIRST_AID);
|
||||
|
||||
curHp := critter_cur_hp(target);
|
||||
maxHp := critter_max_hp(target);
|
||||
healingAttempts := 1;
|
||||
if (curHp < maxHp or (not isFirstAid and critter_is_crippled(target))) then begin
|
||||
variable skillUseSlotAdded, roll, i, prefixMsg,
|
||||
critChance := get_critter_stat(user, STAT_crit_chance) + skillBonus;
|
||||
|
||||
fade_out;
|
||||
|
||||
// Heal crippled limbs.
|
||||
if (not isFirstAid and (not isRepair or not isRobot) and critter_is_crippled(target)) then begin
|
||||
// Lazy init healable flags
|
||||
if (not healable_damage_flags) then
|
||||
healable_damage_flags := array_fixed([
|
||||
DAM_BLIND,
|
||||
DAM_CRIP_ARM_LEFT,
|
||||
DAM_CRIP_ARM_RIGHT,
|
||||
DAM_CRIP_LEG_RIGHT,
|
||||
DAM_CRIP_LEG_LEFT
|
||||
]);
|
||||
|
||||
for (i := 0; i < len_array(healable_damage_flags); i++) begin
|
||||
if (not critter_has_dmg_flag(target, healable_damage_flags[i])) then
|
||||
continue;
|
||||
|
||||
healingAttempts += 1;
|
||||
roll := roll_vs_skill(user, skill, critChance);
|
||||
if (roll == ROLL_SUCCESS or roll == ROLL_CRITICAL_SUCCESS) then begin
|
||||
clear_critter_dmg_flag(target, healable_damage_flags[i]);
|
||||
clear_critter_combat_flag(target, COMBAT_STATE_FLEEING);
|
||||
// 520: You heal your %s.
|
||||
// 521: You heal the %s.
|
||||
display_uncrippled_msg(i, 520 if (target == dude_obj) else 521);
|
||||
call skill_use_slot_add(skill);
|
||||
skillUseSlotAdded := true;
|
||||
if (user == dude_obj) then
|
||||
call show_skill_use_messages(skill);
|
||||
end else begin
|
||||
// 525: You fail to heal your %s.
|
||||
// 526: You fail to heal the %s.
|
||||
display_uncrippled_msg(i, 525 if (target == dude_obj) else 526);
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
// Restore hit points.
|
||||
roll := (roll_vs_skill(user, skill, critChance) if isFirstAid else roll_check(has_skill(user, skill), critChance))
|
||||
if (isRepair or not isRobot)
|
||||
else ROLL_FAILURE;
|
||||
|
||||
if (roll == ROLL_SUCCESS or roll == ROLL_CRITICAL_SUCCESS) then begin
|
||||
variable
|
||||
minHpToHeal := (1 if isFirstAid else 4),
|
||||
maxHpToHeal := (5 if isFirstAid else 10),
|
||||
hpToHeal;
|
||||
if (user == dude_obj and not isRepair) then begin
|
||||
variable healerRank := has_trait(TRAIT_PERK, user, PERK_healer);
|
||||
minHpToHeal += 4 * healerRank;
|
||||
maxHpToHeal += 10 * healerRank;
|
||||
end
|
||||
hpToHeal = random(minHpToHeal, maxHpToHeal);
|
||||
critter_heal(target, hpToHeal);
|
||||
|
||||
if (user == dude_obj) then begin
|
||||
// You heal %d hit points.
|
||||
display_msg(sprintf(mstr_skill(500), math_min(maxHp - curHp, hpToHeal)));
|
||||
end
|
||||
|
||||
if (not skillUseSlotAdded) then
|
||||
call skill_use_slot_add(skill);
|
||||
|
||||
clear_critter_combat_flag(target, COMBAT_STATE_FLEEING);
|
||||
if (user == dude_obj) then
|
||||
call show_skill_use_messages(skill);
|
||||
end else begin
|
||||
// You fail to do any healing.
|
||||
display_msg(sprintf(mstr_skill(503), how_much(0)));
|
||||
end
|
||||
|
||||
fade_in;
|
||||
end else if (user == dude_obj) then begin
|
||||
// 501: You look healty already
|
||||
// 502: %s looks healthy already
|
||||
display_msg(mstr_skill(501)
|
||||
if (target == dude_obj)
|
||||
else sprintf(mstr_skill(502), obj_name(target)));
|
||||
end
|
||||
if (user == dude_obj) then begin
|
||||
game_time_advance((ONE_GAME_HOUR if (skill == SKILL_DOCTOR) else (30 * ONE_GAME_MINUTE)) * healingAttempts);
|
||||
end
|
||||
// TODO: not sure if this is needed
|
||||
//exec_map_update_scripts
|
||||
return true;
|
||||
end
|
||||
|
||||
|
||||
/**
|
||||
* A partial copy of engine's protinst_use_item_on with code pertinent to healing skills. Returns value for set_sfall_return in useobjon_hook.
|
||||
* @arg {ObjectPtr} user - item user
|
||||
* @arg {ObjectPtr} target - target
|
||||
* @arg {ObjectPtr} item - item
|
||||
* @ret {bool}
|
||||
*/
|
||||
procedure protinst_use_item_on(variable user, variable target, variable item) begin
|
||||
variable begin
|
||||
messageId := -1;
|
||||
skillBonus := 0;
|
||||
skill := -1;
|
||||
end
|
||||
switch (obj_pid(item)) begin
|
||||
case PID_DOCTORS_BAG: begin
|
||||
// The supplies in the Doctor's Bag run out.
|
||||
messageId = 900;
|
||||
skillBonus = 20;
|
||||
skill = SKILL_DOCTOR;
|
||||
end
|
||||
case PID_FIRST_AID_KIT: begin
|
||||
// The supplies in the First Aid Kit run out.
|
||||
messageId = 901;
|
||||
skillBonus = 20;
|
||||
skill = SKILL_FIRST_AID;
|
||||
end
|
||||
case PID_PARAMEDICS_BAG: begin
|
||||
// The supplies in the Paramedic's Bag run out.
|
||||
messageId = 910;
|
||||
skillBonus = 40;
|
||||
skill = SKILL_DOCTOR;
|
||||
end
|
||||
case PID_FIELD_MEDIC_KIT: begin
|
||||
// The supplies in the Field Medic First Aid Kit run out.
|
||||
messageId = 911;
|
||||
skillBonus = 40;
|
||||
skill = SKILL_FIRST_AID;
|
||||
end
|
||||
end
|
||||
if (skill == -1) then
|
||||
return -1;
|
||||
|
||||
if (combat_is_initialized) then begin
|
||||
// You cannot do that in combat.
|
||||
if (user == dude_obj) then
|
||||
display_msg(mstr_proto(902));
|
||||
return 0;
|
||||
end
|
||||
|
||||
if (not use_healing_skill(user, target, skill, skillBonus)) then
|
||||
return 0;
|
||||
|
||||
if (random(1, 10) != 1) then
|
||||
return 0;
|
||||
|
||||
if (user == dude_obj) then
|
||||
display_msg(mstr_proto(messageId));
|
||||
|
||||
return 1;
|
||||
end
|
||||
|
||||
/*
|
||||
Runs when:
|
||||
|
||||
a critter uses an object on another critter. (Or themselves)
|
||||
a critter uses an object from inventory screen AND this object does not have "Use" action flag set and it's not active flare or explosive.
|
||||
player or AI uses any drug
|
||||
This is fired before the object is used, and the relevant use_obj_on script procedures are run. You can disable default item behavior.
|
||||
|
||||
NOTE: You can't remove and/or destroy this object during the hookscript (game will crash otherwise). To remove it, return 1.
|
||||
|
||||
Critter arg0 - The target
|
||||
Critter arg1 - The user
|
||||
int arg2 - The object used
|
||||
|
||||
int ret0 - overrides hard-coded handler and selects what should happen with the item (0 - place it back, 1 - remove it, -1 - use engine handler)
|
||||
*/
|
||||
procedure useobjon_hook begin
|
||||
variable
|
||||
target := get_sfall_arg,
|
||||
user := get_sfall_arg,
|
||||
item := get_sfall_arg,
|
||||
useItemResult;
|
||||
|
||||
useItemResult := protinst_use_item_on(user, target, item);
|
||||
if (useItemResult != -1) then
|
||||
set_sfall_return(useItemResult);
|
||||
end
|
||||
|
||||
/*
|
||||
Runs when using any skill on any object.
|
||||
|
||||
This is fired before the default handlers are called, which you can override. In this case you should write your own skill use handler entirely, or otherwise nothing will happen (this includes fade in/fade out, time lapsing and messages - all of this can be scripted; to get vanilla text messages - use message_str_game along with sprintf). Suggested use - override First Aid/Doctor skills to buff/nerf them, override Steal skill to disallow observing NPCs inventories in some cases.
|
||||
|
||||
Does not run if the script of the object calls script_overrides for using the skill.
|
||||
|
||||
Critter arg0 - The user critter
|
||||
Obj arg1 - The target object
|
||||
int arg2 - skill being used
|
||||
int arg3 - skill bonus from items such as first aid kits
|
||||
|
||||
int ret0 - overrides hard-coded handler (-1 - use engine handler, any other value - override; if it is 0, there will be a 10% chance of removing the used medical item)
|
||||
*/
|
||||
procedure useskill_hook begin
|
||||
variable
|
||||
user := get_sfall_arg,
|
||||
target := get_sfall_arg,
|
||||
skill := get_sfall_arg,
|
||||
skillBonus := get_sfall_arg,
|
||||
isSuccess;
|
||||
|
||||
if (skill == SKILL_FIRST_AID or skill == SKILL_DOCTOR or skill == SKILL_REPAIR) then begin
|
||||
isSuccess := use_healing_skill(user, target, skill, skillBonus);
|
||||
set_sfall_return(0 if isSuccess else 1);
|
||||
end
|
||||
end
|
||||
|
||||
|
||||
procedure start begin
|
||||
if (game_loaded) then begin
|
||||
register_hook_proc(HOOK_USEOBJON, useobjon_hook);
|
||||
register_hook_proc(HOOK_USESKILL, useskill_hook);
|
||||
end
|
||||
end
|
||||
Binary file not shown.
@@ -0,0 +1,56 @@
|
||||
/*
|
||||
|
||||
Molotov Fire Damage mod for Fallout 2 by NovaRain
|
||||
-------------------------------------------------
|
||||
|
||||
- molotov cocktail now inflicts fire damage to critters
|
||||
- molotov cocktail can still blow up some doors and scenery objects as before
|
||||
|
||||
Requires sfall 3.8.4 or higher
|
||||
|
||||
NOTE: this script requires compiler from sfall modderspack with -s option
|
||||
(short circuit evaluation)
|
||||
|
||||
*/
|
||||
|
||||
#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);
|
||||
end
|
||||
end
|
||||
|
||||
procedure afterhitroll_handler begin
|
||||
variable
|
||||
hitType := get_sfall_arg,
|
||||
attacker := get_sfall_arg,
|
||||
target := get_sfall_arg,
|
||||
slot, item;
|
||||
|
||||
if (target and attacker) then begin
|
||||
if (attacker == dude_obj and active_hand == 0) then begin
|
||||
slot := INVEN_TYPE_LEFT_HAND;
|
||||
end else begin
|
||||
slot := INVEN_TYPE_RIGHT_HAND;
|
||||
end
|
||||
item := critter_inven_obj(attacker, slot);
|
||||
|
||||
if (item and obj_pid(item) == PID_MOLOTOV_COCKTAIL) then begin
|
||||
if (obj_type(target) == OBJ_TYPE_SCENERY and hitType > 1) then begin
|
||||
set_proto_data(PID_MOLOTOV_COCKTAIL, PROTO_WP_DMG_TYPE, DMG_explosion);
|
||||
end else begin
|
||||
set_proto_data(PID_MOLOTOV_COCKTAIL, PROTO_WP_DMG_TYPE, DMG_fire);
|
||||
set_attack_explosion_radius(2); // grenade radius
|
||||
set_attack_is_explosion_fire;
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
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Reference in New Issue
Block a user