Some fallout 2 engine tweaks

Post » Wed Sep 01, 2010 12:36 am

I've spent the last week replaying fallout 2, but I found a few things rather irritating. Being the habitual modder that I am, I decided to make an attempt at fixing them. You can download the mod I came up with http://timeslip.chorrol.com/sfall.html.

The first thing it changes is gameplay speed. Running from one side of new reno to the other for the hundredth time gets a bit boring, so you can set up some keyboard keys to modify the speed to anywhere between 0.5x and 10x normal. It affects running speed and combat, but not the world map, sound, movies or talking heads.

The second thing is that there's no option to play fallout in a window, so I added a windowed mode. It messes up if you scroll the window around, but it makes alt-tabbing, working with two monitors and taking screenshots a lot easier.

Lastly, scrolling through the inventory gets a bit cumbersome if you have lots of stuff in it, so I tweaked it to let you use the mouse scroll wheel as well as the normal controls.

I've only tested it with the copy of fallout2.exe that comes with megamod 2, but it should work with a normal v1.02 US version too.

Edit: The main thread for discussing this mod is now on the nma forums, http://www.nma-fallout.com/forum/viewtopic.php?t=38116.
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Robert Jackson
 
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Post » Tue Aug 31, 2010 10:04 am

Very nice! I love the scrolling. That was always something that got annoying in the game.

I would love to include this in my unofficial patch and my upcoming expansion. Do I have permission to include it? Obviously credit will be given to you.
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Brιonα Renae
 
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Post » Tue Aug 31, 2010 8:47 am

You're welcome to do whatever you like with it. :)
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George PUluse
 
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Post » Wed Sep 01, 2010 12:24 am

You're welcome to do whatever you like with it. :)


Does that go for me too? :bigsmile:
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Makenna Nomad
 
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Post » Tue Aug 31, 2010 6:54 pm

I've made an update to let the middle mouse button do something useful. It's set to switch between your two active weapons by default, but can be changed in the ini. I've also added a frameskip option for windowed mode, and an option to put direct input into background mode, but I doubt anyone other than me will use them, so both are disabled by default.

Edit: Would anyone be interested in a fallout 1 version? Since it uses the same engine, it would be easy to convert this to work with it.

Does that go for me too? :bigsmile:

It goes for everyone. As long as no-one tries to sell it or claim that they wrote it themselves I don't mind what anyone does with it.
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Melis Hristina
 
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Post » Tue Aug 31, 2010 12:34 pm

Awesome idea with the mouse-wheel. It's the little things we don't appreciate enough.

Question: has anybody experienced a case of increased travel speed when on the world map? It's funny, because it acts almost like my machine is too fast, but the rest of the gameplay is normal. Is is my A64 or something? Or is it just new machines in general, because if, then there might be a mod to fix that too.
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Ross Zombie
 
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Post » Tue Aug 31, 2010 5:25 pm

Question: has anybody experienced a case of increased travel speed when on the world map? It's funny, because it acts almost like my machine is too fast, but the rest of the gameplay is normal. Is is my A64 or something? Or is it just new machines in general, because if, then there might be a mod to fix that too.

It's new machines in general, and there is indeed http://www.nma-fallout.com/forum/dload.php?action=file&file_id=658 around to fix it. (Ignore the resolution stuff; it's the slow down world map travel option that you want.)
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Charlotte Buckley
 
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Post » Tue Aug 31, 2010 8:24 pm

Would anyone be interested in a fallout 1 version? Since it uses the same engine, it would be easy to convert this to work with it.


YES, that would be very cool.
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Jade Payton
 
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Post » Tue Aug 31, 2010 4:50 pm

YES, that would be very cool.

Done.
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Liv Brown
 
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Post » Tue Aug 31, 2010 10:23 am

Done.


Wow thanks so much! Do you have any more surprises planned for the FO modding community?
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Brandi Norton
 
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Post » Tue Aug 31, 2010 1:01 pm

Edit: Would anyone be interested in a fallout 1 version? Since it uses the same engine, it would be easy to convert this to work with it.

YES, that would be very cool.

2nd that!
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Kate Schofield
 
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Post » Tue Aug 31, 2010 11:42 am

Would it be possible to tweak the engine to be able to play at a higher resolution? I'm guessing the interface would still be a problem.. (please say it's possible..)

If so, please do Fallout & Fallout 2.. and then see what you can do with Planescape: Torment! :D

You're the king man. Morrowind.. Oblivion.. now Fallout. Thank you so much for your enormous contribution to my happiness :)
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lillian luna
 
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Post » Tue Aug 31, 2010 6:30 pm

Would it be possible to tweak the engine to be able to play at a higher resolution? I'm guessing the interface would still be a problem.. (please say it's possible..)

I already posted a link to the resolution mod 6 posts ago. :glare:
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Jessie Rae Brouillette
 
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Post » Tue Aug 31, 2010 8:15 pm

Great job Timeslip, a very usefull tweak ! :mohawk:

I already posted a link to the resolution mod 6 posts ago

Red.room.service > that means the tweak is compatible with that resolution/travel mod, and as killap said on nma "I tested it and it works just fine with my patch". You can use one of these possibilities ("resolution" mod or killap patch) to slow down your travels on world map.

Since killap patch got a lot of corrections and features, i recommend you to use it as well. The "resolution" mod from jdoe407 was also a nice piece of work but seems to be quite outdated actually, am i wrong ? Same for the mods that improve the quantity of random encounter without slowing travels (worldmap.txt)...
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Nikki Morse
 
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Post » Tue Aug 31, 2010 12:20 pm

I already posted a link to the resolution mod 6 posts ago. :glare:


In my experience, that mod isn't really playable. I was hoping you might work your mojo and make a playable version ;)


Red.room.service > that means the tweak is compatible with that resolution/travel mod, and as killap said on nma "I tested it and it works just fine with my patch". You can use one of these possibilities ("resolution" mod or killap patch) to slow down your travels on world map.

Since killap patch got a lot of corrections and features, i recommend you to use it as well. The "resolution" mod from jdoe407 was also a nice piece of work but seems to be quite outdated actually, am i wrong ? Same for the mods that improve the quantity of random encounter without slowing travels (worldmap.txt)...


I've always used the "unofficial" patch but killap's seems to fix more. I'll check it out!
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Pawel Platek
 
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Post » Tue Aug 31, 2010 3:05 pm

In my experience, that mod isn't really playable. I was hoping you might work your mojo and make a playable version ;)

Unfortunately, that's the best you're going to get. Fallout is hardcoded to draw at 640x480, all the maps assume a resolution of 640x480 and all the interface pieces assume 640x480. Forcing fallout to do something else will always have horrible side effects.

The only side-effect-less thing I could do would be to let fallout draw everything at 640x480 like normal, and then upscale it to a higher resolution later, but that's basically what your monitor does anyway so there wouldn't be much point.
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Gemma Flanagan
 
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Post » Tue Aug 31, 2010 11:45 pm

Unfortunately, that's the best you're going to get. Fallout is hardcoded to draw at 640x480, all the maps assume a resolution of 640x480 and all the interface pieces assume 640x480. Forcing fallout to do something else will always have horrible side effects.

The only side-effect-less thing I could do would be to let fallout draw everything at 640x480 like normal, and then upscale it to a higher resolution later, but that's basically what your monitor does anyway so there wouldn't be much point.


If you did what you're saying, could you then apply a filter?
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sam smith
 
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Post » Wed Sep 01, 2010 1:23 am

Wow thanks so much! Do you have any more surprises planned for the FO modding community?

But if I told you, it wouldn't be a surprise. :P

In any case, when I'm modding I generally do whatever seems like a fun idea at the time, and worry about whether anyone else will find it interesting later. That obviously means I don't do much planning ahead, but if I come up with anything useful I'll be sure to post it.

Then again, if it's just a surprise you want, if you install http://timeslip.chorrol.com/temp/foScriptExtenderTest.7z then you'll probably find what happens if you start a new game and use first aid on klint fairly surprising, especially if you have a loud motherboard speaker. :evil: (I was trying to come up with a way for in game scripts to interact with my dll.)

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.
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Mr.Broom30
 
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Post » Tue Aug 31, 2010 3:14 pm

Cool stuff man. Any chance you could look at the 13 year time limit? That really annoys the power gamers.

There is a thread on NMA discussing your mod:
http://www.nma-fallout.com/forum/viewtopic.php?t=38116
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Eliza Potter
 
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Post » Tue Aug 31, 2010 1:40 pm

This mod has certainly been unexpectedly popular; so far I've spotted it on the front pages of gamebanshee, rpgwatch and filefront. :unsure:

Any chance you could look at the 13 year time limit? That really annoys the power gamers.

Hasn't that http://www.nma-fallout.com/forum/viewtopic.php?t=10538&start=51?

I've added it to my mod anyway; it's the TimeLimit line in ddraw.ini. Set to -1 to disable the time limit, or somewhere between 0 and 255 to set a custom limit. The default is 13, so it wont change the limit unless you tell it to. I have no idea what the side effects will be when you hit 13 years; I've only been testing it by setting lower limits. I'm 99% sure that there will be side effects of some description though, because about 6 months into year 13 the variable that measures how long its been since the game start will roll over back to 0.

Edit: I've done some testing, and when the variable rolls over the whole game locks up, so it's not exactly playable. The crash date was 8th of march 2255 and the usual time limit is 25th July 2254, so you only get an extra 7ish months.

Edit2: It looks like I can make it work by manually resetting the date back to 2241 each time you go over the 13 year limit.

Edit3: Bit of a late edit, but v1.8 now lets you remove the time limit without having to reset the year back to 2241 all the time.
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Carolyne Bolt
 
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Post » Tue Aug 31, 2010 3:58 pm

Wow thats great and very fast, it is a minor hassle though: but I can power game to my hearts content now :)
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Marlo Stanfield
 
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Post » Wed Sep 01, 2010 1:47 am

Great work timeslip.
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NeverStopThe
 
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Post » Tue Aug 31, 2010 9:47 pm

Great work! How about a better method for dealing with money?
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Emmanuel Morales
 
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Post » Wed Sep 01, 2010 12:15 am

I loved your Morrowind stuff, but this has elevated you to a peak of brilliance shared only by aphatmc~ himself. Great work.
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katsomaya Sanchez
 
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Post » Tue Aug 31, 2010 11:50 am

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".

Any solution, or one reason more to kick vista??

thx
[mx]
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Elizabeth Falvey
 
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