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sfall, a fallout 2 engine tweak mod by Timeslip (+ others) version 2.19a, built for fallout 2 v1.

02 US Sourceforge project and source code: http://sourceforge.net/projects/sfall Additional materials at: http://timeslip.users.sourceforge.net This was a quick fallout mod which I originally stuck together to try and fix a few minor annoyances that I had with the games, but which then turned into a sli ghtly bigger mod which fixed some other peoples annoyances and some of the bugs in the original fallout engine too, and has since turned into a bloody huge mod with code contributions from a double figured number of people and with which mo dders could practically write a whole new game. The features are too numerous to list these days, so you'll have to read through the changelog instead. This mod only works with a specific version of the fallout 2 exe; the US copy of 1.02. Attempting to use this mod with an incompatible version of fallout will r esult in an error when you try to run it. If your version of fallout doesn't hav e kids, then you have the UK version instead of the US version, so you'll need t o patch it into the US version before using this mod. Using a d3d9 graphics mode obviously requires you to have dx9 installed and a dx 9 compatible graphics card. sfall requires a recent DX9.0c update. (Specifically , the one that includes d3dx9_42.dll. Aug 2009 iirc.) If you set the graphics mo de to 4 or 5 but don't have DX9.0c installed at all, fallout will crash on start up. If you have a version of DX9.0c installed, but one which is older than the r equired one, fallout will crash at the main menu. Please note that there have be en several years worth of releases all labelled '9.0c', with little way of telli ng them apart aside from the release date. The versions of DirectX 10 and 11 inc luded with windows vista and 7, as well as the versions of directx installed by games, do not always contain the most up to date DirectX 9 components, so even i f you think you have DX9.0c already, run the web installer to check if you crash at the main menu. This mod only works on windows xp and above. (Yes, win 2000 should work too, but isn't tested. win me will not.) ****************** ** Installation ** ****************** Extract 'ddraw.dll' and 'ddraw.ini' to fallout's base directory. (i.e. the one t hat contains fallout2.exe.) IMPORTANT NOTE: If you are using a mod that included sfall already (e.g. killaps unofficial path or RP, etc.) then that mod has probably included a custom modified ddraw.ini. I n that case, overwriting it with sfall's vannila ddraw.ini will be likely break your game. Instead, only overwrite ddraw.dll, and keep the mods existing copy of ddraw.ini. (Or, if you know what you're doing, you can merge them together by h and.) The folder 'translations' contains translations of some of the strings that sfal l displays in game. To use a translation, copy this folder to fallout's base dir ectory too, and then in ddraw.ini change the 'TranslationsINI' setting to './tra nslations/<your language>.ini' ******************** ** Uninstallation ** ********************

Delete ddraw.dll and ddraw.ini from your fallout directory. *********** ** Usage ** *********** This mod is configured via the 'ddraw.ini' file, which can be opened with any te xt editor. Details of every configerable option are included in that file. Where a comment refers to a DX scancode, the complete list of codes can at the link b elow: http://www.gamespp.com/directx/directInputKeyboardScanCodes.html In a default installation using an unmodified copy of ddraw.ini, the middle mous e button will be set to switch between weapons and the mouse wheel will be set t o scroll through any menus that respond to the up/down arrow keys. Holding ctrl and hitting numpad keys 0 to 6 will adjust the game speed. The script extender a nd any engine fixes are also enabled. Options which change gameplay in some way not originally intended by the developers are disabled. ****************** ** Known issues ** ****************** It is not possible to completely remove the fallout 2 13 year time limit, becaus e fallout 2 stores the time passed since the start of the game in a 32 bit varia ble, and on the 8th of March 2255 this variable overflows, causing fallout to cr ash. (Normally, the game will end on the 25th of July 2254) This mod does give y ou several options for removing the limit, but each option has its own set of si de effects. If you are planning on powergaming, as well as setting the TimeLimit line to -3, I suggest setting the WorldMapTimeMod value to somewhere around 10, which will increase the amount of gameplay time you have between tickcount roll overs by an order of magnitude. When using the control party members option, if you access the inventory and swi tch out a weapon, the critter animation will not change. Also sometimes you migh t find that clicking to attack something doesn't respond. In either case switch active hands and back should get things working again. Also never try to save or reload while in combat if it's the turn of a player controlled critter. *************** ** Changelog ** *************** v2.19a >Added options to move the main menu buttons and credit text >Fixed a bug in the default heal rate formula when modifying stat relationships v2.18a >Added an option to disable the pipboy alarm >Hero apperence mod bug fixes. (From Mash) v2.17b >Fixed a crash bug introduced with motion scanners v2.17a >Added >Added >Added >Fixed an option to adjust the behaviour of the motion scanner an option to increase the maximum number of slots in encounter tables new script function: get_npc_level removal of hardcoded effects for the skilled trait

v2.16a >Added new script functions: force_aimed_shots, disable_aimed_shots, mark_movie_ played >Added a config file to change the SPECIAL/derived stat relationships >Added an option to limit inventory by space as well as weight >Improved the compatibility mode check v2.15a >Added >Added >Fixed >Added the ability to adjust skill/stat relationship an option to add stat/skill effects to traits via config files an issue with doors being able to dodge bullets (From Mash) an option to increase the maximum number of named scripts

v2.14a >Added a method of creating critical tables for new critter types >Added a new option to block all saving in combat (off by default) v2.13b >A fix for hero apperence mod breakage in 2.13a (From Mash) v2.13a >Fixed a virtual file system bug >Hero apperence mod fixes and improvements (From Mash) >Two alternate fixes to the interaction between H2H attacks and the fast shot tr ait (One from Haenlomal) v2.12a >New script function: set_sfall_arg >Added a fix for the original engine issue that could cause fallout to look for the music in the wrong folder >Added a fix for the original engine issue that prevented melee npcs attacking m ultihex critters (From Haenlomal) >Added an option to allow party members to reach level 6 (From Haenlomal) >Added an option to change the font colour on the main menu >More bug fixes for Glovz's mod >More flexibility for the 32 bit talking heads >key_pressed now accepts values from 256 to 263 to report on the status of up to 8 mouse buttons (From NVShacker) >Fix the rcpres variable in shaders containing two copies of 1/screen width >Fixed an sfall bug that broke critical hits when starting a new game, up until a game was first reloaded >Limited the scrollable quest window to prevent crashes from multiline quests (F rom Haenlomal) v2.11a >Added an option to remove the critical hit/miss limits in the first few days of game time >Added an option to use 32 bit images for talking heads >Fixed the original engine issue that resulted in the jet antidote not being con sumed (From Haenlomal) >Fixed the original engine issues with the wield_obj_critter script function (Fr om Haenlomal) >Fixed the original engine issue that caused the critical hit bonuses from speci al unarmed attacks to not be applied correctly. (From Haenlomal) >Fixed the sfall bug that made the jinxed trait rather more potent than it shoul d have been >Fixed an issue with the karma image override that caused it to leak out to othe r panels >Fixed a hero appearance mod issue that caused the wrong frm to be displayed whe n opening a bag in the inventory (From Mash)

>Fixed a bug in Glovz's damage mod. v2.10b >Fix a crash bug in Haenlomal's hth damage fix v2.10a >A fix for the original engine bug that caused bonus hth damage to not be applie d correctly (From Haenlomal) >New script function get_sfall_args >A new hook script hs_itemdamage >A fix for one possible cause of the cannot create input device error (Thanks to mjurgilas for the hint) >An option to increase the cap on maximum number of map animations to 127. (From Mash) >Moved DontDeleteProtos to the [Debugging] section of ddraw.ini v2.9c >A hero apperence mod fix (from Mash) >A new version of Glovz's ammo patch (From, umm, Glovz...) v2.9b >Fix a mixup with the hs_hex[type]blocking which resulted in using the shoot blo cking rule for a sight test >Last of the ddraw.ini cleanup v2.9a >New script functions: scan_array, get_tile_fid, modified_ini >New hook scripts: hs_movecost, hs_hex[type]blocking >Fixed a crash bug in get_game_mode >Some more ddraw.ini cleanup v2.8c >Added the ability to add additional notification boxes to the interface >Some more ddraw.ini cleanup. >Fixed critical hits against the player being broken when overriding the critica l hit table v2.8b >new script functions: atoi, atof >Moved SkipCompatModeCheck to the [Debugging] section of ddraw.ini >Removed a few options from ddraw.ini that should never be turned off >Added an option to apply bug fixes to the critical table without having to supp ly an ini (Values from killap) >Fixed broken return value from hs_barterprice v2.8a >New script functions: len_array, resize_array, temp_array, fix_array, string_sp lit, list_as_array >New hook scripts: hs_removeinvenobj, hs_barterprice >Added an option to adjust the rotation rate of the critter frm in the inventory /new char screens. (From Mash) >the list_xxx functions can now list over scenery, walls and misc objects. >A new ammo mod (From Haenlomal) >Fixed a crash bug in get_uptime >Moved ExtraCRC and AllowUnsafeScripting into the [Debugging] section of ddraw.i ni v2.7a >Added an option to make the karma image on the character screen dependent on yo ur current karma

>Added support for using wma, mp3 or wav files for sound, and new looping script functions >Added array support in scripts >Added an option to allow the use of the science/repair skills on critters >Some debug editor improvements (array and critter editing support) >updater improvements to prevent the crashes that happened during sourceforges m aintenance downtime from reoccurring. v2.6c >More apperence mod bugfixes (From Mash) >Fixed a crash when restoring the fallout window while using graphics mode 4 v2.6b >Fixed a bug in the hero apperence mod that broke player sfx (From Mash) v2.6a >New script function: set_map_time_multi >Added option to speed up the spinning interface counter animations >Debug editor now has access to sfall globals, and can show the names of globals and critters >Fixed a nasty memory corruption bug in hookscripts >Added an option to increase the number of save slots (From Mash) >Added improved logging capabilities v2.5b >Fixed a crash bug in the hero apperence mod (From Mash) v2.5a >Appearance mod improvements (From Mash) >Added a debug editor that lets you make changes to various values while in game >The combatdamage hook script can now get the targeted bodypart v2.4a >New script function: force_encounter_with_flags >Added an option to save the console contents to a file >get/set_sfall_global can now optionally take an int instead of a string >The limit of 1024 sfall globals has been removed >sfall globals are now far faster if many are in use at once v2.3a >Added the ability to attach voice clips to floating text displayed in combat >Added an option to override the hardcoded city reputations list >New script function: get_attack_type >Added a fix for the original engine issue that could prevent npc levelling with some party compinations >Fixed reentrency problems in hook scripts >Fixed the delay loading of d3dx, which became broken when I switched to the new er directx sdk. >Removed the trait_adjust_* hook scripts, which were causing unfixable script co rruption v2.2b >New script function refresh_pc_art (from Mash) >Appearance mod fixes and tweaks (from Mash) >create_message_window tweaks (From Helios) >Fixed crc check checking the size of the wrong file when launching fallout from a shortcut v2.2a >Added the ability to control premade characters, and add additional ones

>Switched to using a crc check to make sure that sfall is being used with the co rrect fallout exe >The multiplayer server is now functional, and the client is included >New script function: get_light_level >Two new hook scripts: HS_AdjustSkill and HS_AdjustStat >Included german and french translations (From Mr.Wolna and Ardent) v2.1a >Some elements of sfall can now be translated >Added a check-for-updates option >Added an option to allow scrolling of quest lists in the pipboy (From Ray) >Removed eax support >Removed win9x support >Removed the block on steam, and the timeout code v2.0d >Modified the trait override code to not run if the perks.ini is not present >Another attempt at fixing the explorer hang v2.0c >You can now edit traits via perks.ini as well as perks >New script function, remove_trait >Fixed sfall title display when using the res patch >Updated hero apperence mod (from Mash) v2.0b >The control party members option now behaves slightly better >The mouse position functions now return the hotspot rather than the upper left corner of the cursor >Fixed something I broke while adding in Helios's code v2.0a >Added new hook scripts hs_findtarget and hs_useobjon >Added an option to skip the opening movies >Made a fix to the line of fire fix >Added an option to give npcs a second chance to spend left over ap at the end o f their combat round >Added new script functions to manipulate weapon ammo >Added an option to allow the use of tiles larger than 80x36 >Added an option to directly control party members in combat (buggy) >Multiplayer support (buggier) >New script function: write_string >Added an option to replace the mouse cursor used when using skills. (From Helio s) >Added new window related script functions. (From Helios) v1.49d >Fixed issue with global scripts not running on the world map when using the new world map speed patch >Fixed issue with item highlighting only working on the first elevation of each map. v1.49c >Hero apperence mod behaviour changes to fix some conflicts with patch dats and sfall saving (from Mash) v1.49b >Fixed some parts of the hero apperence mod still running even if disabled in th e ini

v1.49a >Added Hero appearance mod code from Mash >Extra argument to hook script hs_combatdamage to get the weapon used in the att ack >Fixed set_script bug when used with critters >New script function set_critter_burst_disable v1.48a >Altered numbering scheme to avoid bug in unicode version of windows >sfall now displays its version number on the title menu >display an appropriate message and quit when used with steam >fixed very nasty bug when saving with a patch file loaded >added new script functions to get the current sfall version v1.47b >New script functions: list_begin, list_next and list_end >Fixed an issue if a global script tried to register_hook a hook that already ha d a hs_* script attached. >Fixed an issue with using register_hook across reloads v1.47 >New script functions set_proto_data, set_self, register_hook >Further file system script functions >Hook script changes to aid in mod compatibility; multiple scripts can now attac h to one hook point v1.46b >New script function get_proto_data v1.46 >13 new script functions related to a virtual filesystem >Added a new hook script hs_ondeath >Added a new option 'GPUBlt' to speed up rendering in dx9 graphics modes by 3-4x >Using graphics mode 4 or 5 with an out of date version of DirectX now displays a useful error message instead of crashing v1.45b >Added an option to prevent fallout from hogging the processor >Fixed get_script still returning a script after calling remove_script >set_script can now be used on objects that are already scripted v1.45 >Added a new hook script, hs_combatdamage >Added 3 new script functions: remove_script, set_script and get_script >Fixed the vanilla fallout bug where an instadeath critical hit for no damage wo uldn't run the critter death function >Fixed issue with the initilization function of most hook scripts not being reru n on player reload >Added an extra check to try and fix WorldMapFPSPatch crashes v1.44c >Added an option to reverse the left and right mouse buttons for left handed pla yers v1.44b >Added an option to setup a key to toggle highlighting of items on the ground >Fixed issue with death anim hook scripts crashing on some npcs >Fixed fake traits/perks not being removed if picked and then canceled v1.44

>Added two new hook scripts to allow scripting of death animations v1.43b >Added an option to play the players idle animation on weapon reload >Added a fix for corpses absorbing weapons fire v1.43 >Added >Added >Added >Added >Added an option to display karma changes new world map speed patch (From Ray) shiv item code fix (From Kanhef) fix for imported procedures with arguments (From KLIMaka) an option to always reload msg files (From Ray)

v1.42 >Added some maths scripting functions: sqrt, abs, sin, cos, tan, arctan >New script function: set_palette >New hook script: hs_calcapcost v1.41c >Added an option to load multiple patch files at once (From Ray) v1.41b >New script function: get_ini_string >New hook script: hs_afterhitroll v1.41 >Added new script functions for modifing the critical hit table, ap ac bonus and to support hook scripts >Added an option to override the default critical hit table >Added hook scripts. (Only one atm, to override the hit percentage chance modifi er) v1.40 >Added 2 new script functions: get_bodypart_hit_modifier and set_bodypart_hit_mo difier >New options in the ini file to set the initial bodypart hit modifiers v1.39 >Added 3 new script functions: show_iface_tag, hide_iface_tag and is_iface_tag_a ctive >Added an option to fix the crash caused by withdrawal effects without an associ ated description v1.38 >Added an ini option to skip the compatibility mode check >Added 11 new script functions for performing generic memory writes and function calls >Added new sript function: set_hp_per_level_mod v1.37 >Added support for adding additional movies (max of 32) >In dx9 mode, avi movies will be used in preference to .mve's if they exist >Weapon animation codes 11 and 15 now corrispond to file paths of 's' and 't' re spectively >Weapon animation codes greater than 15 are no longer allowed >Fixed another possible hang on startup problem on win9x v1.36 >Added an option to increase the number of sound buffers available for sound eff ects

>Added an option to stop fallout deleting non readonly protos >Fixed compatibility with v1.7 of the resolution patch when using graphics mode 5 or 6 v1.35d >Fixed crash bug with thrown weapons introduced in 1.33 v1.35c >Fixed issues with negative hit chances >Increased the number of new animation slots >Trying to set a custom xp table caused a hang on startup with the win9x version v1.35b >Fixed player not being able to increase skills v1.35 >Added an option to set a custom xp table and level cap >Added the ability to add new weapon animation types >Fixed a possible issue with fake perks on win9x v1.34c >Fixed a bug introduced in 1.33 that caused skills with negative percentages to wrap around >Fixed elevators again v1.34b >Fixed an issue with adding additional elevators v1.34 >Added an option to define a key to allow you to move the window in graphics mod e 5 >Added experimental support for adding additional elevators and modifing old one s. v1.33c >Fixed a compilation error in the win xp version that broke compatibility with o lder processors v1.33b >Added some extra script functions to modify some of the vanilla perks v1.33 >8 new script functions related to adding new perks >6 new script functions to allow critter specific modifications to skill caps, s tealing and combat hit chances. v1.32 >New script functions: set_fake_trait and set_fake_perk v1.31b >Fixed some get_game_mode issues >A further slight speed increase in dx9 mode v1.31 >Improved fps in DX9 mode >Add a 'combat save' fix that prevents saving in combat if you have spent any ap >Removed the bonus move fix, which was unfixably buggy, in favour of the combat save fix v1.30

>Fixed movies in DX9 mode >The compatibility mode check will now ignore the disable themes, turn off advan ced text services and run as administrator settings. >Added new script functions: set_pc_stat_min, set_pc_stat_max, set_npc_stat_min, set_npc_stat_max v1.29d >Added a fix for the print to file crash caused by fallouts inability to handle long filenames v1.29c >Expanded set_stat_max to work on most of the derived stats >Added new script functions: set_stat_min, set_car_current_town v1.29b >A fix to the ammo damage tweak (from Glovz) >Added new script function: set_stat_max v1.29 >Added skilldex, inventory and automap flags to the game mode functions >set_shader_mode now lets you set a list of excluded and required loops simultan iously >Added new script function: get_uptime v1.28c >Glovz fixed a bug in his AP ammo mod. v1.28b >World map speed timer will revert to the normal timer if the high performance t imer is low resolution >Reduced the art cache size override setting v1.28 >Added a fix for the skilldex button vanishing if you have many active quests an d holodisks >Added a fix for the gain xxx perks not giving all the bonuses that they should. (Will only effect new games) >Updated the ap ammo mod (From Glovz) >Hopefully fixed the issues with quickload >sfall will display an error if you try running the win xp version in win 9x com patibility mode >Added an option to override the art cache size, to fix F2RP EPA crashes without modifing fallout2.cfg >Added new script functions: get_shader_texture, set_shader_texture v1.27 >Added an override console option to fit more text into the console at high reso lutions (Not finished!) >Added a fix for saving/loading in combat with the bonus move perk >Added an option to automatically set processor affinity to a single core >sfall functions which expect a string as a parameter now accept variables as we ll as constants >Global scripts set to run only on the local map no longer stop running in comba t >Improved the behaviour of set_shader_mode. >Added new script functions: get_game_mode, force_graphics_refresh v1.26 >Global script modes 2 or 3 no longer require the world map speed patch to be ac tive to work

>Added new script functions: get_ini_setting, set_shader_mode, get_shader_versio n >Graphics mode 0 was broken in the win xp version of 1.25 v1.25 >Added the city limits patch >You can now use hardware shaders in dx9 mode when using Mash's resolution patch . Software scalers will not be supported. >Added new script functions set_xp_mod, set_perk_level_mod >Graphics modes 1, 2 and 3 are no longer supported. v1.24b >Tweaked dx9 mode to be compatible with Mash's resolution patch. (Warning: Using very high resolutions in dx9 mode will be _slow_) v1.24 >Added options for setting starting world map position and world map viewport >Added new script functions: get_viewport_x, get_viewport_y, set_viewport_x, set _viewport_y v1.23 >Added an option to remove the random element from npc levelling >Added a new script function inc_npc_level v1.22b >EAX environment can be set on a per map basis via an eax.ini file. >Tweaked the way the disable horrigan encounter option works. (Now only affects new games) v1.22 >Added EAX support >2 new script functions: eax_available, set_eax_environment >Bug fixes to save/load/new game hooks (Most visible result is that global scrip ts no longer run on the main menu) v1.21 >Added six new script functions: set_sfall_global, get_sfall_global_int, get_sfa ll_global_float, set_pickpocket_max, set_hit_chance_max and set_skill_max v1.20c >Fixed a crash if you set the height greater than the width using scale filter 6 >Fixed a crash bug in the combat_p_proc fix when critter_dmg was called. (From R ay) v1.20b >The global shader can declare a variable called rcpres which will recieve the r eciprical screen resolution. >All shaders can load up to 128 textures (e.g. add the lines 'string texname1="f ilename.bmp";' and 'texture tex1;' to load a texture from data\art\stex\filename .bmp) >Two new ScaleFilter modes v1.20 >Added an option to disable the horrigan encounter >Added two new script functions set_global_script_type and available_global_scri pt_types >Added two additional execution modes for global scripts >combat_p_proc fix (From Ray) >Added an alternative damage calculation formula. (From Glovz)

v1.19b >Fixed a crash introduced in 1.19a when gaining two levels at once v1.19 >Tweaks to the way perks work when the script extender is being used: If you go more than 3 levels without visiting the character screen, you no longer loose yo ur perk. >set_perk_owed now accepts values up to 250, so you can give the player multiple perks in one go >Updated the ammo patch (From Glovz) v1.18f >get_perk_owed will now return 1 as soon as the player levels up, rather than on ly after they have visted the character screen v1.18e >Added an option to modify the encounter rate >Make use of a higher resolution counter for world map fps counting if one is av ailable >More bugfixes v1.18b >Added an option to make world map encounters independent of world map travel sp eed. (From Ray, from www.teamx.ru) >Some bug fixes v1.18 >Added an option to remove the ability to escape dialogue by hitting 0. (From Ra y, from www.teamx.ru) >Added new script functions: get_active_hand, toggle_active_hand, set_weapon_kno ckback, set_target_knockback, set_attacker_knockback, remove_weapon_knockback, r emove_target_knockback, remove_attacker_knockback v1.17c >Made the world map speed patch independant of processor speed. v1.17b >Fixed some of the filter stuff that I managed to screw up... v1.17 >Added an option to use Glovz's AP ammo patch >Added some upscaling filters (From Dream, from www.fallout.ru) >Fixed ForceEncounter preventing the encounter with horrigan if it was used to s oon v1.16d >Added new script functions get/set_critter_current_ap >Modified world map speed setting to work on copies of the fallout exe's without the speed patch already applied v1.16c >Added new script functions get_perk_owed, set_perk_owed, get_perk_available >Fixed a bug in get_kill_counter function >Fixed a few bugs introduced in 1.16b v1.16b >Added an option to double the number of available kill types >Some performance tweaks v1.16

>Added new script functions get_kill_counter and mod_kill_counter v1.15 >Global scripts are now also loaded when the player starts a new game, instead o f only when an existing game is loaded >Added an option to enable the pipboy on game start >Added a set_pipboy_available script function v1.14 >Added the ability to modify perks >19 new set_perk_xxx functions to modify perks ingame v1.13c >You can now change the limit on how far away from the player local maps can be scrolled v1.13b >Added the option to change the starting day/month/year >Fixed a 1.13 bug which broke female players v1.13 >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 c omplain about an unsupported exe if you use the sharpshooter fix v1.12b >Added new script functions (get_world_map_x_pos, get_world_map_y_pos, set_world _map_pos) v1.12 >You can change the number of locations displayed in the locations list of the w orld map >A fix for the bug that could cause the world map locations list to become unres ponsive >You can tell fallout to use a patch file other than patch000.dat >You can change the version string that appears in the bottom right of the main menu >You can use command line args to tell sfall to use a ini file other than ddraw. ini v1.11b >Fixed a possible crash releated to trying to load global scripts that don't act ually exist 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 cont rol when the shader gets used >Added new script functions (in_world_map, force_encounter, set_shader_int, set_ shader_float, set_shader_vector) v1.10b >Fixed a couple of issues with the dx9 graphics modes >sfall no longer tries to load global scripts if you have the script extender tu rned off

v1.10 >Added an option to display debug messages in fallout, or to print them to the d ebug 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, ke y_pressed) >When using a dx9 graphics mode with a non 640x480 resolution and with multiple shaders running, the screen is no longer distorted v1.9c >Fixed mistake in ddraw.ini's default settings v1.9b >Fixed possible lock-up bug when using graphics mode 4 or 5 v1.9 >If you use sfall with a version of fallout.exe that it wasn't built for, you ge t 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, l oad_shader, free_shader, activate_shader, deactivate_shader) v1.8 >If using the pathfinder fix, you can modify how fast game time moves when trave lling across the world map >If using an exe with the world map speed tweak applied, you can change how fast you physically move across the map >Added a new script function (get_year) >Fixed a bug when setting TimeLimit=-3 that could cause crashes before reaching the 13 year limit v1.7 >Added a fix >Added a new in the date >Added a new >You can now for the pathfinder perk and improved fix for the 13 year time limit, that no longer results wrapping around script function (tap_key) set a key to toggle the speed tweak on and off

v1.6d >Added some extra script functions. (get_critter_base_stat, get_critter_extra_st at, set_critter_base_stat and set_critter_extra_stat) >Fixed parameter checking bug with set_pc_base_stat and set_pc_extra_stat >get_pc_base_stat and get_pc_extra_stat now return 0 if an invalid stat id is gi ven v1.6c >Fixed bug with get_pc_base_stat and get_pc_extra_stat returning incorrect value s v1.6b >Added some extra script functions. (get_pc_base_stat, get_pc_extra_stat, set_pc _base_stat and set_pc_extra_stat) v1.6 >Added an option to reduce mouse sensitivity below fallouts normal minimum. >Added the option to use a 16 bit colour mode in fallout 2. (Windowed 16 bit is a lot faster than windowed 8 bit)

>Added the sharpshoot perk perception fix for fallout 2 >Made a few extra functions available to scripts. (read_byte, read_short, read_i nt and read_string) v1.5c >More bugfixes to the time limit adjuster. v1.5b >Slight bugfix to the time limit adjuster v1.5 >Added an option to adjust the 13 year time limit in fallout 2 >Added an option to set the initial speed at game startup v1.4 >Restructured source code so that it's easier to add support for different exe v ersions >Created a new dll for the v1.2 US version of fallout 1 v1.3 >Added an option to bind the middle mouse button to a keyboard key. ('c' by defa ult) >Added a frameskip option when running in windowed mode. >Fallout's DirectInput device is now used to control speed changes and any other keyboard input this mod requires, because GetAsyncKeyState is unreliable when D Input is in use >Added an option to force DirectInput into background mode >The mouse wheel scroll modifier can now be set to 0 to always scroll one click regardless of mouse and windows settings. (This is the new default.) v1.2 >The whole gameplay speed section of the mod can now be disabled, while still al lowing windowed mode >Added an option to let you use the mouse scroll wheel to scroll through your in ventory and save menu. v1.1 >You no longer need to hex-edit fallout2.exe in order to get this mod working >You can now edit the controls in ddraw.ini >Added an additional option to run fallout in windowed mode ************* ** Credits ** ************* ravachol For the sharpshooter perk fix. Noid For the debug patch Glovz For the AP ammo patch Dream For the upscaling filter code Ray/Alray For the active hand and dialogue fix memory addresses, the encounter rate patch, the combat_p_proc fix and the load multiple patch files option, an d more Kanhef For the shiv item code address KLIMaka For the imported procedure fix Mash For the hero apperence mod and the extra save game slots Helios For the skilldex mouse cursor patch, a bunch of scripting functions and the window rounding option Haenlomal For another ammo patch, and lots of other stuff (See the changelog)

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