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@@ -22,7 +22,7 @@ on:
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jobs:
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Build:
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name: sfall
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runs-on: windows-2019
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runs-on: windows-2022
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steps:
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- name: Clone sfall
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+24
-5
@@ -1,5 +1,24 @@
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# Changelog
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## 4.4.7
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* Fixed potential undefined behavior in **FullItemDescInBarter**
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* Fixed the behavior of `break` statement in script compiler and decompiler (`compile.exe` and `int2ssl.exe` in the **modders pack**)
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* Improved the fix for removing floating text messages on the map when moving to another map or elevation
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* Improved the error handling for missing main **.dat** files
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* Removed glass glare from the **'Use Inventory Item On'** window to match other game interfaces
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* Added a fix for a crash when a critter with a powered melee/unarmed weapon ran out of ammo and there was ammo nearby
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* Added a fix to prevent a potential crash when using skills on non-critter objects
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* Added a fix for the duplicate click sound for the 'Done' button in the **'Move Items'** and **'Set Timer'** windows
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* Added a few fixes for slightly misaligned buttons in the pipboy, character screen, and barter screen
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* Added missing sounds to the 'Done' and 'Cancel' buttons in the 'Custom' disposition of the combat control panel
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* Added lowercase `a` as a hotkey for the 'Take All' button (previously only uppercase `A`)
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## 4.4.6.1
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* The compatibility mode check now targets only unsupported Windows versions
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* Changed the way **ProcessorIdle** works to prevent conflicts with **CPU_USAGE_FIX** option in `f2_res.ini`
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* Added a fix to prevent out-of-bounds selection in the file list when loading a character file
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* Added a fix to remove visible newline control characters `\n` when examining items in the barter screen
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## 4.4.6
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* Fixed a bug introduced in 4.3.1 that broke the debug message about a missing critter art file
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* Fixed an issue where an item with a unique ID in the inventory had its ID reset by a non-unique item
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@@ -10,7 +29,7 @@
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* Added a fix for the main menu music not stopping when replaying the intro
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* Added a fix for display issues when highlighting a multiline dialogue option
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* Added a fix for the incorrect message being displayed when attempting to repair a dead robot
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* Added a fix for the double click sound when selecting a location in the Status section of the pipboy
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* Added a fix for the duplicate click sound when selecting a location in the Status section of the pipboy
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* Added a fix for extra hidden buttons below the location list in the Status section of the pipboy
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* Added a fix for map lighting from **Night Vision** perk not updating when loading a saved game
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* Added a fix for an animation glitch when death animations and combat start simultaneously
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@@ -190,7 +209,7 @@
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* Removed **ComputeSprayMod** from `ddraw.ini`. Now **ComputeSpray_\*** options no longer require a master switch
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* Added a fix for a crash when the player equips a weapon overloaded with ammo
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* 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
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* Added missing sounds for the markers on the world map interface (similar to Fallout 1, from Ghosthack)
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* Added missing sounds to the markers on the world map interface (similar to Fallout 1, from Ghosthack)
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## 4.3.4
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* HRP: Fixed a few issues with the main menu
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@@ -267,7 +286,7 @@
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* Added support for using the newline control character `\n` in the object description in `pro_*.msg` files
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* Added support for the new **'Healing Item'** flag to item protos. Now AI will also use items with this flag for healing in combat
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* Added support for the new **'Cannot Use'** flag to the misc flags of item objects. This flag makes a weapon object unusable in combat
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* Added missing sounds for the buttons on the world map interface (similar to Fallout 1 behavior)
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* Added missing sounds to the buttons on the world map interface (similar to Fallout 1 behavior)
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* Added 5 `metarule3` macros for controlling the save slot with scripts to `sfall.h` in the **modders pack**
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* New script functions: `set_scr_name`, `obj_is_openable`
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* Updated **NPC armor appearance mod** in the **modders pack** to prevent NPCs from equipping **unusable** weapons
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@@ -949,7 +968,7 @@ Original engine bug fixes and various features based on the work by Crafty:
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Original engine bug fixes and various features based on the work by Crafty:
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* Added a fix for a crash when clicking on empty space in the inventory list opened by **'Use Inventory Item On'** (backpack) action icon
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* Added a fix for negative SPECIAL values in character creation
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* Added a fix for negative SPECIAL values in the character creation
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* Added a fix for the game hanging in an endless loop in combat mode when calling `anim` script functions inside `damage_p_proc`
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* Added 3 new arguments to `HOOK_BARTERPRICE` hook script
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@@ -1060,7 +1079,7 @@ Original engine bug fixes and various features based on the work by Crafty:
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* Added a fix for the original engine issue that caused party members to have incorrect stats when they level up while on drugs
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* Added a fix for the unlimited ammo exploit
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* Added a fix for negative values in Skilldex window
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* 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
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* Added a fix for the clickability issue in the pipboy and an exploit that allows resting in restricted areas
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* Added a fix to prevent **'Too Many Items'** bug from corrupting save files
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* Added a fix for the exploit that you can gain stats from more than two doses of a specific chem after save/load
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* Added a fix for the original engine issues with reverse order of items in memory relative to visual order in the inventory list
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@@ -1,8 +1,8 @@
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# sfall
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[](https://www.gnu.org/licenses/gpl-3.0)
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[](https://github.com/phobos2077/sfall/actions/workflows/build.yml)
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[](https://github.com/phobos2077/sfall/actions/workflows/gh-pages.yml)
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[](https://github.com/phobos2077/sfall/actions/workflows/build.yml)
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[](https://github.com/phobos2077/sfall/actions/workflows/gh-pages.yml)
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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.
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@@ -46,7 +46,7 @@ You need to set DLL overrides for `ddraw.dll` to __"native, builtin"__ in `winec
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### Prerequisites:
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* 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)**.
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* 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.
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* [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).
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* [DirectX Runtime (June 2010)](https://www.microsoft.com/en-us/download/details.aspx?id=8109). You can also install it from DirectX SDK installer.
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@@ -56,6 +56,19 @@ You need to set DLL overrides for `ddraw.dll` to __"native, builtin"__ in `winec
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2. Open the solution file and build with the **ReleaseXP** configuration (this is the one used for sfall releases).
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3. If everything is set up correctly, you should have a new sfall `ddraw.dll` in your Fallout 2 directory.
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### Minimalist Setup:
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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:
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1. Install using the command line:
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```
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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
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```
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2. Set up a `postbuild.cmd` using the template from the repo.
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3. Use MSBuild in **x86 Native Tools Command Prompt** to build sfall:
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```
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MSBuild.exe ddraw.sln /t:Clean;Build /p:Configuration=ReleaseXP /p:Platform=Win32
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```
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## Additional info
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* [Changelog](CHANGELOG.md)
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+11
@@ -85,6 +85,17 @@ runs:
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echo "dir=$(cygpath --windows "$DXSDK_DIR/DXSDK_Jun2010/")" >> $GITHUB_OUTPUT
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shell: bash
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# Install VS 2015 C++ build tools and WinXP Support components via Chocolatey
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- name: Prepare VS 2015 C++ build tools
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id: vs2015_tools
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run: |
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echo "::group::Prepare VS 2015 C++ build tools"
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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"
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echo "::endgroup::"
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shell: bash
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# MSBuild is not in PATH on Windows machines
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# Using $GITHUB_OUTPUT to make sure workflow environment remains unchanged
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- name: Prepare MSBuild
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+3
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;sfall configuration settings
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;v4.4.6
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;v4.4.7
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[Main]
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;Set to 1 to enable the built-in High Resolution Patch mode that is similar to the hi-res patch by Mash
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@@ -455,11 +455,8 @@ PlayIdleAnimOnReload=0
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;Default is 6. Set to 0 for a 12-hour timer
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CorpseDeleteTime=6
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;Set a number of milliseconds to idle each input loop
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;Set to -1 to disable
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;Set to 0 to idle only if other processes are waiting for processor time (WinXP/2000: if processes have equal priority)
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;Set to 1 (or some higher number if needed) to prevent 100% CPU use. The maximum is 50
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ProcessorIdle=-1
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;Set to 1 to allow the game to go idle during each input loop, preventing 100% CPU usage
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ProcessorIdle=0
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;Set to 1 if using the hero appearance mod
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;Set to 2 for backward compatibility with scripts that manually fix obj_art_fid/art_change_fid_num script functions for dude_obj
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@@ -348,6 +348,10 @@ There are several changes in this version of sslc which may result in problems f
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### Changelog
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**sfall 4.4.7:**
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- fixed leftover stack data caused by the `break` statement
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- added Linux & WebAssembly builds
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**sfall 4.4.4:**
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- fixed stringified procedure names shifting when the same name is called more than once
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- syntax improvements:
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