fallout 2 sfall
Fallout 2 and Sfall So apparently Sfall comes with the base game. Play fallout in a window or in 16 bit colour mode. sfall 4.2.8 and 3.8.28 are released on SourceForge, along with their respective modders packs. Please enable it or use sftp or scp. (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, Fixed a mistake in ddraw.ini's default settings, Fixed possible lock-up bug when using graphics mode 4 or 5, If you use sfall with a version of fallout2.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 script functions. This parameter overrides the hardcoded values for displaying the map in the pipboy automaps for the first 160 maps, Added a new 'picking up item' event to HOOK_INVENTORYMOVE hook script, Added files for using 32-bit images for talking heads to the modders pack, Improved the functionality of Use32BitHeadGraphics to allow using 32-bit images without having to patch talking head FRM files, The number of simultaneously displayed notification boxes now depends on the game resolution, Fixed a crash bug introduced in 4.1.5 when using various inventory items while a books ini file is loaded, Removed MultiPatches from ddraw.ini. After this, everything should work correctly. A free file archiver for extremely high compression. Or better yet, to Githubrepo. Now there is no limitation as to where you put the start procedure in global/hook scripts, Added a new and better way to use hook scripts - register_hook_proc function will tie a sfall hook to a given procedure in the current script, New script functions: charcode, message_str_game, sneak_success, tile_light, Added some math script functions: ^ operator, log, exponent, ceil, round, New hook scripts: hs_keypress, hs_mouseclick, hs_useskill, hs_steal, hs_withinperception, Added the ability to use virtual key codes in the keypress hook script and key_pressed script function, HOOK_CALCAPCOST hook script is now called for all misc items in hands as well as weapons, HOOK_USEOBJON hook script is now also called when the player or AI uses any drug, Fixed bugs in pickpocket script functions that max and mod values were not initialized and not reset on game load, AP counter on the interface bar is now redrawn when using set_critter_current_ap on dude_obj, Fixed a minor bug in the sprintf script function, Rewrote code related to set_self script function, and fixed many vanilla opcodes not working from sfall scripts (roll_vs_skill, do_check, etc. You seem to have CSS turned off. 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 scenary/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, Fixed a bug in books.ini handling that caused not all books to be loaded, Fixed several different minor bugs that may theoretically cause unstable crashes, Changed the way get_script function works: now returns proper scriptID (line number in scripts.lst), Fixed set_script function to make it accept proper scriptID, execute map_enter by default, and create proper script types for given object, Fixed set_self function again (hopefully), Fixed AllowUnsafeScripting not being in the [Debugging] section of ddraw.ini, Unified and changed how all sfall scripts are initialized. Please provide the ad click URL, if possible: With over 11,000 installations Business LOG is the most requested tool by companies looking for a flexible and efficient log management suite.
In previous versions, the code of game hooks was always executed even if there is no corresponding hook script.
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, 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 possible crash or player's turn being skipped when returning to the game after using Alt+Tab in combat, Fixed a bug introduced in 4.1.9 that could cause a hang when loading a saved game, Fixed COMBATTURN hook not being triggered when loading a saved game in combat, Fixed and improved the playback of alternative sound files, Re-added TownMapHotkeysFix option to ddraw.ini for mod testing, Changed play/stop_sfall_sound script 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 color when player's stats are affected by radiation exposure, 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.txt not 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 more ammo capacity than a 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_known script function to uncover locations without radius (Fallout 1 behavior), Added a new mode to play_sfall_sound script function, Fixed the timing of setting WORLDMAP, DIALOG, PIPBOY, INVENTORY, INTFACEUSE, and INTFACELOOT game mode flags, Fixed the timer event execution in global scripts, Fixed the palette and the movie playback in DX9 mode, Improved the functionality of create_message_window script function to support the '\n' control character for line break, Removed TownMapHotkeysFix and DisplaySecondWeaponRange from ddraw.ini because 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 abruptly ended 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 an option to allow using the special '^' character in dialog msg files to specify the alternative text that will be displayed in the dialogue based on the player's gender, 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_flags script function, Added a procedure and macros for comparing unsigned integers to lib.math.h in 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, 'div' operator (unsigned integer division), Fixed GAMEMODECHANGE hook being triggered in dialog even when the game mode is not changed, Fixed the return value of charcode script function for characters in the extended ASCII character set, Fixed the return value of get_script script function, Fixed and improved the functionality of substr script function, Restored and fixed RemoveWindowRounding option that was removed in 4.1.2, Improved the functionality of inventory_redraw script function, Changed the way IniConfigFolder works.
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