Releases: sfall-team/sfall
Releases · sfall-team/sfall
sfall 4.2.5
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
inAI.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
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
inAI.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
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
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
Changelog:
- Fixed the timing of setting
WORLDMAP
,DIALOG
,PIPBOY
,INVENTORY
,INTFACEUSE
, andINTFACELOOT
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
Changelog:
- Fixed the timing of setting
WORLDMAP
,DIALOG
,PIPBOY
,INVENTORY
,INTFACEUSE
, andINTFACELOOT
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
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 toHOOK_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
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
sfall 4.2.1
Changelog:
- Fixed a bug in
save_array
script function that could corruptsfallgv.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 tocritter_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 ofSTAT_unused
andSTAT_dmg_*
for the player, andSTAT_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)