Some fallout 2 engine tweaks

Post » Tue Aug 31, 2010 7:45 pm

Thank you so much for everything that you have given to the Morrowind, Oblivion and now Fallout communities. A huge, huge 'Thank You'.
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Beulah Bell
 
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Post » Tue Aug 31, 2010 5:09 pm

Hey Timeslip, how do you install your mod? Do you just put it in the Fallout directory?
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Siobhan Wallis-McRobert
 
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Post » Tue Aug 31, 2010 6:24 pm

First of all, great work on this tweak :)

Please forgive my ignorance, but seeing as I know absolutely nothing about compiling, how would I go about getting this tweak to work with the UK version of Fallout 1/2? or is there someone that can provide an already pre-compiled version?

I'm using TeamX's FO1 1.3.2w Patch and Killap's unofficial FO2 Patch (6/11/2007) for the UK release.
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SexyPimpAss
 
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Post » Wed Sep 01, 2010 3:14 am

Timeslip

You rock at life, man.
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Donald Richards
 
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Post » Tue Aug 31, 2010 10:12 pm

I have a feature request for this.

Could you please add support for the various items that are available in the FO2 Patcher as shown in this screen shot

http://imageshack.us

I also need the option to change the name of the various movies by script

One of the default movies is called vsuit.mve which is hard coded, not a problem normaly but I would like to have this as a varible so that I can play a different movie depending on the action the player takes

example: The player chooses to where the vault suit, then the normal vsuit.mve file plays, but if the plays chooses to say no and decides to not wear the suit then a different clip plays called xxxx.mve this is important because the playing of this movie trigger the change from the starting model to the default model (tribal to vaultsuit model)

The main functions I really need from the patcher is the default male and female models to be able to be changed by script. The default names are:

starting male: hmwarr
starting female: hfprim
default male: hmjmps
default female: hfjmps

I have a mod that I'm planning where this would be very very good...
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Sasha Brown
 
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Post » Tue Aug 31, 2010 11:36 pm

I have a feature request for this.



1.13 is out:

>You can now change the start and default player models
>You can now change the hardcoded in game movies
>Added new script functions (set_dm_model, set_df_model, set_movie_path)
>If you use the fallout2.exe included with killaps patch, sfall will no longer complain about an unsupported exe if you use the sharpshooter fix


Edit: If you change the default player model path in a script, it's possible that you'll need to restart fallout for the changes to take effect. (Or worse, if they get stored in the save file it's not going to work at all...)
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LuBiE LoU
 
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Post » Wed Sep 01, 2010 2:49 am

Does this also slow down the map travel speed for modern PCs
if not can I suggest it be added?
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Annick Charron
 
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Post » Tue Aug 31, 2010 6:49 pm

1.13 is out:


Where's the download link for this, your website says it still version 1.12b

Edit: If you change the default player model path in a script, it's possible that you'll need to restart fallout for the changes to take effect. (Or worse, if they get stored in the save file it's not going to work at all...)



I don't think this will be a problem, the information is normally hard coded in the fallout2.exe file, simply removing the players armour should be enough for the engine to reload the default player model, which can be done by script I think. If you can get this working then it will be easy enough for me to mod the game so that the player can get 'dipped' and turn into a super mutant, all exposed to high rads and turn into a Ghoul. Just means that the player can play as a race other than human...

*EDIT*
Got it now thanks, not sure if my web browser had refreshed or not.

Anyway is it possible to trigger changes in sfall via a script in Fallout 2?
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aisha jamil
 
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Post » Tue Aug 31, 2010 11:32 am

It would be nice, if you could add a function to change the starting time (the ingame date at game start). With this I wouldn't need to use a loader and that would mean, one possible source of error less. :)
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x a million...
 
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Post » Wed Sep 01, 2010 1:20 am

It would be nice, if you could add a function to change the starting time (the ingame date at game start). With this I wouldn't need to use a loader and that would mean, one possible source of error less. :)

Done.

Added the option to change the starting day/month/year
Fixed a 1.13 bug which broke female players


Edit:
I've released another new version, this time for a feature request over at nma to remove scroll limits. The sniper rifle has a longer range than the distance you're allowed to scroll, so you can end up getting snipped by attackers you cant see, or conversely to have attackers which are theoretically within your attacking range but which can't be targeted. Increasing the scroll limits to 800 or so fixes these problems.
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Peter P Canning
 
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Post » Tue Aug 31, 2010 10:10 pm

Hey Timeslip !,
Thanks for the work you did man , great contribution to the fallout community , but is it possible for me to use your mod for my version ?
i use the UK version, since we only have that version here in my country (Holland) there is no other way around it ... but i just want to try all the cool things you made into the mod.

Oh well, just keep on going , its great . Woot !
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Shianne Donato
 
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Post » Tue Aug 31, 2010 10:21 pm

Are the engine tweaks compatible with killap's patch? When I try to start the game with the engine tweaks I get the error message "Unexpected version, was expecting 1.02" or something.
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Haley Merkley
 
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Post » Tue Aug 31, 2010 9:11 pm

Thanks for the work you did man , great contribution to the fallout community , but is it possible for me to use your mod for my version ?
i use the UK version, since we only have that version here in my country (Holland) there is no other way around it ... but i just want to try all the cool things you made into the mod.

It's not possible to use it with a UK exe at the moment. All the memory addresses would need to be changed, which is possible but needs someone who knows the differences between the US and UK exes.

Are the engine tweaks compatible with killap's patch? When I try to start the game with the engine tweaks I get the error message "Unexpected version, was expecting 1.02" or something.

Yes, they are compatible. You just need to disable the sharpshooter fix because killaps patch already includes it.

Actually, 1.15 should automatically disable the sharpshooter fix if killaps patch is installed. Are you using an old version, or did I break something else?
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April
 
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Post » Tue Aug 31, 2010 10:21 pm

Thx for the info, and the fast reply, I was using an older version of sfall, downloaded the latest and it works fine :)
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Elisabete Gaspar
 
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Post » Tue Aug 31, 2010 9:08 pm

Hi Everybody, and specially Timeslip.

I've got some problems with playing Fallout 2 in window with your .ini mode. The game speed is very bad and the game seems like playing WoW on 56kb modem! And not only the game. Speed in menu or loading saves is very slow too... I really don't know if using this mode is demanding my computer too much, but it's very strange, 'cause this is game ten years old...

Do anyone have some advices for me?
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Elisha KIng
 
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Post » Tue Aug 31, 2010 9:12 pm

Hi Everybody, and specially Timeslip.

I've got some problems with playing Fallout 2 in window with your .ini mode. The game speed is very bad and the game seems like playing WoW on 56kb modem! And not only the game. Speed in menu or loading saves is very slow too... I really don't know if using this mode is demanding my computer too much, but it's very strange, 'cause this is game ten years old...

Do anyone have some advices for me?

Windowed mode locks the game to the refresh rate of your monitor. There's not really anything you can do about it, but it probably doesn't have anything to do with the speed of your computer.
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Robert Devlin
 
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Post » Tue Aug 31, 2010 5:50 pm

Heres one little complaint for all your hard work.

Scrolling. I can only scroll through my inventory. I cannot scroll through inventories of NPCs.
complain....complain...complain... nitpick...nitpick...nitpick..... complain.

Any chance of making that work too?
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BrEezy Baby
 
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Post » Tue Aug 31, 2010 2:41 pm

Heres one little complaint for all your hard work.

Scrolling. I can only scroll through my inventory. I cannot scroll through inventories of NPCs.
complain....complain...complain... nitpick...nitpick...nitpick..... complain.

Any chance of making that work too?

Not really. The scrolling thing works by faking an up/down arrow key press each time you scroll the mouse wheel, so it'll only work where the up/down arrow keys do.
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TIhIsmc L Griot
 
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Post » Tue Aug 31, 2010 11:46 pm

So ... then it should work in trade screen too and in my car inventory?
When i trade or open up car inventory i can only scroll my part of the inventory. Its no biggy... it would just be nice to be able to scroll those too.
If its possible and someone has the time and will to do it....

Anyway, thanx for your work.
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Batricia Alele
 
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Post » Tue Aug 31, 2010 3:20 pm

hi timeslip and thanks for the great contribution, you made modding a lot easier... i have a few questions and proposals for you so here they are...

is it possible to change the start date?

is it possible to change the starting world map coordinates?

is it possible to do something about the elevators in the game?
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Veronica Martinez
 
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Post » Tue Aug 31, 2010 6:07 pm

is it possible to change the start date?

Already in.

is it possible to change the starting world map coordinates?

Already in. (Use set_world_map_pos in the map script of the starting map.)

is it possible to do something about the elevators in the game?

What do you mean by 'something'? If it's the crashes, then you can fix them by increasing the art_cache_size setting in fallout2.cfg. If you want extra elevator slots, just use the normal windowing functions to fake them.
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Janine Rose
 
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Post » Tue Aug 31, 2010 7:00 pm

thanks for the quick reply and clarifications...
about the elevators.. i thought about them being hardcoded into exe file. As I am aware the elevator GUI cannot be spawned unless you overwrite an existing map from the original game with an elevator
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Budgie
 
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Post » Tue Aug 31, 2010 1:22 pm

about the elevators.. i thought about them being hardcoded into exe file. As I am aware the elevator GUI cannot be spawned unless you overwrite an existing map from the original game with an elevator

They are. That's why I suggested using the windowing script functions to create a fake one. :shrug:

   lexAddToken(T_SELECTWIN, "selectwin");   lexAddToken(T_CREATEWIN, "createwin");   lexAddToken(T_DELETEWIN, "deletewin");   lexAddToken(T_RESIZEWIN, "resizewin");   lexAddToken(T_SCALEWIN, "scalewin");   lexAddToken(T_SHOWWIN, "showwin");   lexAddToken(T_FILLWIN, "fillwin");   lexAddToken(T_FILLRECT, "fillrect");   lexAddToken(T_FILLWIN3X3, "fillwin3x3");   lexAddToken(T_ADDBUTTON, "addbutton");   lexAddToken(T_ADDBUTTONTEXT, "addbuttontext");   lexAddToken(T_ADDBUTTONGFX, "addbuttongfx");   lexAddToken(T_ADDBUTTONPROC, "addbuttonproc");   lexAddToken(T_ADDBUTTONFLAG, "addbuttonflag");   lexAddToken(T_ADDBUTTONRIGHTPROC, "addbuttonrightproc");   lexAddToken(T_DELETEBUTTON, "deletebutton");


Look at the Mr Fixit mod for examples of how to use them to create your own pieces of ui.
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SHAWNNA-KAY
 
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Post » Tue Aug 31, 2010 9:30 pm

thanks for the pointers, you've been very helpful
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Rebekah Rebekah Nicole
 
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Post » Tue Aug 31, 2010 10:03 pm

is it possible to get around the city number limitation so modders don't have to provide F2 exe file with their mods?
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Dylan Markese
 
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