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Releases: sfall-team/sfall

sfall 4.3

01 Jun 04:23
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Changelog:

  • Fixed the original engine issues with being unable to register animations in certain situations in the game
  • Fixed a crash bug introduced in 4.2.9 with the fix for the 'Leave' event procedure in AddRegionProc function
  • Fixed a bug in ObjCanSeeObj_ShootThru_Fix that could cause a hang in some cases
  • Fixed the check of the ammo cost for a shot in CheckWeaponAmmoCost
  • Fixed set_critter_burst_disable script function, which now applies only to weapons with the burst attack as the secondary mode
  • Fixed the error handling in create_object_sid script function to prevent a crash when the proto is missing
  • Fixed METARULE_CURRENT_TOWN metarule function not returning the correct index of the current town at the start of a new game
  • Fixed the auto-close containers mod for gravesites and not closing containers in some cases (in the modders pack)
  • Fixed and improved the functionality of AllowLargeTiles
  • Restored the functionality of obj_under_cursor script function for the movement cursor (changed in 4.2.9)
  • Improved the hero appearance mod to be able to load the interface text from text\<language>\game\AppIface.msg
  • Improved the functionality of TranslationsINI to also search for the ini file relative to the text\<language>\ directory
  • Improved the order to attack mode in NPC combat control mod. Now the target can only be assigned if the party member sees it
  • Improved the fix for a duplicate obj_dude script being created when loading a saved game
  • Rewrote the priority score calculation in AIBestWeaponFix, and changed the option to be enabled by default
  • Changed FastShotFix to be disabled by default
  • Removed DataLoadOrderPatch from ddraw.ini because there is little reason to turn it off
  • Added a fix for the script attached to an object not being initialized properly upon object creation
  • Added a fix to prevent the player name from being displayed at the bottom of the dialog review window when the text is longer than one screen
  • Added a fix for the in-game quest list not being in the same order as in quests.txt
  • Added a fix for multihex critters hitting themselves when they miss an attack with ranged weapons
  • Added a fix to the placement of multihex critters in the player's party when entering a map or elevation
  • Added a fix to the starting position of the player's marker on the world map when starting a new game
  • Added a fix for AI not checking the safety of weapons based on the selected attack mode
  • Added a fix for the incorrect check and AP cost when AI reloads a weapon
  • Added a fix to AI behavior to prevent the use of healing drugs when not necessary
  • Added a fix for the incorrect object type search when loading a game saved in combat mode
  • Added a few fixes for issues with knocked out/down critters. Now the combat doesn't automatically end if the target is only knocked out
  • Added a tweak to prevent NPC aggression when non-hostile NPCs accidentally hit the player or members of the player's team
  • Added a tweak to play the 'magic hands' animation when using an item on an object. This also prevents a few issues with scripted animations not playing
  • Added a tweak to remove the unspent skill points limit
  • Added an option to disable the special handling of city areas 45 and 46 in the engine when visiting Area 45
  • Added a new value to AIDrugUsePerfFix to allow NPCs to use only the drugs listed in chem_primary_desire and healing drugs
  • Added support for loading premade character GCD/BIO files from the premade\<language>\ directory for non-English languages
  • Added support for loading fonts from the fonts\<language>\ directory for non-English languages
  • Added a debug option to control messages relating to engine fixes in the debug log
  • Added a debug message about a missing combat object
  • Added a new argument to HOOK_CALCAPCOST hook script
  • New script function: set_quest_failure_value
  • New hook scripts: hs_bestweapon, hs_canuseweapon
  • Updated NPC armor appearance mod to prevent NPCs from picking up and trying to equip disallowed weapons in combat
  • sfall can now load a localized sfall_xx.dat resource file instead of the default sfall.dat

sfall 3.8.30

01 Jun 04:21
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Changelog:

  • Fixed the original engine issues with being unable to register animations in certain situations in the game
  • Fixed a crash bug introduced in 3.8.29 with the fix for the 'Leave' event procedure in AddRegionProc function
  • Fixed a bug in ObjCanSeeObj_ShootThru_Fix that could cause a hang in some cases
  • Fixed the check of the ammo cost for a shot in CheckWeaponAmmoCost
  • Fixed set_critter_burst_disable script function, which now applies only to weapons with the burst attack as the secondary mode
  • Fixed the error handling in create_object_sid script function to prevent a crash when the proto is missing
  • Fixed METARULE_CURRENT_TOWN metarule function not returning the correct index of the current town at the start of a new game
  • Fixed the auto-close containers mod for gravesites and not closing containers in some cases (in the modders pack)
  • Fixed and improved the functionality of AllowLargeTiles. Now it requires a gridmask.frm file (included in the modders pack) in the `art\tiles`` directory
  • Restored the functionality of obj_under_cursor script function for the movement cursor (changed in 3.8.29)
  • Improved the hero appearance mod to be able to load the interface text from text\<language>\game\AppIface.msg
  • Improved the functionality of TranslationsINI to also search for the ini file relative to the text\<language>\ directory
  • Improved the fix for a duplicate obj_dude script being created when loading a saved game
  • Rewrote the priority score calculation in AIBestWeaponFix, and changed the option to be enabled by default
  • Changed FastShotFix to be disabled by default
  • Changed the filename of NPC armor appearance mod to gl_npcarmor_lite.int (in the modders pack)
  • Removed DataLoadOrderPatch from ddraw.ini because there is little reason to turn it off
  • Added a fix for the script attached to an object not being initialized properly upon object creation
  • Added a fix to prevent the player name from being displayed at the bottom of the dialog review window when the text is longer than one screen
  • Added a fix for the in-game quest list not being in the same order as in quests.txt
  • Added a fix for multihex critters hitting themselves when they miss an attack with ranged weapons
  • Added a fix to the placement of multihex critters in the player's party when entering a map or elevation
  • Added a fix to the starting position of the player's marker on the world map when starting a new game
  • Added a fix for AI not checking the safety of weapons based on the selected attack mode
  • Added a fix for the incorrect check and AP cost when AI reloads a weapon
  • Added a fix to AI behavior to prevent the use of healing drugs when not necessary
  • Added a fix for the incorrect object type search when loading a game saved in combat mode
  • Added a few fixes for issues with knocked out/down critters. Now the combat doesn't automatically end if the target is only knocked out
  • Added a tweak to prevent NPC aggression when non-hostile NPCs accidentally hit the player or members of the player's team
  • Added a tweak to play the 'magic hands' animation when using an item on an object. This also prevents a few issues with scripted animations not playing
  • Added a tweak to remove the unspent skill points limit
  • Added an option to disable the special handling of city areas 45 and 46 in the engine when visiting Area 45
  • Added an option to load alternative dialog msg and subtitle files for female PC (translation friendly)
  • Added an option to allow using the caret character ^ in dialog msg files to specify alternative text in dialogue based on the player's gender
  • Added a new value to AIDrugUsePerfFix to allow NPCs to use only the drugs listed in chem_primary_desire and healing drugs
  • Added support for loading premade character GCD/BIO files from the premade\<language>\ directory for non-English languages
  • Added support for loading fonts from the fonts\<language>\ directory for non-English languages
  • Added a debug option to control messages relating to engine fixes in the debug log
  • Added a debug message about a missing combat object
  • Added a new argument to HOOK_CALCAPCOST hook script
  • New script function: set_quest_failure_value

sfall 4.2.9

04 Feb 02:54
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Changelog:

  • Fixed the critical hits from unaimed shots not matching the ones from aimed torso shots for some critter types
  • Fixed the display issue in DX9 mode when returning to the game after using Alt+Tab in dialogue
  • Fixed obj_under_cursor script function, which now returns 0 if the cursor is in movement mode
  • Improved compatibility with some older DX9 graphics cards
  • Changed intface_redraw script function with one argument to be able to redraw the specified interface window
  • Changed HOOK_DESCRIPTIONOBJ hook script to run for all types of objects, not just the items
  • Changed the filename of the debug editor to FalloutDebug.exe (in the modders pack)
  • Excluded SFX sounds from the search for alternative formats
  • Removed the tweak that adds the city name in the description for empty save slots (added in 4.2.7)
  • Added a fix to update the maximum HP stat of critters on the map when loaded for the first time
  • Added a fix to the poison/radiation-related engine functions when taking control of an NPC
  • Added a fix to AI weapon switching when not having enough AP to make an attack. Now AI will try to change attack mode before deciding to switch weapon
  • Added a fix for the carry weight penalty of the Small Frame trait not being applied to bonus Strength points
  • Added a fix for the flags of non-door objects being set/unset when using obj_close/open script functions
  • Added a fix for the 'Leave' event procedure in AddRegionProc function not being triggered when the cursor moves to a non-scripted window
  • Added support for ACM files at 44.1 kHz sample rate
  • Added stereo support for SFX and speech ACM files at 44.1 kHz sample rate
  • Added support for panning SFX sounds and reduced the volume for objects located on a different elevation of the map
  • Added more options for tweaking some engine perks to the perks ini file
  • Added options for tweaking tag skills to the skills ini file
  • Added an option about the behavior of maximum HP calculation to the stats ini file
  • Added 3 new attribute type values to get_window_attribute script function
  • Added additional universal opcodes sfall_func7 and sfall_func8 (compile.exe and int2ssl.exe in the modders pack are also updated)
  • Added a new mode to NPC combat control mod that lets you use the command cursor to specify targets for party members to attack in combat
  • Added an auto-close containers mod to the example mods in the modders pack
  • Added snd2acm_fix.exe (snd2acm with a fix wrapper) to the modders pack for writing the correct sample rate and channel info from WAV files to ACM format
  • New script functions: interface_overlay
  • New hook scripts: hs_adjustpoison, hs_adjustrads, hs_rollcheck

sfall 3.8.29

04 Feb 02:53
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Changelog:

  • Fixed a crash bug introduced in 3.8.27 when editing global/map variables in the debug editor
  • Fixed the critical hits from unaimed shots not matching the ones from aimed torso shots for some critter types
  • Fixed the display issue in DX9 mode when returning to the game after using Alt+Tab in dialogue
  • Fixed obj_under_cursor script function, which now returns 0 if the cursor is in movement mode
  • Improved compatibility with some older DX9 graphics cards
  • Changed intface_redraw script function with one argument to be able to redraw the specified interface window
  • Changed the filename of the debug editor to FalloutDebug.exe (in the modders pack)
  • Excluded SFX sounds from the search for alternative formats
  • Removed the tweak that adds the city name in the description for empty save slots (added in 3.8.27)
  • Removed the ability to change the poison level for NPCs from poison and set_critter_stat script functions (reverted to vanilla behavior)
  • Added a fix to update the maximum HP stat of critters on the map when loaded for the first time
  • Added a fix to the poison/radiation-related engine functions when taking control of an NPC
  • Added a fix to AI weapon switching when not having enough AP to make an attack. Now AI will try to change attack mode before deciding to switch weapon
  • Added a fix for the carry weight penalty of the Small Frame trait not being applied to bonus Strength points
  • Added a fix for the flags of non-door objects being set/unset when using obj_close/open script functions
  • Added a fix for the 'Leave' event procedure in AddRegionProc function not being triggered when the cursor moves to a non-scripted window
  • Added support for ACM files at 44.1 kHz sample rate
  • Added stereo support for SFX and speech ACM files at 44.1 kHz sample rate
  • Added support for panning SFX sounds and reduced the volume for objects located on a different elevation of the map
  • Added more options for tweaking some engine perks to the perks ini file
  • Added options for tweaking tag skills to the skills ini file
  • Added an option about the behavior of maximum HP calculation to the stats ini file
  • Added 3 new attribute type values to get_window_attribute script function
  • Added additional universal opcodes sfall_func7 and sfall_func8 (compile.exe and int2ssl.exe in the modders pack are also updated)
  • Added an auto-close containers mod and NPC armor appearance mod to the example mods in the modders pack
  • Added snd2acm_fix.exe (snd2acm with a fix wrapper) to the modders pack for writing the correct sample rate and channel info from WAV files to ACM format
  • Backported script functions from 4.0/4.1: get_ini_sections, get_ini_section, add_extra_msg_file
  • Backported 4 new modes for metarule2_explosions function from 4.1
  • Backported hook scripts from 4.2: hs_adjustfid, hs_gamemodechange
  • Backported SPECIAL game mode flag from 4.2 (when switching from dialog mode to barter mode, or a party member joins/leaves in the dialog screen)
  • New script functions: interface_overlay

sfall 4.2.8.1

26 Oct 17:05
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Maintenance release for v4.2.8.

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Changelog:

  • Fixed a few minor bugs introduced in 4.2.8
  • Added support for drawing PCX images to draw_image, draw_image_scaled, and interface_art_draw script functions
  • New script function: win_fill_color
  • Cleaned up define_lite.h and command_lite.h in the modders pack

sfall 3.8.28.1

26 Oct 17:05
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Maintenance release for v3.8.28.

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Changelog:

  • Fixed a few minor bugs introduced in 3.8.28
  • Improved the functionality of ExtraGameMsgFileList to allow manually assigning numbers to specific msg files
  • Added support for drawing PCX images to draw_image, draw_image_scaled, and interface_art_draw script functions
  • New script function: win_fill_color
  • Cleaned up define_lite.h and command_lite.h in the modders pack

sfall 4.2.8

17 Oct 23:35
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Changelog:

  • Fixed a bug in ObjCanSeeObj_ShootThru_Fix that caused the source to be unable to see the target if it has the 'ShootTrhu' flag set
  • Fixed the encounter messages still being limited to 50 entries per table when EncounterTableSize is set to greater than 50
  • Fixed temporary arrays in scripts being cleared when flushing the keyboard buffer
  • Fixed the broken Print() script function
  • Improved the field of view check in ObjCanSeeObj_ShootThru_Fix
  • Improved the functionality of GlobalShaderFile to be able to load multiple shader files
  • Improved the performance of DX9 graphics modes
  • Extended the upper limit of set_pickpocket_max and set_hit_chance_max script functions to 999
  • Expanded get_window_attribute script function to support the automap interface window
  • Removed the check for valid objects from get/set_object_data script functions to make them work with other structured data
  • Removed KeepWeaponSelectMode and InterfaceDontMoveOnTop from ddraw.ini because there is little reason to turn them off
  • Added a fix for the engine building the path to the central hex of a multihex object
  • Added a fix for the flags of critters in the line of fire not being taken into account when calculating the hit chance penalty of ranged attacks
  • Added a fix to the check for ranged weapons in the Fast Shot trait and FastShotFix
  • Added a fix for the background image of the character portrait on the player's inventory screen
  • Added the original Fallout 1 behavior of the Fast Shot trait to FastShotFix
  • Added an option to enable linear texture filtering for DX9 graphics modes
  • Added support for ACM audio file playback and volume control to soundplay script function
  • Added support for transparent interface/script windows
  • Added the ability to change the poison level for NPCs to poison and set_critter_stat script functions
  • Added the ability for controlled critters to use Sneak skill in combat
  • Added a volume control to reduce the volume for play_sfall_sound script function
  • Added an argument to intface_redraw script function to redraw all interface windows
  • Added a new argument to HOOK_TOHIT hook script
  • Added a new argument to HOOK_COMBATDAMAGE hook script
  • Added a new hook type to HOOK_WITHINPERCEPTION hook script (when AI determines whether it sees a potential target)
  • Added two sharpen filter files as global shader examples to the modders pack
  • New script functions: interface_art_draw, interface_print, combat_data
  • Updated the ammo ini loader mod in the modders pack

sfall 3.8.28

17 Oct 23:34
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Changelog:

  • Fixed a bug introduced in 3.8.23 that could cause unexpected behavior in global scripts
  • Fixed a bug in ObjCanSeeObj_ShootThru_Fix that caused the source to be unable to see the target if it has the ShootTrhu flag set
  • Fixed the encounter messages still being limited to 50 entries per table when EncounterTableSize is set to greater than 50
  • Fixed temporary arrays in scripts being cleared when flushing the keyboard buffer
  • Improved the field of view check in ObjCanSeeObj_ShootThru_Fix
  • Improved the functionality of GlobalShaderFile to be able to load multiple shader files
  • Improved the performance of DX9 graphics modes
  • Extended the upper limit of set_pickpocket_max and set_hit_chance_max script functions to 999
  • Expanded get_window_attribute script function to support the automap interface window
  • Removed the check for valid objects from get/set_object_data script functions to make them work with other structured data
  • Removed InterfaceDontMoveOnTop from ddraw.ini because there is little reason to turn it off
  • Added a fix for the engine building the path to the central hex of a multihex object
  • Added a fix for the flags of critters in the line of fire not being taken into account when calculating the hit chance penalty of ranged attacks
  • Added a fix to the check for ranged weapons in the Fast Shot trait and FastShotFix
  • Added a fix for the background image of the character portrait on the player's inventory screen
  • Added a fix for the broken Print() script function
  • Added the original Fallout 1 behavior of the Fast Shot trait to FastShotFix
  • Added a tweak to keep the selected attack mode when moving the weapon between active item slots
  • Added an option to enable linear texture filtering for DX9 graphics modes
  • Added support for ACM audio file playback and volume control to soundplay script function
  • Added support for transparent interface/script windows
  • Added the ability to change the poison level for NPCs to poison and set_critter_stat script functions
  • Added a volume control to reduce the volume for play_sfall_sound script function
  • Added an argument to intface_redraw script function to redraw all interface windows
  • Added a new argument to HOOK_TOHIT hook script
  • Added a new argument to HOOK_COMBATDAMAGE hook script
  • Added a new hook type to HOOK_WITHINPERCEPTION hook script (when AI determines whether it sees a potential target)
  • Added two sharpen filter files as global shader examples to the modders pack
  • Backported script functions from 4.0: car_gas_amount, set_car_intface_art
  • New script functions: interface_art_draw, interface_print, combat_data
  • Updated the ammo ini loader mod in the modders pack

sfall 4.2.7

22 Aug 05:24
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Changelog:

  • Fixed the default values for Movie1 - Movie17 options
  • Fixed the playback of additional movies defined in Movie18 - Movie32 options
  • Fixed OverrideMusicDir=2 not overriding the music path properly
  • Fixed incorrect Melee Damage stat value being displayed when setting BonusHtHDamageFix=1 and DisplayBonusDamage=0
  • Fixed attack_complex script function not setting result flags correctly for the attacker and the target
  • Fixed and improved SFX and speech playback for alternative sound files
  • Fixed and improved the behavior of nested timer events in global scripts
  • Improved the functionality of AllowDShowMovies: added volume control support and a new value to force AVI videos to fit the screen width, and fixed movie subtitles not showing up
  • Changed AttackComplexFix to make attacker_results and target_results arguments work independently of each other
  • Changed ObjCanSeeObj_ShootThru_Fix to allow critters to see through other critters and added a check for the direction the source is facing
  • Changed the behavior of replacing FRM aliases for critters. Now FRM files from their aliases are taken only if the critter doesn't have its own files
  • Added a fix for ANIM_charred_body/ANIM_charred_body_sf animations not being available to most appearances
  • Added a fix to remove floating text messages on the map when moving to another map or elevation
  • Added a fix for a visual glitch on the black edges of the map when the map borders for the hi-res patch are set smaller than the screen size
  • Added a fix to prevent the execution of critter_p_proc and game events when playing movies
  • Added a fix to prevent crashes and loading maps when the death animation causes the player to cross an exit grid
  • Added a fix to limit the maximum distance for the knockback animation to 20 hexes
  • Added a tweak to allow setting custom colors from the game palette for object outlines
  • Added a tweak to add the city name in the description for empty save slots
  • Added an option to use Fallout's normal text font for death screen subtitles
  • Added a debug message about a corrupted proto file
  • Added a function extension for vanilla metarule3 function and added set_horrigan_days and clear_keyboard_buffer macros to sfall.h in the modders pack
  • Added DAM_PRESERVE_FLAGS flag to attack_complex script function to keep the existing result flags when setting new flags
  • Updated the example global shader file in the modders pack
  • Updated German and Russian translations

sfall 3.8.27

22 Aug 05:23
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Changelog:

  • Fixed the default values for Movie1 - Movie17 options
  • Fixed the playback of additional movies defined in Movie18 - Movie32 options
  • Fixed OverrideMusicDir=2 not overriding the music path properly
  • Fixed incorrect Melee Damage stat value being displayed when setting BonusHtHDamageFix=1 and DisplayBonusDamage=0
  • Fixed attack_complex script function not setting result flags correctly for the attacker and the target
  • Fixed and improved SFX and speech playback for alternative sound files
  • Fixed and improved the behavior of nested timer events in global scripts
  • Improved the functionality of AllowDShowMovies: added volume control support and a new value to force AVI videos to fit the screen width, and fixed movie subtitles not showing up
  • Improved the behavior of HOOK_KEYPRESS hook script
  • Changed AttackComplexFix to make attacker_results and target_results arguments work independently of each other
  • Changed ObjCanSeeObj_ShootThru_Fix to allow critters to see through other critters and added a check for the direction the source is facing
  • Changed the behavior of replacing FRM aliases for critters. Now FRM files from their aliases are taken only if the critter doesn't have its own files
  • Added a fix for ANIM_charred_body/ANIM_charred_body_sf animations not being available to most appearances
  • Added a fix to remove floating text messages on the map when moving to another map or elevation
  • Added a fix for a visual glitch on the black edges of the map when the map borders for the hi-res patch are set smaller than the screen size
  • Added a fix to prevent the execution of critter_p_proc and game events when playing movies
  • Added a fix to prevent crashes and loading maps when the death animation causes the player to cross an exit grid
  • Added a fix to limit the maximum distance for the knockback animation to 20 hexes
  • Added a tweak to allow setting custom colors from the game palette for object outlines
  • Added a tweak to add the city name in the description for empty save slots
  • Added an option to use Fallout's normal text font for death screen subtitles
  • Added a debug option to force sfall to search for global scripts every time the game loads rather than only the first time
  • Added a debug message about a corrupted proto file
  • Added a function extension for vanilla metarule3 function and added set_horrigan_days and clear_keyboard_buffer macros to sfall.h in the modders pack
  • Added DAM_PRESERVE_FLAGS flag to attack_complex script function to keep the existing result flags when setting new flags
  • Updated the example global shader file in the modders pack
  • Updated German and Russian translations