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Releases: sfall-team/sfall

sfall 4.2.5

11 May 01:52
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Changelog:

  • Fixed a bug introduced in 4.1.9 that could cause the combat to end automatically in some cases
  • Fixed a bug introduced in 4.2 that caused AI to miscalculate the hit chance in determining whether to use secondary attacks if BodyHit_Torso and BodyHit_Torso_Uncalled modifiers were not equal
  • Fixed a bug introduced in 4.2.3 that caused CorpseDeleteTime not to set the timer correctly
  • Fixed a bug introduced in 4.2.4 that caused AllowDShowSound=2 not to work
  • Fixed loot_obj script function not returning the correct object when switching to another corpse in the loot screen
  • Fixed and improved the functionality of ReloadWeaponKey for using any non-weapon item
  • Fixed and changed the behavior of GvarID option in the drugs ini file
  • Improved the fix for items on the ground being obscured by a pool of blood after the corpse is removed
  • Changed the priority of files in the AutoSearchPath folder to be higher than the PatchFileXX options
  • Added a fix for AI skipping a target simply because its weapon is currently empty
  • Added a fix for AI not always considering the safe distance when using grenades or rockets
  • Added a fix to AI behavior for 'Snipe' distance preference (distance=snipe in AI.txt). Now the attacker will try to shoot the target instead of always running away from it at the beginning of the turn
  • Added a fix to reduce friendly fire in burst attacks. 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

sfall 3.8.25

11 May 01:52
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Changelog:

  • Fixed a bug introduced in 3.8.19 that could cause the combat to end automatically in some cases
  • Fixed a bug introduced in 3.8.20 that caused AI to miscalculate the hit chance in determining whether to use secondary attacks if BodyHit_Torso and BodyHit_Torso_Uncalled modifiers were not equal
  • Fixed a bug introduced in 3.8.23 that caused CorpseDeleteTime not to set the timer correctly
  • Fixed a bug introduced in 3.8.24 that caused AllowDShowSound=2 not to work
  • Fixed loot_obj script function not returning the correct object when switching to another corpse in the loot screen
  • Fixed and improved the functionality of ReloadWeaponKey for using any non-weapon item
  • Improved the fix for items on the ground being obscured by a pool of blood after the corpse is removed
  • Added a fix for AI skipping a target simply because its weapon is currently empty
  • Added a fix for AI not always considering the safe distance when using grenades or rockets
  • Added a fix to AI behavior for 'Snipe' distance preference (distance=snipe in AI.txt). Now the attacker will try to shoot the target instead of always running away from it at the beginning of the turn
  • Added a fix to reduce friendly fire in burst attacks. 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
  • Added an option to skip loading game settings from saved games

sfall 4.2.4

05 Apr 14:19
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Changelog:

  • Fixed stuttering when playing AVI movies
  • 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 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 an ammo capacity larger than one 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

sfall 3.8.24

05 Apr 14:19
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Changelog:

  • Fixed stuttering when playing AVI movies
  • 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 crash when the script attached to an object on the map is missing and there is another script using sfall arrays
  • 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 3.8.19 that could cause a hang when loading a saved game
  • 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 when player's stats are affected by radiation exposure
  • Code refactoring for various script functions
  • 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 an ammo capacity larger than one 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

sfall 4.2.3

08 Feb 12:26
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Changelog:

  • Fixed the timing of setting WORLDMAP, DIALOG, PIPBOY, INVENTORY, INTFACEUSE, and INTFACELOOT game mode flags
  • Fixed the execution of the timer event 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 newline control character \n
  • 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 ended abruptly 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 caret character ^ in dialog msg files to specify the alternative text 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)
  • New hook script: hs_encounter

sfall 3.8.23

08 Feb 12:26
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Changelog:

  • Fixed the timing of setting WORLDMAP, DIALOG, PIPBOY, INVENTORY, INTFACEUSE, and INTFACELOOT game mode flags
  • Fixed the execution of the timer event 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 newline control character \n
  • 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 ended abruptly 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 options to use more than one save slot for quick saving
  • 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)

sfall 4.2.2

25 Dec 01:34
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Changelog:

  • 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. Now the game will search for ini files relative to the specified directory
  • Changed the debug message about a missing critter art file to also be displayed in the game
  • Code refactoring for various script functions
  • Added a fix to prevent the player from moving when clicking on a script-created window and prevent the mouse cursor from being toggled when hovering over a 'hidden' window
  • Added a fix to prevent crashes when DebugMode is enabled and there is a % character in the printed message
  • Added an option to load a global shader file at game startup and added an example global shader file to the modders pack
  • Added support for executing the timed_event_p_proc procedure in global scripts
  • Added SPECIAL flag to the game mode functions (when switching from dialog mode to barter mode, or a party member joins/leaves in the dialog screen)
  • Added a new argument to HOOK_GAMEMODECHANGE hook script
  • New game hook: HOOK_STDPROCEDURE_END, as an extension to HOOK_STDPROCEDURE hook script
  • New script functions: add_g_timer_event, remove_timer_event, reg_anim_callback, get_sfall_arg_at, hide/show_window, set_window_flag, get_text_width, string_compare, string_format, objects_in_radius, tile_by_position
  • New hook script: hs_targetobject

sfall 3.8.22

25 Dec 01:33
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Changelog:

  • Fixed and improved the functionality of substr script function
  • Restored and fixed RemoveWindowRounding option that was removed in 3.8.12
  • Improved the functionality of inventory_redraw script function
  • Changed the return value of get_script script function from -1 to 0 for unscripted objects
  • Changed the debug message about a missing critter art file to also be displayed in the game
  • Code refactoring for various script functions
  • Added a fix to prevent the player from moving when clicking on a script-created window and prevent the mouse cursor from being toggled when hovering over a 'hidden' window
  • Added a fix to prevent crashes when DebugMode is enabled and there is a % character in the printed message
  • Added an option to load a global shader file at game startup and added an example global shader file to the modders pack
  • Added an option to highlight lootable corpses as well as items
  • Added support for executing the timed_event_p_proc procedure in global scripts
  • Backported script functions from 4.1: draw_image, draw_image_scaled
  • New script functions: add_g_timer_event, remove_timer_event, reg_anim_callback, get_sfall_arg_at, hide/show_window, set_window_flag, get_text_width, string_compare, string_format, objects_in_radius, tile_by_position

sfall 4.2.1.1

19 Nov 06:11
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Hotfix release for sfall 4.2.1.

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Changelog:

  • Fixed a crash bug introduced in 4.2.1 with the fix for corpses blocking line of fire

sfall 4.2.1

07 Nov 01:55
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Changelog:

  • Fixed a bug in save_array script function that could corrupt sfallgv.sav when saving a new array under the same key
  • Fixed a crash bug in PremadePaths when a name exceeds 11 characters
  • Fixed move_obj_inven_to_obj/drop_obj script functions not removing the equipped armor properly for the player and party members
  • Fixed inven_unwield script function not updating the active item button on the interface bar for the player
  • Fixed art_change_fid_num script function not setting player's FID correctly when the hero appearance mod is enabled
  • Fixed critter_add/rm_trait script functions ignoring the 'amount' argument. Note: pass negative amount values to critter_rm_trait to remove all ranks of the perk (vanilla behavior)
  • Fixed the xp bonus set by set_swiftlearner_mod script function not being reset on game load
  • Fixed the player name while controlling other critters
  • Fixed NPC combat control mod not removing the inherited perks from controlled critters properly
  • Improved the display of the car fuel gauge on the world map interface
  • Improved the hero appearance mod to search for files in .dat files and folders simultaneously
  • Improved HOOK_INVENWIELD hook script to run for the player and NPCs when removing equipped items, and added a new argument to it
  • Expanded set_critter_stat script function to allow changing the base stats of STAT_unused and STAT_dmg_* for the player, and STAT_unused for other critters
  • Changed AllowUnsafeScripting to not require sfall debugging mode
  • Removed NPCStage6Fix and CorpseLineOfFireFix from ddraw.ini because there is little reason to turn them off
  • Added a fix to prevent the player from equipping a weapon when the current appearance has no animation for it
  • Added a fix to use 'English' as the fallback language directory for loading msg files
  • Added a fix for party member's equipped weapon being placed in the incorrect item slot after leveling up
  • Added a new value to AIBestWeaponFix to change the priority multiplier for having weapon perk to 3x (the original is 5x)
  • Added a new flag to MainMenuFontColour to only change the font color of the Fallout/sfall version text
  • Added optional options to enable modification sections for perks and traits to the perks ini file
  • Added support for displaying AP cost up to 19 on the active item button on the interface bar
  • Added a check for valid objects to get/set_object_data script functions
  • Added a debug message about a missing critter art file to DebugMode
  • New script functions: unwield_slot, add_trait, get_inven_ap_cost
  • Updated NPC armor appearance mod and added an alternative npcarmor.ini for vanilla Fallout 2 (in the modders pack)