(ref. fallout2-ce/fallout2-ce#546)
* Usually it shouldn't happen, just in case someone's messing with their
elevators.ini and caused a map/level mismatch to their savegames.
* it unassigned unique ID even when the object doesn't have one.
* it didn't sync the attached script's owner id after unassignment.
Added a safeguard to prevent item_identical function returning false
when comparing a unique_id item to itself.
(ref. fallout2-ce/fallout2-ce#466)
* it starts at 6:01 instead of 6:00, inconsistent with afternoon (12:00)
and night (18:00).
Fixed potential index out of bounds error in wmMapIdxToName_.
(ref. fallout2-ce/fallout2-ce#453)
Fixed set_critter_current_ap and set_combat_free_move to update
player's AP lights only in combat
Edits to scripting documents.
(ref. fallout2-ce/fallout2-ce#380)
Updated scripting documents.
* the game reserves 10 level-up messages for each party member. More
level-ups require either more hacks or renumbering all level-up messages
in misc.msg. Otherwise, one will start using others' lines (e.g. Sulik
says Lenny's lines after lv10).
* storing global scripts across multiple paths is almost never needed,
and no publicly available mod really uses the option. If one doesn't
want to put their global scripts in the main folder, they can always
package the scripts in a mod dat file/folder instead.
* Originally, its goal was to bypass the tile FRM limit and save
people's time from splitting tiles. But no one has really used this
option since sfall 2.0 (no bug reports about being broken for many
years). And boosting the limit to 16383 should practically solve the
first goal.
* In the end the option doesn't really do what its name suggests and is
completely unused. Its tile auto-splitting function is also not very
practical.
- Doesn't require any new opcode
- temp_array is repurposed as sub-expression terminator
- Accompanied by sslc update
- Backwards compatible with old scripts using single-layer expressions
* Calling convention violation - v141_xp uses ebx to store reference,
but db_get_file_list does not preserve it.
* v140_xp uses esi instead, which is preserved by the engine function.
* Reverted some code changes in ScriptExtender.cpp.
- Passing a raw pointer to fileMask's char array to db_get_file_list seemed to be the main cause
- I've also replaced the use of _strlwr with ToLowerCase on the string copy, to avoiding editing strings returned from engine function in-place
- Clarified the constness of file list variable used by db_*_file_list for the same reason
* before the game loaded splash screens only from art\<language>\splash\
if the game language is not English, ignoring the default art\splash\.
Added a global boolean to replace individual game language checks.
* 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 ran out of ammo and there was ammo nearby
* 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
@@ -32,7 +86,7 @@
* 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 simultaneously
* 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
@@ -257,7 +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**
@@ -299,14 +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
@@ -336,7 +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
@@ -546,7 +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
@@ -698,7 +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**
@@ -1046,7 +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
- if `size == -1`, creates map (associative array)
- creates a permanent array (but not "saved")
- if `size >= 0`, creates a list with the given size
- if `size == -1`, creates a map (associative array)
- if `size == -1` and `flags == 2`, creates a "lookup" map (associative array) in which the values of existing keys are read-only and can't be updated. This type of array allows you to store a zero (0) key value
* NOTE: in earlier versions (up to 4.1.3/3.8.13) the second argument is not used, just use 0
- returns array ID (valid until array is deleted)
#### `int temp_array(int size, int flags)`
- works exactly like `create_array`, only created array becomes "temporary"
- works exactly like `create_array`, only the created array becomes "temporary"
#### `void fix_array(int arrayID)`
- changes "temporary" array into "permanent" ("permanent" arrays are not automatically saved into savegames)
- changes a "temporary" array into "permanent" ("permanent" arrays are not automatically saved into savegames)
@@ -323,6 +323,8 @@ Syntax which requires sfall for compiled scripts to be interpreted is marked by
__NOTE:__ Just like `for` loop, `continue` statement will respect increments of a hidden counter variable, so you can safely use it inside `foreach`.
- `#pragma sce` directive. If present anywhere in the script source, it will enable short-circuit evaluation for all the logical `AND` and `OR` operators, even if the command line option `-s` is not used.
---
### Fixes
@@ -348,6 +350,10 @@ There are several changes in this version of sslc which may result in problems f
### Changelog
**sfall 4.4.10:**
- added `#pragma sce` directive
- added support for nested array expressions
**sfall 4.4.7:**
- fixed leftover stack data caused by the `break` statement
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