Some fallout 2 engine tweaks

Post » Tue Aug 31, 2010 9:32 pm

Great work! How about a better method for dealing with money?


What's wrong with dealing with money? Just type in the number.
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Kirsty Wood
 
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Post » Tue Aug 31, 2010 3:17 pm

What's wrong with dealing with money? Just type in the number.

If you can do that, tell me how you did it.
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Craig Martin
 
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Post » Tue Aug 31, 2010 1:27 pm

You just type it. Try. On your keyboard.

And for Vista set compability mode to win95. (find the exe of the game -right click -properties- compability tab)
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Jonathan Windmon
 
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Post » Tue Aug 31, 2010 11:20 am

A new version (v1.6) is out. I've fixed the last thing that was bugging me: If you use a high resolution in windows then the mouse is far too sensitive in fallout even if you turn the in game sensitivity all the way down to its minimum. There's also a fix for the sharpshooter perk that dude101 asked me to include, and a new windowed mode which is much faster than the old one at the expense of movies not being coloured correctly.

There is a ScriptExtender=0 line in ddraw.ini that I haven't really explained. If it's set to 1, you get access to the extra scripting functions I was playing around with. The only ones in 1.6 are read_byte(int address), read_short, read_int and read_string, which can be used to read memory in fallout's address space.

Edit: Here's a tweaked version of sslc that can compile the new functions, if anyone else wants to play around with them.
Edit2: Moved sslc to the same page as the rest of the files. I've also added 4 more script functions; get_pc_base_stat, get_pc_extra_stat, set_pc_base_stat and set_pc_extra_stat.

Hi, tried your mod on Fallout 1 and Vista. Comes up saying "Could not load DirectX - This Programs requires win 95 with DirectX 3.0a".

That's the error you get if you try using the mod with a different version of fallout than what it was built for.
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Jarrett Willis
 
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Post » Tue Aug 31, 2010 12:33 pm

Nice. Thanks for all your hard work Timeslip!
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Charles Weber
 
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Post » Tue Aug 31, 2010 12:27 pm

Well, Timeslip, you continue to amaze us all. And, as usual, you sometimes get some strange, even outrageous requests. Well, I have one of them B)

Would it be difficult to add a toggle key (perhaps bindable to middle mouse button) that allows you to quickly switch from 10x speed to normal speed? Sometimes, it's great having such speed, but makes typing in save game names or dialogues fly by too fast.

Whether you can do it or not, thanks in advance!
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Eduardo Rosas
 
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Post » Tue Aug 31, 2010 2:39 pm

Would it be difficult to add a toggle key (perhaps bindable to middle mouse button) that allows you to quickly switch from 10x speed to normal speed? Sometimes, it's great having such speed, but makes typing in save game names or dialogues fly by too fast.

Isn't there one already? With the default keys, numpad 1 sets speed back to normal. If you want to use another key, change it in ddraw.ini.
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Ezekiel Macallister
 
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Post » Tue Aug 31, 2010 2:29 pm

Isn't there one already? With the default keys, numpad 1 sets speed back to normal. If you want to use another key, change it in ddraw.ini.


Ah, it seems you misunderstood me a bit. What I mean was this:

Let's say the game runs on normal speed. You press the 'F' key. The game goes into 10x speed. You press the 'F' key again. It goes back to normal speed.
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rae.x
 
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Post » Tue Aug 31, 2010 3:32 pm

v1.7 is out. I've added a better fix for the 13 year time limit which no longer results in the date wrapping around, (set the TimeLimit line in ddraw.ini to -3,) as well as a fix for the pathfinder perk not doing what its description said it did. There's also some new scripting functions, which I doubt anyone other than killap is interested in.

I've also added the option to set up a key to toggle the speed tweak, to keep everedgy happy. ;)
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Lizzie
 
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Post » Tue Aug 31, 2010 1:11 pm

v1.7 is out. I've added a better fix for the 13 year time limit which no longer results in the date wrapping around, (set the TimeLimit line in ddraw.ini to -3,) as well as a fix for the pathfinder perk not doing what its description said it did. There's also some new scripting functions, which I doubt anyone other than killap is interested in.

I've also added the option to set up a key to toggle the speed tweak, to keep everedgy happy. ;)


I'll buy you a beer if we ever meet. Hell, I'll buy you 10 rounds if you want to :foodndrink: Just name your favorite B) Thanks, Timeslip! You're a real altruist! :thumbsup:
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WYatt REed
 
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Post » Tue Aug 31, 2010 11:03 am

Timeslip, why hasn't a company hired you yet? You're brilliant! Everything you touch seems to turn to gold.
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Paula Rose
 
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Post » Tue Aug 31, 2010 9:10 pm

You just type it. Try. On your keyboard.

And for Vista set compability mode to win95. (find the exe of the game -right click -properties- compability tab)

Tell me how you get it to in on your keyboard, as far as I know, it isn't possible except in Tactics.
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Far'ed K.G.h.m
 
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Post » Tue Aug 31, 2010 1:47 pm

I tried running the mod on my comp with Win98, but for some reason it doesn't work (Fallout completely ignores it).
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The Time Car
 
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Post » Tue Aug 31, 2010 5:38 pm

1.9 is out, this time to implement Red.Room.Service's feature request.

If you did what you're saying, could you then apply a filter?

Possibly. I don't know what the speed hit would be like doing it in software though. I could do it faster using d3d shaders, but you might end up losing any in game movies.

I did end up using d3d. Movies do look a little bit weird, but not as bad as I expected, and everything else still seems to be working. :)

Set the graphics mode to 4 or 5, (4 for fullscreen, 5 for windowed,) and set your resolution on the GraphicsWidth and GraphicsHeight lines. By default it just uses a linear filter, but if you want something else you can create a dx9 effect file called 'data\shaders\global.fx', and it'll use that instead.

Full 1.9 changes:
If you use sfall with a version of fallout.exe that it wasn't built for, you get a useful error instead of the generic 'requires DirectX 3a' message
If using a 16 bit colour mode, you can alter the speed of fades
Added some extra graphics modes that use d3d9 for rendering instead of ddraw
Can change the initial map to load when starting a new game
Added some extra scripting functions. (game_loaded, graphics_funcs_available, load_shader, free_shader, activate_shader, deactivate_shader)

Since I was writing the shader code anyway, I added some scripting functions to let mods load extra ones. *waits for someone to write a 'jet causes psychedelic vision' mod*

Tell me how you get it to in on your keyboard, as far as I know, it isn't possible except in Tactics.

There's nothing special you need to do. When fallout displays the prompt asking how many items you want to buy/sell/drop or whatever, you just hit the number keys on your keyboard instead of clicking the up/down buttons. :shrug:

I tried running the mod on my comp with Win98, but for some reason it doesn't work (Fallout completely ignores it).

If fallout completely ignored it, you're either using the dos version of fallout or you installed it incorrectly. Make sure the file 'ddraw.dll' is in the same folder as 'falloutw.exe' for fallout 1 or 'fallout2.exe' for fallout 2.
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Casey
 
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Post » Tue Aug 31, 2010 7:35 pm

Hmm...
It is in the same folder and I ran the falloutw.exe. The same thing happens with Fallout 2 :shrug: .
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Vera Maslar
 
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Post » Tue Aug 31, 2010 2:59 pm

Hmm...
It is in the same folder and I ran the falloutw.exe. The same thing happens with Fallout 2 :shrug: .

Weird. What have you tried doing with it? Have you only tried the mouse wheel, or does doing something like setting the graphics mode to 1 not do anything either?

If changing the graphics mode doesn't work either, then its possible that windows 98 lists ddraw.dll as a protected operating system file, in which case you'll need to hex edit the fallout exe to get it working. In fallout 2 go to offset fe150, which should be the string DDRAW.DLL. Change it to something else, and then rename the copy of ddraw.dll from this mod to match. (In fallout 1, the offset is df78c.)

Edit: Anyone else tried using this with windows 98?
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Brandon Wilson
 
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Post » Wed Sep 01, 2010 12:11 am

Mouse wheel and changing display mode don't anything on my comp.

I changed DDRAW to RRRAW and now it displays "this program requires Windows 95 with DirectX 3.0a or later..." message.
I changed name of ddraw.ini to rrraw.ini and now it runs, but the tweaks don't work...

I have a 1.2 US version of Fallout.
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Crystal Clarke
 
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Post » Wed Sep 01, 2010 1:48 am

Where have you been for the past 10 years? :poke:


Awesome stuff! :goodjob:
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Nicole Kraus
 
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Post » Tue Aug 31, 2010 11:27 pm

I changed DDRAW to RRRAW and now it displays "this program requires Windows 95 with DirectX 3.0a or later..." message.
I changed name of ddraw.ini to rrraw.ini and now it runs, but the tweaks don't work...

You don't need to rename of the ini, only the dll. If you rename the ini, the dll wont be able to find it and will use default values instead. If it runs with the ini renamed, then the dll must be being loaded at least, because the edited copy of fallout wont be able to find the real ddraw.dll.

I've uploaded a fallout 1 version of 1.9 for you. If you use that, use your modified copy of falloutw.exe, rename ddraw.dll to rrraw.dll, and don't change the name of the ini file, what error message do you get?

Edit: And anyone who downloaded 1.9 in the last hour or so and intends to use the dx9 mode should redownload 1.9b. There was a rather stupid bug in 1.9a that could cause a lockup on the opening splash screen.

Edit2: And a second stupid bug, I left the WorldMapTimeMod line in ddraw.ini at 0 instead of 100. If you don't change it back, no time will pass when travelling around the world map.
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SiLa
 
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Post » Tue Aug 31, 2010 12:32 pm

I've uploaded a fallout 1 version of 1.9 for you.

Thanks.

If you use that, use your modified copy of falloutw.exe, rename ddraw.dll to rrraw.dll, and don't change the name of the ini file, what error message do you get?

I get the same message as before - "Could not load DirectX", "this program requires Windows 95 with DirectX 3.0a or later..." :( .
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Romy Welsch
 
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Post » Tue Aug 31, 2010 1:15 pm

I get the same message as before - "Could not load DirectX", "this program requires Windows 95 with DirectX 3.0a or later..." :( .

That shouldn't be possible. :banghead:

Sorry, but I'm going to have to give up. I have no other ideas why it might not be working. :(
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luis ortiz
 
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Post » Tue Aug 31, 2010 8:59 pm

Therion, are you by chance running my patch?
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Hella Beast
 
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Post » Tue Aug 31, 2010 10:42 pm

I have no other ideas why it might not be working. :(

Oh :( .

Well, thanks for trying :) . It seems that I'll have to buy myself a WinXP after all...

Therion, are you by chance running my patch?

No.
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Matthew Barrows
 
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Post » Tue Aug 31, 2010 1:39 pm

Or you use the inofficial patch from Killap, which tied
together all the loose ends which where still there from
the original patches. The game works like it should with it,
and chances are, your copy of Fallout will as well,
without upgrading your OS.
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Mashystar
 
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Post » Tue Aug 31, 2010 2:15 pm

v1.10 is out, probably of interest only to modders this time.

Added an option to display debug messages in fallout, or to print them to the debug log
Added the ability to create global scripts. (Scripts that run independently of the loaded map, and are not attached to any object)
Added new script functions (set_global_script_repeat, input_funcs_available, key_pressed)
When using a dx9 graphics mode with a non 640x480 resolution and with multiple shaders running, the screen is no longer distorted


Edit: Added a 'get drunk' mod as an example of a global script. (Drinking booze causes blurred vision.)

Edit2: v1.11
Added the ability to tell fallout 2 to use a config file other than fallout.cfg
Shaders now have access to the system tick count. (Create a non-static variable called 'tickcount')
If using a dx9 mode, you can set up a key to toggle the global shader, and control when the shader gets used
Added new script functions (in_world_map, force_encounter, set_shader_int, set_shader_float, set_shader_vector)

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keri seymour
 
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