Releases: sfall-team/sfall
Releases · sfall-team/sfall
sfall 3.8.18
Changelog:
- Fixed broken
get/mod_kill_counter
script functions when ExtraKillTypes is enabled - Fixed the argument value of
dialogue_reaction
script function - Fixed getting perks and traits from the real dude_obj while controlling other critters
- Improved the functionality of
HOOK_INVENWIELD
hook script - Improved the fix for the removal of party member's corpse to prevent save file corruption. Now party member's corpse is removed in the same way as all other critter corpses
- Changed the engine functions for saving party member protos and removing the drug effects for NPC to be called after executing the
map_exit_p_proc
procedure - Changed
create_message_window
script function to be available when other game interfaces are opened - Changed how
HOOK_FINDTARGET
hook script handles its return values. Now you don't have to specify all 4 targets to override normal sorting - Removed DialogOptions9Lines from
ddraw.ini
because there is little reason to turn it off - Removed LoadProtoMaxLimit from
ddraw.ini
. Now the proto limit is automatically increased when needed - Added a fix for party member's stats being reset to the base level when their base protos with the read-only attribute set are placed in the proto\critters\ directory
- Added a fix for NPC stuck in a loop of picking up items in combat and the incorrect message being displayed when the NPC cannot pick up an item due to not enough space in the inventory
- Added a fix to allow fleeing NPC to use drugs
- Added a fix for AI not checking minimum HP properly for using stimpaks
- Added a fix for NPC stuck in fleeing mode when the hit chance of a target was too low
- Added a missing option for testing AllowSoundForFloats to the [Debugging] section of
ddraw.ini
- Added a new return value to
HOOK_BARTERPRICE
hook script to modify the value of player's goods - Added a new argument to
HOOK_WITHINPERCEPTION
hook script - Added 4 new events to
HOOK_INVENTORYMOVE
hook script - Added an ammo ini loader mod and a lite version of item highlighting mod to the example mods in the modders pack
- Slightly increased the maximum text width of the information card on the character screen
- Backported script functions from 4.0/4.1:
real_dude_obj
,dialog_obj
,loot_obj
,npc_engine_level_up
sfall 4.1.7
Changelog:
- Implemented a critter individualization system. Each critter has its own independent base/bonus stats, separated from other critters sharing the same PID. Now
set_critter_base/extra_stat
script functions only set stats for a specific critter - Fixed the argument numbering in error messages when validating arguments
- Fixed the weapon duplication bug in NPC combat control mod
- Fixed a bug in CheckWeaponAmmoCost that caused NPCs not to switch to other weapons when there is not enough ammo to shoot
- Fixed fake perks not stacking properly
- Fixed the position of the 32-bit talking heads when the game resolution is higher than 640x480
- Fixed a bug in item highlighting that caused items to be kept highlighted when picking them up while holding the highlight key
- Changed
hero_select_win
function to require anAppHeroWin.frm
file (included in the modders pack) in theart\intrface\
directory - Added a fix for unexplored areas being revealed on the automap when entering a map
- Added a fix for the overflow of the automap tables when the number of maps in
maps.txt
is more than 160 - Added a fix for a duplicate
obj_dude
script being created when loading a saved game - Added a fix to prevent the reserved object IDs of the player and party members from being generated for other objects
- Added a fix for the display issue in the pipboy when the automap list is too long
- Added a fix for the
start
procedure not being called correctly if the required standard script procedure is missing (from Crafty) - Added an option to disable the special handling of map IDs 19 and 37 in the engine when entering the maps
- Added support for the new 'automap=yes/no' parameter to
maps.txt
. 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
hs_inventorymove
hook script - Added files for using 32-bit images for talking heads to the modders pack
- Improved the functionality of the debug editor (in 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
- New script function:
set_unique_id
- New hook script:
hs_sneak
sfall 3.8.17
Changelog:
- Backported the improved
HOOK_AMMOCOST
hook script from 4.1 to fix the issues with CheckWeaponAmmoCost - Fixed the argument numbering in error messages when validating arguments
- Fixed a bug in CheckWeaponAmmoCost that caused NPCs not to switch to other weapons when there is not enough ammo to shoot
- Fixed the position of the 32-bit talking heads when the game resolution is higher than 640x480
- Changed
hero_select_win
function to require anAppHeroWin.frm
file (included in the modders pack) in the art\intrface\ directory - Added a fix for unexplored areas being revealed on the automap when entering a map
- Added a fix for the overflow of the automap tables when the number of maps in
maps.txt
is more than 160 - Added a fix for a duplicate
obj_dude
script being created when loading a saved game - Added a fix to prevent the reserved object IDs of the player and party members from being generated for other objects
- Added a fix for the display issue in the pipboy when the automap list is too long
- Added a fix for the
start
procedure not being called correctly if the required standard script procedure is missing (from Crafty) - Added an option to disable the special handling of map IDs 19 and 37 in the engine when entering the maps
- Added support for the new 'automap=yes/no' parameter to
maps.txt
. This parameter overrides the hardcoded values for displaying the map in the pipboy automaps for the first 160 maps - Added files for using 32-bit images for talking heads to the modders pack
- Improved the functionality of the debug editor (in the modders pack)
- Improved the functionality of Use32BitHeadGraphics to allow using 32-bit images without having to patch talking head FRM files
- New script function:
set_unique_id
sfall 4.1.6
Changelog:
- Fixed a crash bug introduced in 4.1.5 when using various inventory items while a books ini file is loaded
- Fixed the return value of
has_skill
script function for incorrect skill numbers - Fixed the negative skill points of a skill not being taken into account when calculating the skill level
- Fixed incorrect skill point cost for negative skill levels when using a skills ini file
- Fixed the screen not returning to the player when moving a controlled critter to another map elevation
- Fixed some functionality issues of fake perks
- Fixed the broken
get_perk_available
script function - Fixed the lighting of controlled critters in NPC combat control mod
- Fixed the return FID in NPC armor appearance mod (in the modders pack)
- Expanded
get/inc_npc_level
script functions to accept party member PIDs - Removed MultiPatches from
ddraw.ini
. Now Fallout always loads multiple patch files at once - Added a fix for the reserved item FRM being displayed in the top-left corner when in the loot/barter screens
- Added a fix for the active effects of drugs not being saved properly
- Added a fix for NPC stuck in a loop of reloading melee/unarmed weapons when out of ammo
- Added a fix for critters not being healed over time when entering the map if 'dead_bodies_age=No' is set in
maps.txt
- Added a fix for corpses being removed early after returning to the map
- Added a fix for the removal of party member's corpse. Now items in party member's inventory are not removed along with the corpse
- Added an option to change the timer for deleting corpses on a map after you leave
- Added an option to override the global variable number used to show the special death message of the Modoc toilet explosion
- Added a new [ExtraPatches] section to allow setting multiple custom paths for loading game data
- Added a config file to change some parameters for drugs and their addictions
- Added displaying the NPC's addictions on the character screen when controlled by the player
- Added the ability to add extra non-scripted perks to the perks ini file
- Added support for extra perks to
has_fake_perk/get_perk_available
script functions - Added a new argument to
HOOK_REMOVEINVENOBJ
hook script - New script functions:
add_iface_tag
,npc_engine_level_up
,set_drugs_data
- Updated NPC combat control mod to be able to automatically set the number for the notification box
sfall 3.8.16
Changelog:
- Fixed a crash bug introduced in 3.8.15 when using various inventory items while a books ini file is loaded
- Fixed the return value of
has_skill
script function for incorrect skill numbers - Fixed the negative skill points of a skill not being taken into account when calculating the skill level
- Fixed incorrect skill point cost for negative skill levels when using a skills ini file
- Fixed the screen not returning to the player when moving a controlled critter to another map elevation
- Fixed some functionality issues of fake perks
- Fixed the broken
get_perk_available
script function - Expanded
get/inc_npc_level
script functions to accept party member PIDs - Removed MultiPatches from
ddraw.ini
. Now Fallout always loads multiple patch files at once - Added a fix for the reserved item FRM being displayed in the top-left corner when in the loot/barter screens
- Added a fix for the active effects of drugs not being saved properly
- Added a fix for NPC stuck in a loop of reloading melee/unarmed weapons when out of ammo
- Added a fix for critters not being healed over time when entering the map if 'dead_bodies_age=No' is set in
maps.txt
- Added a fix for corpses being removed early after returning to the map
- Added a fix for the removal of party member's corpse. Now items in party member's inventory are not removed along with the corpse
- Added an option to change the timer for deleting corpses on a map after you leave
- Added an option to override the global variable number used to show the special death message of the Modoc toilet explosion
- Added a new argument to
HOOK_REMOVEINVENOBJ
hook script
sfall 4.1.5
Changelog:
Various bug fixes and features based on the work by Mr.Stalin:
- Fixed a hang on startup if there is an invalid character for SPECIAL stats in the
skills ini
file - Fixed
set_self
function foruse_obj_on_obj
,attack
, andattack_complex
vanilla functions - Fixed
attack_complex
script function still causing minimum damage to the target when the attacker misses - Fixed
critter_mod_skill
script function taking a negative amount value as a positive - Fixed a crash when calling
use_obj/use_obj_on_obj
without usingset_self
in global scripts - Fixed
pickup_obj
,drop_obj
, anduse_obj
script functions not working properly in some cases - Fixed TimeLimit=-3 not returning the correct year, and removed the setting value of -2 (Now it works the same as -3)
- Fixed the mouse cursor lag on the world map when WorldMapFPSPatch is enabled
- Fixed issues with the game speed tweak. Now the game speed will be temporarily set to normal speed when in the inventory or dialogue, and it doesn't affect the endgame slideshow
- Fixed and improved the functionality of UseFileSystemOverride and
fs_*
script functions - Improved the functionality of
get/set_sfall_global
script functions to print error messages to debug output if the name of sfall global variable is not 8 characters long - Improved the error handling for saving/loading sfall data files in savegames
- Expanded
abs
math script function to support returning integers - Added a fix for critters not attacking the player in combat when loading a game saved in combat mode
- Added a fix for player's turn being skipped when loading a game saved in combat mode
- Added an option to fix and repurpose the unused called_shot/num_attacks arguments of
attack_complex
script function - Added an option to make the game speed tweak also affect the playback speed of MVE video files without an audio track
- Added a debug option to hide error messages in debug output when a null value is passed to the function as an object
- Increased the maximum number of books in BooksFile to 50
- New script function:
art_cache_clear
sfall 3.8.15
Changelog:
Various bug fixes and features based on the work by Mr.Stalin:
- Fixed a hang on startup if there is an invalid character for SPECIAL stats in the
skills ini
file - Fixed
set_self
function foruse_obj_on_obj
,attack
, andattack_complex
vanilla functions - Fixed
attack_complex
script function still causing minimum damage to the target when the attacker misses - Fixed
critter_mod_skill
script function taking a negative amount value as a positive - Fixed a crash when calling
use_obj/use_obj_on_obj
without usingset_self
in global scripts - Fixed
pickup_obj
,drop_obj
, anduse_obj
script functions not working properly in some cases - Fixed TimeLimit=-3 not returning the correct year, and removed the setting value of -2 (Now it works the same as -3)
- Fixed the mouse cursor lag on the world map when WorldMapFPSPatch is enabled
- Fixed issues with the game speed tweak. Now the game speed will be temporarily set to normal speed when in the inventory or dialogue, and it doesn't affect the endgame slideshow
- Fixed and improved the functionality of UseFileSystemOverride and
fs_*
script functions - Improved the functionality of
get/set_sfall_global
script functions to print error messages to debug output if the name of sfall global variable is not 8 characters long - Improved the error handling for saving/loading sfall data files in savegames
- Expanded
abs
math script function to support returning integers - Added a fix for critters not attacking the player in combat when loading a game saved in combat mode
- Added a fix for player's turn being skipped when loading a game saved in combat mode
- Added an option to fix and repurpose the unused called_shot/num_attacks arguments of
attack_complex
script function - Added an option to make the game speed tweak also affect the playback speed of MVE video files without an audio track
- Added a debug option to hide error messages in debug output when a null value is passed to the function as an object
- Increased the maximum number of books in BooksFile to 50
- New script function:
art_cache_clear
sfall 4.1.4.1
sfall 3.8.14.1
sfall 4.1.4
Changelog:
- Fixed a bug in NPC armor appearance mod (in the modders pack) that caused other critters to be unable to attack with weapons
Various bug fixes and features based on the work by Mr.Stalin:
- Fixed a crash bug when using sorting functions on an associative array
- Improved the functionality of ElevatorsFile to allow changing the FRM images of the elevator panel and creating new elevator types
- Expanded
resize_array
function to support sorting associative arrays by keys or values - Expanded
create/temp_array
functions to allow creating a new 'lookup' type of associative array - Changed
INVENTORYMOVE
hook to be called before displaying the 'Move Items' window for dragging and dropping ammo on weapons - Added a fix to prevent sfall from trying to load global scripts with an extension that exceeds three characters (e.g. gl_test.int123)
- Added a fix to the following script functions to ensure they set the correct object:
set_critter_burst_disable
,set_critter_pickpocket_mod
,set_critter_skill_mod
,set_critter_hit_chance_mod
,set_*_knockback
- Added a debug option to force sfall to search for global scripts every time the game loads rather than only the first time
- Added an option to change the distance at which the player will switch to walking when trying to use objects or pick up items
- New hook script:
hs_setlighting