86 KiB
Changelog
3.8.49.1
- Fixed a crash bug introduced in 3.8.46 when the player is hit and combat starts at the same time
3.8.49
- Fixed the edge-scrolling speed when using the game speed tweak
- Fixed incorrect unarmed damage being displayed in the inventory under specific conditions
- Fixed a crash bug in the tweak that replaces death animations on critters with single-frame variants on map load
- Improved the functionality of Fallout1Behavior to set the correct initial in-game time
- Changed ProcessorIdle to be enabled by default
- Changed SingleCore to be disabled by default as its usage is questionable on newer systems
- Added a fix for script execution issues when calling
critter_mod_skillin a loop - Added options to the tweaks ini file to override the PID of the mirrored shades and the stat they affect when equipped
3.8.48
- Fixed incorrect mnemonic names in script dumps generated by the script decompiler (
int2ssl.exein the modders pack) - Added a fix for a crash when an encounter between two groups fighting each other fails to spawn one group
- Added a fix to use the
art\splash\directory as the fallback for loading splash screens for non-English languages - Added a fix for the game not applying the mouse sensitivity setting correctly in certain cases
- Added a fix for file seeking in uncompressed .dat files
- Added an option to disable the engine's processing of Arroyo-related events
- Added support for switching to alternate keyboard character codes (from Crafty)
3.8.47
- Fixed potential undefined behavior in FullItemDescInBarter
- Fixed the behavior of
breakstatement in script compiler and decompiler (compile.exeandint2ssl.exein the modders pack) - Improved the fix for removing floating text messages on the map when moving to another map or elevation
- Improved the error handling for missing main .dat files
- Removed glass glare from the 'Use Inventory Item On' window to match other game interfaces
- Added a fix for a crash when a critter with a powered melee/unarmed weapon runs out of ammo and there was ammo nearby
- Added a fix to prevent a potential crash when using skills on non-critter objects
- Added a fix for the duplicate click sound for the 'Done' button in the 'Move Items' and 'Set Timer' windows
- Added a few fixes for slightly misaligned buttons in the pipboy, character screen, and barter screen
- Added missing sounds to the 'Done' and 'Cancel' buttons in the 'Custom' disposition of the combat control panel
- Added lowercase
aas a hotkey for the 'Take All' button (previously only uppercaseA)
3.8.46.1
- The compatibility mode check now targets only unsupported Windows versions
- Changed the way ProcessorIdle works to prevent conflicts with CPU_USAGE_FIX option in
f2_res.ini - Added a fix to prevent out-of-bounds selection in the file list when loading a character file
- Added a fix to remove visible newline control characters
\nwhen examining items in the barter screen
3.8.46
- Fixed a bug introduced in 3.8.31 that broke the debug message about a missing critter art file
- Fixed an issue where an item with a unique ID in the inventory had its ID reset by a non-unique item
- Restored the position of the ammo bar when ALTERNATE_AMMO_METRE=0 in
f2_res.ini - Improved the fix for the display issue in the pipboy when the automap list is too long
- Improved the compatibility mode check for newer Windows
- Changed PipBoyAvailableAtGameStart option and
set_pipboy_availablescript function to no longer modify the vault suit movie state - Added a fix for the main menu music not stopping when replaying the intro
- Added a fix for display issues when highlighting a multiline dialogue option
- Added a fix for the incorrect message being displayed when attempting to repair a dead robot
- Added a fix for the duplicate click sound when selecting a location in the Status section of the pipboy
- Added a fix for extra hidden buttons below the location list in the Status section of the pipboy
- Added a fix for map lighting from Night Vision perk not updating when loading a saved game
- Added a fix for an animation glitch when death animations and combat start at the same time
- Added a fix to prevent the game from hanging when reloading a weapon overloaded with ammo via the interface bar
- Added a few fixes for issues related to weapons with negative ammo
- Added a tweak to replace death animations on critters with single-frame variants on map load
- Added more options for tweaking some engine perks to the perks ini file
- Reduced the green tone of the message window on the interface bar for text clarity
3.8.45.1
- Fixed a bug in XPTable that caused leveling issues with Here and Now perk
- Disabled unnecessary selfrun file creation in the recording mode (autoplay has been disabled in 3.8.30)
3.8.45
- Fixed a bug introduced in 3.8.29 that caused
game_loadedscript function to always return 1 when called from normal scripts - Fixed a bug introduced in 3.8.44 that caused the information card for the hero appearance mod not to refresh properly
- Fixed a crash bug in AutoSearchSFX when an ACM file has a name longer than 12 characters
- Fixed an issue where sfall did not reset data properly after attempting to load a corrupted saved game
- Fixed the inconsistent behavior of the escaped percent sign
%insprintfandstring_formatscript functions - Fixed
show/hide_iface_tagscript functions to prevent unnecessary toggling of tags - Fixed
using_skillscript function returning garbage values when the arguments are not the player and Sneak skill - Added a fix for the engine not checking 'misc' type items when correcting data for items on maps
- Added a fix to prevent the windows of Tag! and Mutate! perks from reappearing when there are still unused perks
- Added a tweak to restore the player's sneak state when switching between maps
- Added options to separately set the color of outlines for highlighted containers and corpses
- Updated item highlighting mod in the modders pack to match the feature set of the 4.x version
- New hook script:
hs_buildsfxweapon
3.8.44
- Fixed a bug in NPCsTryToSpendExtraAP that caused NPCs to still be able to move in their combat turn after they killed themselves
- Fixed a bug in PlayIdleAnimOnReload that could cause critters to lose highlights after reloading weapons in combat
- Fixed a crash bug in
interface_art_drawscript 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.exein 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, andinterface_art_drawscript functions - Expanded
show/hide_iface_tagscript functions to work with the tag value 0 (sneak) - 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 world map interface (requires the hi-res patch)
- 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 scriptfunction - Added
PAUSEWINflag to the game mode functions (when pausing the game usingCtrl+P) - Added 2 new arguments to
HOOK_ENCOUNTERhook 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
3.8.43.1
- Fixed a possible hang or crash introduced in 3.8.41 when running certain script sequences
3.8.43
- Restored support for pre-SSE processors because the code optimization resulting from dropping support is marginal
- Fixed a bug introduced in 3.8.29 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_filescript function to prevent it from loading the same msg file more than once - Removed DisplaySwiftLearnerExp from
ddraw.inibecause 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
3.8.42
- 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_invenscript 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
COMBATDAMAGEhook to prevent instadeath critical hits for no damage - New script function:
reg_anim_animate_and_move
3.8.41
- Fixed a bug introduced in 3.8.40 that broke the interoperability of saved arrays with older versions
- Fixed a crash when calling
start_gdialogoutside thetalk_p_procprocedure for talking heads - Fixed
create_object_sidscript 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 in the modders pack to make the player's Jinxed trait/perk affect all controlled critters
3.8.40.1
- Improved compatibility with older Windows 2000 (pre-SP4)
3.8.40
- Implemented a
mods_order.txtto improve and simplify mod ordering and add support for mod managers. This replaces previous .dat file autoloading. Please refer toddraw.inifor details - Implemented a custom config file parser, which greatly improves the performance of sfall initialization and reading files from scripts
- Fixed a bug when updating the maximum HP stat of critters on the map when loaded for the first time
- Fixed
set_pc_base/extra_statandset_critter_base/extra_statscript functions not updating derived stats when setting SPECIAL stats - Fixed
wield_obj_critterscript function, which can now put non-weapon/armor items in the critter's hand - Fixed
get_tile_fidscript function to work on elevations 1 and 2 instead of always elevation 0 - Fixed
create_spatialscript function not setting the script index number upon object creation - Fixed incorrect behavior of the subtraction operator involving floats and negative integers
- Fixed the backward compatibility of
get_npc_levelscript function - Fixed a crash bug in
display_msganddebug_msgscript functions when printing a string longer than 260 characters - Fixed a crash bug in
AMMOCOSThook when returning ammo cost of 0 for burst attacks - Fixed various issues in script compiler and decompiler (
compile.exeandint2ssl.exein the modders pack) - Improved and tweaked the behavior of ComputeSpray_* options
- Expanded
atoiscript function to support parsing binary strings - Expanded
string_formatscript function to support more arguments and conversion types - Changed CheckWeaponAmmoCost to be enabled by default and affect only hook type 1 of
HOOK_AMMOCOSThook script - Changed how
HOOK_DESCRIPTIONOBJhook script handles its return value. Now you can return normal strings directly in the hook - Re-added the check for valid objects to
get/set_object_datascript functions (only disabled in combat for accessing the combat data) - Removed the debug message about a missing critter art file from displaying in the game (added in 3.8.22)
- Removed the old built-in NPC combat control and added a script-based version to the example mods in the modders pack
- Added an option to let you use the command cursor to specify targets for party members to attack in combat
- Added an option to specify an additional directory for ini files used by scripts
- Added options to override the names of sound files used by the engine
- Added a debug option to duplicate logs to a dedicated console window alongside the game window
- Added a lower limit of -99% and an upper limit of 999% to the hit chance value to prevent a display issue
- Added more options for tweaking some engine perks to the perks ini file
- Added a new argument and a new return value to
HOOK_STEALhook script - Added a burst control example script and a resting encounters mod to the example mods in the modders pack
- Updated the compute damage example script in the modders pack. Now it should be easier to write one's own damage formula
- Updated NPC armor appearance mod in the modders pack to prevent NPCs from equipping unusable weapons
- Updated item highlighting mod in the modders pack to match the feature set of the 4.x version
- Increased the setting range of the combat speed slider in the preferences screen
- Backported script functions from 4.0/4.1:
set_dude_obj,get_object_ai_data - Backported hook scripts from 4.x:
hs_combatturn,hs_rollcheck,hs_bestweapon,hs_canuseweapon - New script functions:
set_spray_settings,get/set_combat_free_move,get_ini_config,string_find
3.8.38
- Fixed a bug introduced in 3.8.30 that could cause unexpected behavior for burst attacks at close range
- Fixed a bug introduced in 3.8.31 that caused the game to display incorrect names for corpses in some cases
- Fixed a crash bug introduced in 3.8.33.1 when not using
HOOK_COMBATDAMAGEhook script - Fixed a crash bug in FullItemDescInBarter when a weapon/ammo has no item description
- Fixed
create_object_sidscript function not setting the script index number upon object creation - Fixed the broken
read_stringscript function - Changed the way disabled unsafe script functions work. Now they don't cause scripts to end abruptly
- Removed StackEmptyWeapons from
ddraw.ini. Now unloaded weapons will always stack, no matter what type of ammo was loaded previously - Removed CreditsAtBottom from
ddraw.ini. Now sfall built-in credits are shown at the beginning when from the main menu and at the end during the ending - Added a fix for the player's traits not being displayed on the character screen in certain cases
- Added a fix for incorrect death endings being shown under certain conditions
- Added an option to fix the bug of using First Aid/Doctor skills when using them on the player
- Added a new [ExtraPatches] section to allow setting multiple custom paths for loading game data
- Added a tweak to the ammo information in the inventory for Glovz's damage formula and Haenlomal's YAAM
- Added a tweak to allow premade characters to have less than two traits
- Added a tweak to
INVENTORYMOVEhook for getting the amount of dropped money/caps - Added support for closing the game by pressing
Alt+F4 - Backported script functions from 4.0/4.1:
set_rest_heal_time,set_rest_mode,get/set_can_rest_on_map,get_string_pointer,item_make_explosive - Backported hook scripts from 4.x:
hs_cartravel,hs_setglobalvar,hs_resttimer,hs_useanimobj,hs_explosivetimer,hs_descriptionobj,hs_useskillon,hs_onexplosion,hs_setlighting,hs_sneak,hs_stdprocedure,hs_targetobject,hs_encounter
3.8.37
- Dropped support for older pre-SSE processors in favor of more optimized code. Now sfall requires a processor with SSE support
- Fixed a bug that could prevent loading files from the
art\<language>\directory - Fixed
REMOVEINVENOBJhook to match the values ofRMOBJ_*constants correctly - Expanded
set_pipboy_availablescript function to match PipBoyAvailableAtGameStart option - Expanded
message_str_gamescript function to supporteditor.msgfile - Increased the default number of sound buffers available for sound effects from 4 to 8
- Changed the way AllowDShowSound works. Now mode 2 is combined with mode 1
- Removed MoreTiles from
ddraw.ini. Now the maximum number of tile FRMs is always 16383 - Backported script function from 4.1:
dialog_message
3.8.36
- Minor code fixes and improvements to sfall and engine functions
- Fixed UseWalkDistance having no effect when trying to use a ladder
- Fixed
float_msgscript function not setting the purple or black text color correctly - Changed mode 1 of NPC combat control to require sfall debugging mode to control all critters in combat
- Added a fix for NPC stuck in a loop of reloading the solar scorcher when out of ammo
- Added a boundary check to
set_terrain_namescript function - New script function:
get_terrain_name
3.8.35
- Fixed the handling of obsolete script functions that are still recognized by script compiler and decompiler
- Improved the fix for updating the maximum HP stat of critters on the map when loaded for the first time
- Removed DivisionOperatorFix from
ddraw.inibecause there is little reason to turn it off - 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 to the markers on the world map interface (similar to Fallout 1, from Ghosthack)
3.8.34
- Minor fixes to LocalMapXLimit/LocalMapYLimit options and the built-in item highlighting
- Removed FadeBackgroundMusic option because the fix in 3.8.33 doesn't work reliably in all cases
- Added a fix for being unable to plant items on non-biped critters with the 'Barter' flag set (e.g. Skynet and Goris)
- Updated the ammo ini loader mod in the modders pack
3.8.33.1
- Backported the code injection system for game hooks from 4.1. In previous versions, the code of game hooks was always executed even if there was no corresponding hook script. Now the code of a game hook is only injected into the game when the corresponding hook script exists
- Fixed a bug introduced in 3.8.31 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
- Added a tweak to prevent 'Failure initializing input devices' error for DX9 windowed mode
3.8.33
- Code refactoring for the script extender to improve the error handling in script functions
- Fixed a bug introduced in 3.8.31 that broke the fix for party members with drug addictions
- Fixed a bug introduced in 3.8.31 that caused AI to be unable to use some weapons
- Fixed a bug introduced in 3.8.31 that caused the music not to be played after loading a saved game on the same map
- Fixed critical bugs in FadeBackgroundMusic that caused crashes in various situations
- Fixed incorrect display of name and damage values for unarmed attacks in the inventory in some cases
- Fixed the black screen issue in DX9 mode when returning to the game after using
Alt+Tab - Fixed the mouse cursor lag in the save/load game screens
- Fixed and expanded the mouse drop area for the PC's and NPC's inventory on the barter screen
- Changed the 'Radiated' on the character screen to be highlighted in gray when the player still has an impending radiation effect
- Changed SkipCompatModeCheck to not require sfall debugging mode
- Removed UseCommandLine from
ddraw.ini. Now sfall will always check command line arguments for another ini file - Removed ArraysBehavior and RemoveWindowRounding from
ddraw.inibecause there is little reason to turn them off - Removed SkipSizeCheck from
ddraw.iniand the executable file size check from sfall - Removed the dependency on
d3dcompiler_42.dllfor DX9 graphics modes - Added a fix for incorrect value of the limit number of floating text messages
- Added a tweak to allow printing new floating text messages when their limit is exceeded
- Added a debug option to set up a key to toggle the display of the hex grid on the map on or off (like in the mapper)
3.8.32
- Changed the fix for grave type containers in 3.8.31 to an option, to fix compatibility with existing grave scripts
- Changed OverrideArtCacheSize to set the art cache size to 261 instead of 256
- Changed Enable option in the
[Speed]section to no longer affect SpeedMultiInitial - Tweaked the window title bar for DX9 windowed mode
- Optimized the calculation process in Glovz's damage formula and Haenlomal's YAAM for burst attacks
3.8.31
- Fixed the Jet addiction not being removed when using the antidote in some cases
- Fixed the key repeat delay and rate when using the game speed tweak
- Fixed a possible crash at the end of the playback of alternative sound files
- Fixed a rounding error in Glovz's damage formula
- Improved the behavior of SpeedInterfaceCounterAnims=3
- Improved the rendering performance of DX9 graphics modes
- Improved and tweaked the page control in ExtraSaveSlots
- Changed the way AutoQuickSave works. Now it sets the number of pages used for quick saving
- Changed SingleCore to set processor affinity to the second processor core if available
- Excluded the walking animation from the debug message about a missing critter art file for stationary critters
- Removed unnecessary check on action points when AI reloads a weapon (added in 3.8.30)
- Removed AffectPlayback option because it's not practical
- Added a fix for a crash when opening a file with name containing a
%character - Added a fix to prevent the main menu music from stopping when entering the load game screen
- Added a fix to display the palette color with index 255 correctly in DX9 mode when using the hi-res patch
- Added a fix for grave type containers in the open state not executing the
use_p_procprocedure - Added a tweak to update unarmed attacks after leveling up
- Added a tweak to keep the selected attack mode for unarmed attacks when closing the inventory or when the combat ends
- Added a tweak to display the actual damage values of unarmed attacks in the inventory
- Added an option to enable fade effects for background music when stopping and starting the playback
- Added an option to automatically search for new SFX sound files at game startup
- Added a config file to change the requirements and effects of unarmed attacks
- 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
\nin the object description inpro_*.msgfiles - 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 to the buttons on the world map interface (similar to Fallout 1 behavior)
- Added 5
metarule3macros for controlling the save slot with scripts tosfall.hin the modders pack - Added a
sfall.datresource file, which contains the required files for various features. The localizedsfall_xx.datis also supported - New script functions:
set_scr_name,obj_is_openable - Included Brazilian Portuguese and Polish translation (from Felipefpl and Jaiden)
3.8.30.2
- Fixed a bug introduced in 3.8.30 that caused a hang when opening the pipboy if the value of a quest location in
quests.txtis less than 1500 - Fixed a bug introduced in 3.8.30 that caused a black screen after starting a new game without the hi-res patch
- Fixed a bug in
INVENTORYMOVEhook that caused duplicate items when canceling moving an item into bag/backpack - Updated French translation (from HawK-EyE)
3.8.30.1
- Merged Windows 2000 support into the standard version of sfall. Using DX9 graphics modes now requires
d3dx9_42.dllandd3dcompiler_42.dll - Fixed a crash bug introduced in 3.8.30 by the fix for animation registration
- Fixed a bug in AIDrugUsePerfFix that could cause a hang in combat
- Fixed the extra check for friendly fire not working if the
area_attack_modeparameter in the AI packet is not set or set tono_pref - Added a fix for
chem_primary_desirevalues in party member AI packets not being saved and reset correctly
3.8.30
- Fixed the original engine issues with being unable to register animations in certain situations in the game
- Fixed a crash bug introduced in 3.8.29 by the fix for the 'Leave' event procedure in
AddRegionProcfunction - 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_disablescript function, which now applies only to weapons with the burst attack as the secondary mode - Fixed the error handling in
create_object_sidscript function to prevent a crash when the proto is missing - Fixed
METARULE_CURRENT_TOWNmetarule function not returning the correct index of the current town at the start of a new game - Fixed the auto-close containers mod for gravesites and not closing containers in some cases (in the modders pack)
- Fixed and improved the functionality of AllowLargeTiles. Now it requires a
gridmask.frmfile (included in the modders pack) in theart\tiles\directory - Restored the functionality of
obj_under_cursorscript function for the movement cursor (changed in 3.8.29) - Improved the hero appearance mod to be able to load the interface text from
text\<language>\game\AppIface.msg - Improved the functionality of TranslationsINI to also search for the ini file relative to the
text\<language>\directory - Improved the fix for a duplicate
obj_dudescript being created when loading a saved game - Rewrote the priority score calculation in AIBestWeaponFix, and changed the option to be enabled by default
- Changed FastShotFix to be disabled by default
- Changed the filename of NPC armor appearance mod to
gl_npcarmor_lite.int(in the modders pack) - Removed DataLoadOrderPatch from
ddraw.inibecause there is little reason to turn it off - Added a fix for the script attached to an object not being initialized properly upon object creation
- 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 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
- Added a fix to AI behavior to prevent the use of healing drugs when not necessary
- Added a fix for the incorrect object type search when loading a game saved in combat mode
- Added a few fixes for issues with knocked out/down critters. Now the combat doesn't automatically end if the target is only knocked out
- 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 engine's special handling of city areas 45 and 46 when visiting Area 45
- Added an option to load alternative dialog msg and subtitle files for female PC (translation friendly)
- Added an option to allow using the caret character
^in dialog msg files to specify alternative text in dialogue based on the player's gender - Added a new value to AIDrugUsePerfFix to allow NPCs to use only the drugs listed in
chem_primary_desireand 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 - Added a debug option to control messages relating to engine fixes in the debug log
- Added a debug message about a missing combat object
- Added a new argument to
HOOK_CALCAPCOSThook script - New script function:
set_quest_failure_value
3.8.29
- Fixed a crash bug introduced in 3.8.27 when editing global/map variables in the debug editor
- Fixed the critical hits from unaimed shots not matching the ones from aimed torso shots for some critter types
- Fixed the display issue in DX9 mode when returning to the game after using
Alt+Tabin dialogue - Fixed
obj_under_cursorscript function, which now returns 0 if the cursor is in movement mode - Improved compatibility with some older DX9 graphics cards
- Changed
intface_redrawscript function with one argument to be able to redraw the specified interface window - Changed the filename of the debug editor to
FalloutDebug.exe(in the modders pack) - Excluded SFX sounds from the search for alternative formats
- Removed the tweak that adds the city name in the description for empty save slots (added in 3.8.27)
- Removed the ability to change the poison level for NPCs from poison and
set_critter_statscript functions (reverted to vanilla behavior) - Added a fix to update the maximum HP stat of critters on the map when loaded for the first time
- Added a fix to the poison/radiation-related engine functions when taking control of an NPC
- Added a fix to AI weapon switching when not having enough AP to make an attack. Now AI will try to change attack mode before deciding to switch weapon
- Added a fix for the carry weight penalty of the Small Frame trait not being applied to bonus Strength points
- Added a fix for the flags of non-door objects being set/unset when using
obj_close/openscript functions - Added a fix for the 'Leave' event procedure in
AddRegionProcfunction not being triggered when the cursor moves to a non-scripted window - Added support for ACM files at 44.1 kHz sample rate
- Added stereo support for SFX and speech ACM files at 44.1 kHz sample rate
- Added support for panning SFX sounds and reduced the volume for objects located on a different elevation of the map
- 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_attributescript function - Added additional universal opcodes
sfall_func7andsfall_func8(compile.exeandint2ssl.exein the modders pack are also updated) - Added an auto-close containers mod and NPC armor appearance mod to the example mods in the modders pack
- Added
snd2acm_fix.exe(snd2acm with a fix wrapper) to the modders pack for writing the correct sample rate and channel info from WAV files to ACM format - Backported script functions from 4.0/4.1:
get_ini_sections,get_ini_section,add_extra_msg_file - Backported 4 new modes for
metarule2_explosionsfunction from 4.1 - Backported hook scripts from 4.2:
hs_adjustfid,hs_gamemodechange - Backported
SPECIALgame mode flag from 4.2 (when switching from dialog mode to barter mode, or a party member joins/leaves in the dialog screen) - New script functions:
interface_overlay
3.8.28.1
- Fixed a few minor bugs introduced in 3.8.28
- Improved the functionality of ExtraGameMsgFileList to allow manually assigning numbers to specific msg files
- Added support for drawing PCX images to
draw_image,draw_image_scaled, andinterface_art_drawscript functions - New script function:
win_fill_color - Cleaned up
define_lite.handcommand_lite.hin the modders pack
3.8.28
- Fixed a bug introduced in 3.8.23 that could cause unexpected behavior in global scripts
- 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
- Extended the upper limit of
set_pickpocket_maxandset_hit_chance_maxscript functions to 999 - Expanded
get_window_attributescript function to support the automap interface window - Removed the check for valid objects from
get/set_object_datascript functions to make them work with other structured data - Removed InterfaceDontMoveOnTop from
ddraw.inibecause there is little reason to turn it off - Added a fix for the engine building the path to the central hex of a multihex object
- 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 the original Fallout 1 behavior of the Fast Shot trait to FastShotFix
- Added a tweak to keep the selected attack mode when moving the weapon between active item slots
- Added an option to enable linear texture filtering for DX9 graphics modes
- Added support for ACM audio file playback and volume control to
soundplayscript function - Added support for transparent interface/script windows
- Added the ability to change the poison level for NPCs to
poisonandset_critter_statscript functions - Added a volume control to reduce the volume for
play_sfall_soundscript function - Added an argument to
intface_redrawscript function to redraw all interface windows - Added a new argument to
HOOK_TOHIThook script - Added a new argument to
HOOK_COMBATDAMAGEhook script - Added a new hook type to
HOOK_WITHINPERCEPTIONhook script (when AI determines whether it sees a potential target) - Added two sharpen filter files as global shader examples to the modders pack
- Backported script functions from 4.0:
car_gas_amount,set_car_intface_art - New script functions:
interface_art_draw,interface_print,combat_data - Updated the ammo ini loader mod in the modders pack
3.8.27
- 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 BonusHtHDamageFix=1 and DisplayBonusDamage=0
- Fixed
attack_complex scriptfunction 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
- Improved the functionality of AllowDShowMovies: added volume control support and a new value to force AVI videos to fit the screen width, and fixed movie subtitles not showing up
- Improved the behavior of
HOOK_KEYPRESShook script - Changed AttackComplexFix to make
attacker_resultsandtarget_resultsarguments work independently of each other - Changed ObjCanSeeObj_ShootThru_Fix to allow critters to see through other critters and added a check for the direction the source is facing
- Changed the behavior of replacing FRM aliases for critters. Now FRM files from their aliases are taken only if the critter doesn't have its own files
- Added a fix for
ANIM_charred_body/ANIM_charred_body_sfanimations not being available to most appearances - Added a fix to remove floating text messages on the map when moving to another map or elevation
- Added a fix for a visual glitch on the black edges of the map when the map borders for the hi-res patch are set smaller than the screen size
- Added a fix to prevent the execution of
critter_p_procand game events when playing movies - Added a fix to prevent crashes and loading maps when the death animation causes the player to cross an exit grid
- Added a fix to limit the maximum distance for the knockback animation to 20 hexes
- Added a tweak to allow setting custom colors from the game palette for object outlines
- Added a tweak to add the city name in the description for empty save slots
- Added an option to use Fallout's normal text font for death screen subtitles
- Added a debug option to force sfall to search for global scripts every time the game loads rather than only the first time
- Added a debug message about a corrupted proto file
- Added a function extension for vanilla
metarule3function and addedset_horrigan_daysandclear_keyboard_buffermacros to sfall.h in the modders pack - Added
DAM_PRESERVE_FLAGSflag toattack_complexscript function to keep the existing result flags when setting new flags - Updated the example global shader file in the modders pack
- Updated German and Russian translations
3.8.26
- Fixed a hero appearance mod issue that caused the player's gender not to be reset properly when creating a new character
- Fixed a hero appearance mod issue that caused the player to lose some fire/electrical death animations
- Fixed a bug introduced in 3.8.23 that broke the PlayIdleAnimOnReload option
- Improved the pathfinding in the engine function when a multihex object is in the line of fire
- Improved the functionality of
display_statsscript function to also update player's stats on the character screen - Improved the fix for incorrect positioning after exiting small/medium locations
- Added a fix to prevent critters from overlapping other object tiles when moving to the retargeted tile
- Added a fix to prevent showing an empty perk selection window (crash when clicking on the empty perk list)
- Added a fix for NPC stuck in an animation loop in combat when trying to move close to a multihex critter
- Increased the maximum text width of the player name on the character screen
- New script functions:
get_stat_max/min
3.8.25.1
- Fixed the extra check for friendly fire treating non-critter objects as friendly critters
- Changed the debug message about a missing critter art file to be displayed in the game only when in sfall debugging mode
3.8.25
- Fixed a bug introduced in 3.8.19 that could cause the combat to end automatically in some cases
- Fixed a bug introduced in 3.8.20 that caused AI to miscalculate the hit chance in determining whether to use secondary attacks if BodyHit_Torso and BodyHit_Torso_Uncalled modifiers were not equal
- Fixed a bug introduced in 3.8.23 that caused CorpseDeleteTime not to set the timer correctly
- Fixed a bug introduced in 3.8.24 that caused AllowDShowSound=2 not to work
- Fixed
loot_objscript function not returning the correct object when switching to another corpse in the loot screen - Fixed and improved the functionality of ReloadWeaponKey for using any non-weapon item
- Improved the fix for items on the ground being obscured by a pool of blood after the corpse is removed
- Added a fix for AI skipping a target simply because its weapon is currently empty
- Added a fix for AI not always considering the safe distance when using grenades or rockets
- Added a fix to AI behavior for 'Snipe' distance preference (
distance=snipeinAI.txt). Now the attacker will try to shoot the target instead of always running away from it at the beginning of the turn - Added a fix to reduce friendly fire in burst attacks. Now there is an extra roll for AI to not use burst attacks if a friendly critter is in the line of fire
- Added a check for the weapon range and the AP cost when AI is choosing weapon attack modes
- Added a tweak to allow party members to keep their current target as one of the potential targets when choosing new targets at the beginning of their turn
- Added a tweak to the displayed message if the main target of a missed attack has the 'Flat' flag set
- Added an option to skip loading game settings from saved games
3.8.24
- Fixed stuttering when playing AVI movies
- Fixed a crash when playing MVE movies in DX9 mode with the CPU doing the palette conversion and without the hi-res patch
- Fixed a crash when using older versions of the hi-res patch
- Fixed a crash when the script attached to an object on the map is missing and there is another script using sfall arrays
- Fixed a possible crash or player's turn being skipped when returning to the game after using
Alt+Tabin combat - Fixed a bug introduced in 3.8.19 that could cause a hang when loading a saved game
- Fixed and improved the playback of alternative sound files
- Re-added TownMapHotkeysFix option to
ddraw.inifor mod testing - Changed
play/stop_sfall_soundscript functions to return/accept the ID number of the played sound instead of a raw pointer - Changed the 'Radiated' on the character screen to be highlighted in red when player's stats are affected by radiation exposure
- Code refactoring for various script functions
- Added a new 'fullscreen windowed' mode to DX9 graphics modes
- Added saving the position of the game window to
ddraw.ini - Added a fix for the player's money not being displayed in the dialog window after leaving the barter/combat control interface
- Added a fix for a crash or animation glitch of the critter in combat when an explosion from explosives and the AI attack animation are performed simultaneously
- Added a fix for the 'Fill_W' flag in
worldmap.txtnot uncovering all tiles to the left edge of the world map - Added a fix for leaving the map after reloading a saved game if the player died on the world map from radiation
- Added a fix to prevent the player from dying if a stat is less than 1 when removing radiation effects
- Added a fix for the same effect message being displayed when removing radiation effects
- Added a fix for NPCs not fully reloading a weapon if it has an ammo capacity larger than one box of ammo
- Added an option to display messages about radiation for the active geiger counter
- Added an option to change the displayed message when you recover from the negative effects of radiation exposure
- Added a new value to AllowUnsafeScripting to disable the memory address check in unsafe script functions
- Added a new value of 3 to the 'mark_state' argument of
mark_area_knownscript function to uncover locations without radius (Fallout 1 behavior) - Added a new mode to
play_sfall_soundscript function
3.8.23
- Fixed the timing of setting
WORLDMAP,DIALOG,PIPBOY,INVENTORY,INTFACEUSE, andINTFACELOOTgame 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_windowscript function to support the newline control character\n - Removed TownMapHotkeysFix and DisplaySecondWeaponRange from
ddraw.inibecause 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 options to use more than one save slot for quick saving
- 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
- Added new flags to
force_encounter_with_flagsscript function - Added a procedure and macros for comparing unsigned integers to
lib.math.hin the modders pack - Increased the maximum text width of the total weight display in the inventory
- New script functions:
string_to_case,set_terrain_name,get_window_attribute,set_town_title,message_box,divoperator (unsigned integer division)
3.8.22
- Fixed and improved the functionality of
substrscript function - Restored and fixed RemoveWindowRounding option that was removed in 3.8.12
- Improved the functionality of
inventory_redrawscript function - Changed the return value of
get_scriptscript function from -1 to 0 for unscripted objects - Changed the debug message about a missing critter art file to also be displayed in the game
- Code refactoring for various script functions
- Added a fix to prevent the player from moving when clicking on a script-created window and prevent the mouse cursor from being toggled when hovering over a 'hidden' window
- Added a fix to prevent crashes when DebugMode is enabled and there is a
%character in the printed message - Added an option to load a global shader file at game startup and added an example global shader file to the modders pack
- Added an option to highlight lootable corpses as well as items
- Added support for executing the
timed_event_p_procprocedure in global scripts - Backported script functions from 4.1:
draw_image,draw_image_scaled - New script functions:
add_g_timer_event,remove_timer_event,reg_anim_callback,get_sfall_arg_at,hide/show_window,set_window_flag,get_text_width,string_compare,string_format,objects_in_radius,tile_by_position
3.8.21.1
- Fixed a crash bug introduced in 3.8.21 by the fix for corpses blocking line of fire
3.8.21
- Fixed a bug in
save_arrayscript function that could corruptsfallgv.savwhen saving a new array under the same key - Fixed a crash bug in PremadePaths when a name exceeds 11 characters
- Fixed potential crashes in
list_next/endscript functions - Fixed
move_obj_inven_to_obj/drop_objscript functions not removing the equipped armor properly for the player and party members - Fixed
inven_unwieldscript function not updating the active item button on the interface bar for the player - Fixed
art_change_fid_numscript function not setting player's FID correctly when the hero appearance mod is enabled - Fixed
critter_add/rm_traitscript functions ignoring the 'amount' argument. Note: pass negative amount values tocritter_rm_traitto remove all ranks of the perk (vanilla behavior) - Fixed the xp bonus set by
set_swiftlearner_modscript function not being reset on game load - Fixed the player name while controlling other critters
- Improved the display of the car fuel gauge on the world map interface
- Improved the hero appearance mod to search for files in .dat files and folders simultaneously
- Improved
HOOK_INVENWIELDhook script to run for the player and NPCs when removing equipped items, and added a new argument to it - Expanded
set_critter_statscript function to allow changing the base stats ofSTAT_unusedandSTAT_dmg_*for the player, andSTAT_unusedfor other critters - Changed AllowUnsafeScripting to not require sfall debugging mode
- Removed NPCStage6Fix and CorpseLineOfFireFix from
ddraw.inibecause there is little reason to turn them off - Added a fix to prevent the player from equipping a weapon when the current appearance has no animation for it
- Added a fix to use 'English' as the fallback language directory for loading msg files
- Added a fix for party member's equipped weapon being placed in the incorrect item slot after leveling up
- Added a new value to AIBestWeaponFix to change the priority multiplier for having weapon perk to 3x (the original is 5x)
- Added a new flag to MainMenuFontColour to only change the font color of the Fallout/sfall version text
- Added an option to set the number of additional notification boxes to the interface
- Added optional options to enable modification sections for perks and traits to the perks ini file
- Added support for displaying AP cost up to 19 on the active item button on the interface bar. This requires an extended
MVENUM.frmfile (included in the modders pack) in theart\intrface\directory - Added a check for valid objects to
get/set_object_datascript functions - Added a debug message about a missing critter art file to DebugMode
- The number of simultaneously displayed notification boxes now depends on the game resolution
- Backported script functions from 4.0/4.1:
set_unjam_locks_time,set_iface_tag_text,add_iface_tag - New script functions:
unwield_slot,add_trait,get_inven_ap_cost
3.8.20
- Backported
HEROWINandDIALOGVIEW(when reviewing the current conversation) game mode flags from 4.1 - Fixed
create_message_windowscript function to prevent it from creating multiple message windows - Fixed
obj_art_fidscript function returning incorrect player's FID when the hero appearance mod is enabled - Fixed a crash bug in
message_str_gamescript function when passing a negative fileId value - Fixed MainMenuFontColour not changing the font color of the copyright text on the main menu
- Fixed some arguments in
BARTERPRICEhook when trading with a party member - Fixed a crash bug introduced in 3.8.18 when calling
game_time_advancein themap_exit_p_procprocedure with active explosives on the map - Fixed some of sfall features that depend on the hi-res patch not working properly in some cases
- Fixed a bug introduced in 3.8.18 that broke the AllowLargeTiles option
- Changed the
DAM_BACKWASHflag to be set for the attacker before calculating combat damage when taking self-damage from explosions - Changed CorpseLineOfFireFix to be enabled by default
- Removed the dependency of Body_Torso from Body_Uncalled hit modifier, and re-added BodyHit_Torso to
ddraw.ini. Now you can useset_bodypart_hit_modifierscript function to set them individually - Replaced the 'Take All' hotkey mod with an extended UI hotkeys mod in the modders pack
- Added a fix to prevent the car from being lost when entering a location via the Town/World button and then leaving on foot
- Added a fix for items on the ground being obscured by a pool of blood after the corpse is removed
- Added a fix for player's position if the entrance tile is blocked when entering a map
- Added a fix for the player stuck at 'climbing' frame after ladder climbing animation
- Added an option to change the path and filename of the critical table file
- Added an option to change the font color of the button text on the main menu
- Added an option to change some of Fallout 2 engine functions to Fallout 1 behavior
- Added support for the new 'Energy Weapon' flag to weapon protos. This flag forces the weapon to use Energy Weapons skill regardless of its damage type
- Added options for tweaking some engine perks to the perks ini file
- Added a new flag to
force_encounter_with_flagsscript function - Added
COUNTERWINflag to the game mode functions (when moving multiple items or setting a timer) - Added a new argument to
HOOK_BARTERPRICEhook script - Added a compute damage example script to the modders pack
- Slightly increased the width of the car fuel gauge on the world map interface
- New script function:
register_hook_proc_spec
3.8.19.1
- Fixed the error handling for loading
sfallgv.savto improve backward compatibility with older saved games - Changed NPC combat control to keep player's Awareness perk while controlling other critters
- Changed DebugMode and HideObjIsNullMsg to not require sfall debugging mode
3.8.19
- Fixed some scrolling bugs in WorldMapSlots option
- Fixed fade in/out of the screen in DX9 mode (partially)
- Fixed the last procedure in a script being unable to be called through a variable containing its name as a string
- Fixed a bug introduced in 3.8.18 that caused the
DAM_KNOCKED_DOWNflag not to be reset for knocked out party members when leaving a map - Improved the functionality of the debug editor (in the modders pack)
- Improved the fix for 'NPC turns into a container' bug
- Changed DataLoadOrderPatch to be enabled by default
- Changed ItemCounterDefaultMax to not set the counter to maximum when in the barter screen
- Added a fix for the broken 'reserve movement' function
- Added a fix for the up/down button images on the world map interface
- Added a fix for the position of the destination marker for small/medium location circles when using the location list
- Added a fix for player's movement in combat being interrupted when trying to use objects with Bonus Move APs available
- Added a fix for the incorrect coordinates for small/medium location circles that the engine uses to highlight their sub-tiles
- Added a fix for visited tiles on the world map being darkened again when a location is added next to them
- Added a fix for Scout perk being taken into account when setting the visibility of locations with
mark_area_knownscript function - Added a fix for combat not ending automatically when there are no hostile critters
- Added a fix for critters/items on a map having duplicate object IDs
- Added a fix for knocked down critters not playing stand up animation when the combat ends
- Added a fix for dead NPCs reloading their weapons when the combat ends
- Added an option to change the base value of the duration of the knockout effect
- Added a check for the
DAM_KNOCKED_OUTflag towield_obj_critter/inven_unwieldscript functions - Added a new value to SkipOpeningMovies to also skip the splash screen
- New script function:
metarule_exist
3.8.18.1
- Fixed a bug introduced in 3.8.14 that could crash the game when calling knockback modifier functions
3.8.18
- Fixed broken
get/mod_kill_counterscript functions when ExtraKillTypes is enabled - Fixed the argument value of
dialogue_reactionscript function - Fixed getting perks and traits from the real dude_obj while controlling other critters
- Improved the functionality of
HOOK_INVENWIELDhook script - Improved the fix for the removal of party member's corpse to prevent save file corruption. Now party member's corpse is removed in the same way as all other critter corpses
- Changed the engine functions for saving party member protos and removing the drug effects for NPC to be called after executing the
map_exit_p_procprocedure - Changed
create_message_windowscript function to be available when other game interfaces are opened - Changed how
HOOK_FINDTARGEThook script handles its return values. Now you don't have to specify all 4 targets to override normal sorting - Removed DialogOptions9Lines from
ddraw.inibecause there is little reason to turn it off - Removed LoadProtoMaxLimit from
ddraw.ini. Now the proto limit is automatically increased when needed - Added a fix for party member's stats being reset to the base level when their base protos with the read-only attribute set are placed in the proto\critters\ directory
- Added a fix for NPC stuck in a loop of picking up items in combat and the incorrect message being displayed when the NPC cannot pick up an item due to not enough space in the inventory
- Added a fix to allow fleeing NPC to use drugs
- Added a fix for AI not checking minimum HP properly for using stimpaks
- Added a fix for NPC stuck in fleeing mode when the hit chance of a target was too low
- Added a missing option for testing AllowSoundForFloats to the [Debugging] section of
ddraw.ini - Added a new return value to
HOOK_BARTERPRICEhook script to modify the value of player's goods - Added a new argument to
HOOK_WITHINPERCEPTIONhook script - Added 4 new events to
HOOK_INVENTORYMOVEhook script - Added an ammo ini loader mod and a lite version of item highlighting mod to the example mods in the modders pack
- Slightly increased the maximum text width of the information card on the character screen
- Backported script functions from 4.0/4.1:
real_dude_obj,dialog_obj,loot_obj,npc_engine_level_up
3.8.17
- Backported the improved
HOOK_AMMOCOSThook script from 4.1 to fix the issues with CheckWeaponAmmoCost - Fixed the argument numbering in error messages when validating arguments
- Fixed a bug in CheckWeaponAmmoCost that caused NPCs not to switch to other weapons when there is not enough ammo to shoot
- Fixed the position of the 32-bit talking heads when the game resolution is higher than 640x480
- Changed
hero_select_winfunction to require anAppHeroWin.frmfile (included in the modders pack) in the art\intrface\ directory - Added a fix for unexplored areas being revealed on the automap when entering a map
- Added a fix for the overflow of the automap tables when the number of maps in
maps.txtis more than 160 - Added a fix for a duplicate
obj_dudescript being created when loading a saved game - 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
startprocedure not being called correctly if the required standard script procedure is missing (from Crafty) - Added an option to disable the engine's special handling of map IDs 19 and 37 when entering those maps
- Added support for the new 'automap=yes/no' parameter to
maps.txt. This parameter overrides the hardcoded values for displaying the map in the pipboy automaps for the first 160 maps - Added files for using 32-bit images for talking heads to the modders pack
- Improved the functionality of the debug editor (in the modders pack)
- Improved the functionality of Use32BitHeadGraphics to allow using 32-bit images without having to patch talking head FRM files
- New script function:
set_unique_id
3.8.16
- Fixed a crash bug introduced in 3.8.15 when using various inventory items while a books ini file is loaded
- Fixed the return value of
has_skillscript function for incorrect skill numbers - Fixed the negative skill points of a skill not being taken into account when calculating the skill level
- Fixed incorrect skill point cost for negative skill levels when using a skills ini file
- Fixed the screen not returning to the player when moving a controlled critter to another map elevation
- Fixed some functionality issues of fake perks
- Fixed the broken
get_perk_availablescript function - Expanded
get/inc_npc_levelscript functions to accept party member PIDs - Removed MultiPatches from
ddraw.ini. Now Fallout always loads multiple patch files at once - 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 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
- Added an option to override the global variable number used to show the special death message of the Modoc toilet explosion
- Added a new argument to
HOOK_REMOVEINVENOBJhook script
3.8.15
Various bug fixes and features based on the work by Mr.Stalin:
- Fixed a hang on startup if there is an invalid character for SPECIAL stats in the
skills inifile - Fixed
set_selffunction foruse_obj_on_obj,attack, andattack_complexvanilla functions - Fixed
attack_complexscript function still causing minimum damage to the target when the attacker misses - Fixed
critter_mod_skillscript function taking a negative amount value as a positive - Fixed a crash when calling
use_obj/use_obj_on_objwithout usingset_selfin global scripts - Fixed
pickup_obj,drop_obj, anduse_objscript functions not working properly in some cases - 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 - Improved the functionality of
get/set_sfall_globalscript functions to print error messages to debug output if the name of sfall global variable is not 8 characters long - Improved the error handling for saving/loading sfall data files in savegames
- Expanded
absmath script function to support returning integers - Added a fix for critters not attacking the player in combat when loading a game saved in combat mode
- Added a fix for player's turn being skipped when loading a game saved in combat mode
- Added an option to fix and repurpose the unused called_shot/num_attacks arguments of
attack_complexscript function - Added an option to make the game speed tweak also affect the playback speed of MVE video files without an audio track
- Added a debug option to hide error messages in debug output when a null value is passed to the function as an object
- Increased the maximum number of books in BooksFile to 50
- New script function:
art_cache_clear
3.8.14.1
- Fixed a bug introduced in 3.8.14 that broke the calculation of the skill point cost for increasing skill levels (from Mr.Stalin)
3.8.14
Various bug fixes and features based on the work by Mr.Stalin:
- Fixed a crash bug when using sorting functions on an associative array
- Improved the functionality of ElevatorsFile to allow changing the FRM images of the elevator panel and creating new elevator types
- Expanded
resize_arrayfunction to support sorting associative arrays by keys or values - Expanded
create/temp_arrayfunctions to allow creating a new 'lookup' type of associative array - Changed
INVENTORYMOVEhook to be called before displaying the 'Move Items' window for dragging and dropping ammo on weapons - Added a fix to prevent sfall from trying to load global scripts with an extension that exceeds three characters (e.g. gl_test.int123)
- Added a fix to the following script functions to ensure they set the correct object:
set_critter_burst_disable,set_critter_pickpocket_mod,set_critter_skill_mod,set_critter_hit_chance_mod,set_*_knockback - Added an option to change the distance at which the player will switch to walking when trying to use objects or pick up items
3.8.13
- Changed PartyMemberExtraInfo to not show 'Addict' text (in dark green) on the combat control panel if the party member is not addicted to drugs
- Changed
read_byte,read_short,read_int, andread_stringscript functions to not require AllowUnsafeScripting - Added an option to display experience points with the bonus from Swift Learner perk when gained from non-scripted situations (from Crafty)
Various bug fixes and features based on the work by Mr.Stalin:
- Fixed the missing return value of -1 for
HOOK_USEOBJONhook script - Fixed the return values of a hook getting corrupted if another hook was called during the execution of the current hook
- Fixed a bug in the hero appearance mod that caused the player to disappear after saving the game when player's base FID is greater than 255
- Added a fix for missing AC/DR mod stats when examining ammo in the barter screen
- Added a fix for being unable to sell/give items in the barter screen when the player/party member is overloaded
- Added a fix for AI still taking distance into account when calculating hit chance using the 'no_range' flag
- Added a fix for AI not taking
chem_primary_desireinAI.txtas a preference list when using drugs in the inventory - Added a fix to display a pop-up message box about death from radiation
- Added a fix to prevent hook scripts from being executed when the depth limit is exceeded
- Added an option to display full item description for weapon/ammo in the barter screen
- Added a new value to SpeedInterfaceCounterAnims to update the AC counter instantly when switching to other controlled critters in combat
- Backported script functions from 4.0:
lock_is_jammed,unjam_lock - New script functions:
obj_under_cursor,get/set_object_data
3.8.12
- Changed the debug editor to require sfall debugging mode
- Removed RemoveWindowRounding option because it doesn't affect anything
Original engine bug fixes and various features based on the work by Crafty:
- Added a fix for the encounter description being displayed in two lines instead of one
- Added a fix for the maximum text width of the player name in the inventory
- Added a fix for the 'mood' argument of
start_gdialogscript function being ignored for talking heads - Added a fix for Heave Ho! perk increasing Strength stat above 10 when determining the maximum range of thrown weapons
- Added an option to display party member's current level/AC/addict flag on the combat control panel
- Added a new value to DebugMode to send debug output to both the screen and
debug.log - Added a new return value to
HOOK_KEYPRESShook script to override the pressed key - Added
INTFACEUSE,INTFACELOOT, andBARTERflags to the game mode functions
Various bug fixes and features based on the work by Mr.Stalin:
- Fixed broken
get/reset_critical_tablescript functions - 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 CritterInvSizeLimitMode and added party member's current/max inventory size info to the combat control panel
- Improved the functionality of AllowDShowSound: added volume control support and the ability to play alternative music files even if original ACM files are not present in the music folder, and fixed initialization crash bug when DX9 mode is disabled
- Improved the functionality of ExtraSaveSlots: added sound effect when clicking on the navigation buttons
- Improved the functionality of StartGDialogFix to fix a crash when calling
start_gdialogoutside thetalk_p_procprocedure for talking heads - Improved and expanded the functionality of UseScrollingQuestsList to display page numbers and add another set of scroll buttons
- Expanded
is_iface_tag_activescript function to check tag values of 0/1/2 (sneak/poisoned/radiated) - Added a fix for the broken
obj_can_hear_objscript function - Added a fix for the underline position in the inventory display window when the item name is longer than one line
- Added a fix for AI being unable to use the picked up object immediately when there is a different object with the same ID
- 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 prevent the inventory/loot/automap interfaces from being placed on top of other script-created windows
- 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_datascript 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
- Added a new mode to
metarule2_explosionsfunction - Backported script functions from 4.0/4.1:
item_weight,get/set_outline,get/set_flags,tile_refresh_display,outlined_object,get/set_cursor_mode,display_stats,get/set_map_enter_position,attack_is_aimed,inventory_redraw,get_current_inven_size,create_win
3.8.11
Various bug fixes based on the work by Mr.Stalin:
- 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_objscript function not checking if source and target objects are on the same elevation before callingHOOK_WITHINPERCEPTIONhook script - Added a fix for the display issue in the pipboy when a quest list is too long with UseScrollingQuestsList diabled
- Added a fix for the clickability issue of the holodisk list in the pipboy
- 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
3.8.10
- Added an option to use Fallout's normal text font instead of DOS-like font on the world map
- Added an option to increase the maximum number of tile FRMs (from Crafty)
Original engine bug fixes and various features based on the work by Mr.Stalin:
- Added a fix for a crash when the critter goes through a door with animation triggers
- Added a fix for critters killed in combat by scripting still being able to move in their combat turn if the
distanceparameter in their AI packages is set tostay_close/charge, or NPCsTryToSpendExtraAP is enabled - Added support for adding custom background FRM to the character screen of the hero appearance mod
- Added an option to display the range of the secondary attack mode in the inventory when you switch weapon modes in active item slots
- Added an option to set up a key to let you move/drop a whole stack of items at once without the 'Move Items' window
- Added an option to change the counter in the 'Move Items' window to start with maximum number
- Expanded
get_mouse_buttonsfunction to return a value for the middle mouse button
3.8.9
- Fixed a broken functionality of ExtraSaveSlots option. Now sfall will remember the last selected save game slot. The position data is saved to/loaded from an auto-generated
slotdat.iniin your savegame folder - Fixed the last additional notification boxes to the interface being missing
- Fixed the broken
get_attack_typescript function (from Mr.Stalin and Crafty) - Added a fix for being at incorrect hex after map change when the exit hex in source map is at the same position as some exit hex in destination map (from Crafty)
- Added a math script function:
floor2 - New script function:
set_ini_setting(from Mr.Stalin)
3.8.8
- Fixed
add_mult_objs_to_invenscript 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
3.8.7
- Fixed
sneak_successscript function not checking if the player is currently sneaking - Added a fix for player's base EMP DR not being properly initialized when creating a new character and then starting the game
- Improved the functionality of UseScrollWheel. Now you can scroll through items in the loot/barter screens, and text in the message window (from Crafty)
3.8.6
- Fixed a crash bug in NPC combat control when trying to control a temporary party member that has no data in
party.txt
3.8.5
- Fixed an issue where the game was rendered before the hero appearance mod was loaded
- Included Chinese and Russian translations
Original engine bug fixes and various features based on the work by Crafty:
- Added a fix for the exploit that Bonus Move APs are replenished when you save and load the game in combat
- Added a fix for the displayed message when the attack randomly hits a target that is not a critter and has a script attached
- Added a fix for
damage_p_procbeing called for misses if the target is not a critter - Added a fix for the double damage effect of Silent Death perk not being applied to critical hits
- Implemented standard script procedures:
combat_is_starting_p_proc(called when a combat starts, but doesn't mean that the critter is in combat) andcombat_is_over_p_proc(called when a combat ends) - Added a new argument to
HOOK_COMBATDAMAGEhook script - Added an option to prevent the player from running while sneaking without Silent Running perk
3.8.4
- Fixed a crash introduced in 3.8.3 when calling
destroy_objectordestroy_mult_objs - Fixed a hero appearance mod issue that caused the race and style not to be loaded properly from savegames
- Added an option to set the color of outlines for highlighted items and containers
3.8.3
- Fixed a crash when pressing reload weapon key while in the main menu
- Fixed
metarule2_explosionsnot being reset properly - Fixed global scripts not running on the world map when disabling the world map speed patch
- Fixed inconsistent behavior of motion sensor flag 2
- Added 3 new arguments to
HOOK_TOHIThook script - Added a fix for the bag/backpack exploit that lets you keep items that are supposed to be removed from the inventory
- Added a fix for the original engine issue that caused Sequence stat value not to be printed correctly when using 'print to file' option
- Improved the functionality of ScrollMod
- Improved the functionality of ExplosionsEmitLight. Now it will check if an item was lit prior to being thrown/shot
- Changed SkipSizeCheck and ExtraCRC to not require sfall debugging mode
- Removed the obsolete WorldMapFPS, ForceLowResolutionTimer, and WorldMapDelay options
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 the character creation
- Added a fix for the game hanging in an endless loop in combat mode when calling
animscript functions insidedamage_p_proc - Added 3 new arguments to
HOOK_BARTERPRICEhook script
3.8.2
- Fixed broken
call_offset_*script functions - Fixed OverrideMusicDir not using the correct path string
- Fixed a bug in
metarule2_explosionsfunction that caused damage type change not to work - Fixed a crash when calling
reg_anim_obj_run_to_tileafterreg_anim_combat_check - Changed
sfallgv.savto 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
Original engine bug fixes and various features based on the work by Crafty:
- Added a fix for display issues when calling
gdialog_mod_barterwith critters with no 'Barter' flag set - Added a fix for the original engine issue that caused items to disappear from the inventory when you try to drag them to bag/backpack in the inventory list and are overloaded
- Added a fix for the original engine issue that caused the game not to check player's inventory properly when putting items into the bag/backpack in the hands
- Added a fix for the original engine issue that caused the current carry weight and the range of equipped weapons being lowered temporarily when opening bag/backpack
- Added a fix for a crash when trying to open bag/backpack on the table in the bartering interface
- Added the ability to move items from bag/backpack to the main inventory list by dragging them on the character portrait (similar to Fallout 1 behavior)
- Changed WorldMapEncounterFix/Rate to work independently of WorldMapFPSPatch
3.8.1
- Fixed pressing
F6not displaying the Quick Save screen
3.8
- Improved NPC combat control and fixed various issues with it
- Fixed bugs in
set*_stat_minscript functions that set max values instead of min - Unified the style of global/hook script log entries
- Added new universal opcodes sfall_funcX that allow adding new script functions without changing script compiler and decompiler
- Added new script functions:
spatial_radius,critter_inven_obj2,intface_redraw,intface_hide,intface_show,intface_is_hidden,exec_map_update_scripts
Original engine bug fixes and various features based on the work by Crafty:
- sfall can now load global/hook scripts from .dat files
- Improved the 'print to file' fix and added the ability to use long filenames in .dat files
- Improved the functionality of ProcessorIdle
3.7.4
- Improved the functionality of DisableHorrigan to work on old saved games
- Replaced NumberPatchLoop with a simpler MultiPatches toggle
- Added a new value to PipBoyAvailableAtGameStart to make the pipboy available by only skipping the vault suit movie check
- Changed BodypartHitModX to BodyHit_(body parts) in
ddraw.inito make them easier to understand - Removed BodyHit_Uncalled from
ddraw.ini. Now body_torso and body_uncalled hit modifiers share the same value, andset_bodypart_hit_modifierscript function is also tweaked to match the change - Removed CarryWeightLimit option because it can be scripted with
set_stat_maxscript function - Removed GainStatPerkFix from
ddraw.inibecause there is little reason to turn it off
Original engine bug fixes and various features based on the work by Crafty:
- sfall now loads global/hook scripts, shaders, 32-bit talking head images, and AVI movies from master_patches path in
fallout2.cfginstead of the fixed 'data\' directory - Added a fix for the original engine issue that caused incorrect positioning after exiting small locations (e.g. Ghost Farm)
- Added an option to use a modified data load order for the engine to find game data
3.7.3
- Changed the displayed version number to the same as the internal version number
- Added the ability to read additional game msg files, as opposed to dialog msg files (from Vennor)
- Added an option to display sfall built-in credits at the bottom of
credits.txtcontents instead of at the top
Original engine bug fixes and various features based on the work by Crafty:
- Fixed
get_screen_width/heightscript functions not returning correct values when using the hi-res patch - Fixed incorrect savegame path detection when reading/writing
sfallgv.savandsfallfs.savunder certain circumstances - Improved the unlimited ammo exploit fix to prevent crashes with some faulty scripting
- Added a fix for the original engine issue that caused action points to be initialized incorrectly at the beginning of each turn, thus giving a hidden bonus to your opponent's armor class and reducing your hit chance
- Added a fix for
destroy_p_procnot being called if the critter is killed by explosives when you leave the map - Added a fix for incorrect death animations being used when killing critters with
kill_critter_typescript function - Added a fix for the original engine issue that caused Fallout to check the horizontal position on the y-axis instead of x when setting coordinates on the world map
- Changed the way SpeedInterfaceCounterAnims=2 works. Now it updates the HP/AC counters instantly in all cases
- Added an option to display numbered dialogue options
3.7b
- Fixed broken
sfall_ver_*script functions - Fixed potential undefined behavior and crashes in sfall arrays (from Vennor)
- Optimized some code to make the compiled DLLs about 10 KB smaller in size
- Switched to using the precomputed CRC table instead of creating the CRC table at runtime. This could potentially improve startup time in emulated or partially emulated environments (from Oppen)
- Added rounding calculation to ComputeSprayMod for a more balanced bullet distribution in burst attacks
- Re-added CarChargingFix option to
ddraw.inifor mods that have custom vehicles - Removed MultiHexPathingFix from
ddraw.inibecause there is little reason to turn it off
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 control the speed of pipboy alarm clock animations
- Added an option to change the carry weight limit
3.7a
- Partially refactored all the source code to use proper engine function/variable names
- Removed a few options from
ddraw.inithat should never be turned off
Original engine bug fixes and various features based on the work by Crafty:
- Added a fix for being unable to sell used geiger counters or stealth boys
- Added a fix for not counting in the weight of equipped items on NPC when stealing or bartering
- Added a fix for only using one box of ammo when reloading a weapon above the ammo in the inventory list by drag and drop
- Added an option to remove the ability to enter unvisited areas on a town map by hitting number keys
- Added an option to leave the music playing in dialogue with talking heads
- Added an option to skip the 'Move Items' window when using drap and drop to reload weapons in the inventory
3.7
- Fixed incorrect bonuses on AC and Melee Damage from the Heavy Handed trait when using
perks.ini - New hook script:
hs_invenwield(when causing a critter to wield/unwield an armor or a weapon) - Expanded
message_str_gamescript function to support allpro_*.msgfiles as well - ExtraCRC can now accept multiple CRC values
- Merged sfall debugging features into the normal version, thus removing the need of a separate debugging version for modders
- Removed the obsolete Jim's damage formula
- Removed a few options from
ddraw.inithat should never be turned off
Original engine bug fixes and various features based on the work by Crafty:
- Fixed SpeedInterfaceCounterAnims not displaying the correct negative value when HP drops below zero
- Rewrote the Sharpshooter perk fix to match its description correctly
- Rewrote the dodgy door fix to apply to both melee and ranged attacks
- Added a fix for a crash when leaving the map while waiting for someone to die of a super stimpak overdose
- 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 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
- Added a fix for the original engine issue that caused party members to be able to unequip multiple of the same armor and reduce their stats to below the proper values
- Added a fix for the original engine issues that caused the game not to check NPC's addictions properly and the Jet Antidote not to work on NPCs
- Added a fix for the maximum text width of the item weight (Wt.) in party member trading window
- Added a fix for the original engine issue that caused NPCs to become unresponsive and act like walking containers if you move to another map while they are under 'lost next turn' critical miss effect
- Added a fix for the original engine issues with being able to charge the car by using cells on other scenery/critters, and cells getting consumed even when the car is already fully charged
- Added an option to stack empty identical weapons, no matter what type of ammo was loaded previously
- Added an option to highlight containers as well as items
- 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 version 3.7, please refer to the sfall-readme.txt in the release files.