Releases: sfall-team/sfall
Releases · sfall-team/sfall
sfall 4.3
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 defaultsfall.dat
sfall 3.8.30
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
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
andsfall_func8
(compile.exe
andint2ssl.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
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
andsfall_func8
(compile.exe
andint2ssl.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
sfall 3.8.28.1
Maintenance release for v3.8.28.
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
, andinterface_art_draw
script functions - New script function:
win_fill_color
- Cleaned up
define_lite.h
andcommand_lite.h
in the modders pack
sfall 4.2.8
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
andset_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
andset_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
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
andset_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
andset_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
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
andtarget_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 addedset_horrigan_days
andclear_keyboard_buffer
macros to sfall.h in the modders pack - Added
DAM_PRESERVE_FLAGS
flag toattack_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
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
andtarget_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 addedset_horrigan_days
andclear_keyboard_buffer
macros to sfall.h in the modders pack - Added
DAM_PRESERVE_FLAGS
flag toattack_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