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Releases: sfall-team/sfall

sfall 3.8.1

14 Nov 02:22
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Changelog:

  • Fixed pressing F6 not displaying the Quick Save screen

sfall 3.8

09 Nov 13:53
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Changelog:

  • Improved NPC combat control and fixed various issues with it
  • Fixed bugs in set*_stat_min script functions that set max values instead of min
  • Unified the style of global/hook script log entries
  • Added new universal opcodes sfall_funcX that allow adding new script functions without changing script compiler and decompiler
  • Added new script functions: spatial_radius, critter_inven_obj2, intface_redraw, intface_hide, intface_show, intface_is_hidden, exec_map_update_scripts

Original engine bug fixes and various features based on the work by Crafty:

  • sfall can now load global/hook scripts from .dat files
  • Improved the 'print to file' fix and added the ability to use long filenames in .dat files
  • Improved the functionality of ProcessorIdle

sfall 3.7.4

11 Oct 06:27
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Changelog:

  • Improved the functionality of DisableHorrigan to work on old saved games
  • Replaced NumberPatchLoop with a simpler MultiPatches toggle
  • Added a new value to PipBoyAvailableAtGameStart to make the pipboy available by only skipping the vault suit movie check
  • Changed BodypartHitModX to BodyHit_(body parts) in ddraw.ini to make them easier to understand
  • Removed BodyHit_Uncalled from ddraw.ini. Now body_torso and body_uncalled hit modifiers share the same value, and set_bodypart_hit_modifier script function is also tweaked to match the change
  • Removed CarryWeightLimit option because it can be scripted with set_stat_max script function
  • Removed GainStatPerkFix from ddraw.ini because there is little reason to turn it off

Original engine bug fixes and various features based on the work by Crafty:

  • sfall now loads global/hook scripts, shaders, 32-bit talking head images, and AVI movies from master_patches path in fallout2.cfg instead of the fixed 'data\' directory
  • Added a fix for the original engine issue that caused incorrect positioning after exiting small locations (e.g. Ghost Farm)
  • Added an option to use a modified data load order for the engine to find game data

sfall 3.7.3

15 Aug 08:30
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Changelog:

  • Changed the displayed version number to the same as the internal version number
  • Added the ability to read additional game msg files, as opposed to dialog msg files (from Vennor)
  • Added an option to display sfall built-in credits at the bottom of credits.txt contents instead of at the top

Original engine bug fixes and various features based on the work by Crafty:

  • Fixed get_screen_width/height script functions not returning correct values when using the hi-res patch
  • Fixed incorrect savegame path detection when reading/writing sfallgv.sav and sfallfs.sav under certain circumstances
  • Improved the unlimited ammo exploit fix to prevent crashes with some faulty scripting
  • Added a fix for the original engine issue that caused action points to be initialized incorrectly at the beginning of each turn, thus giving a hidden bonus to your opponent's armor class and reducing your hit chance
  • Added a fix for destroy_p_proc not being called if the critter is killed by explosives when you leave the map
  • Added a fix for incorrect death animations being used when killing critters with kill_critter_type script function
  • Added a fix for the original engine issue that caused Fallout to check the horizontal position on the y-axis instead of x when setting coordinates on the world map
  • Changed the way SpeedInterfaceCounterAnims=2 works. Now it updates the HP/AC counters instantly in all cases
  • Added an option to display numbered dialogue options

sfall 3.7b

21 Apr 01:24
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Changelog:

  • Fixed broken sfall_ver_* script functions
  • Fixed potential undefined behavior and crashes in sfall arrays (from Vennor)
  • Optimized some code to make the compiled DLLs about 10 KB smaller in size
  • Switched to using the precomputed CRC table instead of creating the CRC table at runtime. This could potentially improve startup time in emulated or partially emulated environments (from Oppen)
  • Added rounding calculation to ComputeSprayMod for a more balanced bullet distribution in burst attacks
  • Re-added CarChargingFix option to ddraw.ini for mods that have custom vehicles
  • Removed MultiHexPathingFix from ddraw.ini because there is little reason to turn it off

Original engine bug fixes and various features based on the work by Crafty:

  • Fixed a crash bug introduced with the inventory drag and drop fix
  • Added a new value to SpeedInterfaceCounterAnims to update the HP/AC counters instantly when the number is not negative
  • Added an option to skip weapon equip/unequip animations when performing various actions
  • Added an option to control the speed of pipboy alarm clock animations
  • Added an option to change the carry weight limit

sfall 3.7a

15 Dec 06:15
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Changelog:

  • Partially refactored all the source code to use proper engine function/variable names
  • Removed a few options from ddraw.ini that should never be turned off

Original engine bug fixes and various features based on the work by Crafty:

  • Added a fix for being unable to sell used geiger counters or stealth boys
  • Added a fix for not counting in the weight of equipped items on NPC when stealing or bartering
  • Added a fix for only using one box of ammo when reloading a weapon above the ammo in the inventory list by drag and drop
  • Added an option to remove the ability to enter unvisited areas on a town map by hitting number keys
  • Added an option to leave the music playing in dialogue with talking heads
  • Added an option to skip the 'Move Items' window when using drap and drop to reload weapons in the inventory

sfall 3.7

11 May 07:14
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Changelog:

  • Fixed incorrect bonuses on AC and Melee Damage from the Heavy Handed trait when using perks.ini
  • New hook script: hs_invenwield (when causing a critter to wield/unwield an armor or a weapon)
  • Expanded message_str_game script function to support all pro_*.msg files as well
  • ExtraCRC can now accept multiple CRC values
  • Merged sfall debugging features into the normal version, thus removing the need of a separate debugging version for modders
  • Removed the obsolete Jim's damage formula
  • Removed a few options from ddraw.ini that should never be turned off

Original engine bug fixes and various features based on the work by Crafty:

  • Fixed SpeedInterfaceCounterAnims not displaying the correct negative value when HP drops below zero
  • Rewrote the Sharpshooter perk fix to match its description correctly
  • Rewrote the dodgy door fix to apply to both melee and ranged attacks
  • Added a fix for a crash when leaving the map while waiting for someone to die of a super stimpak overdose
  • Added a fix for the original engine issue that caused party members to have incorrect stats when they level up while on drugs
  • Added a fix for the unlimited ammo exploit
  • Added a fix for negative values in Skilldex window
  • Added a fix for the clickability issue in the pipboy and an exploit that allows resting in places where you shouldn't be able to
  • Added a fix to prevent 'Too Many Items' bug from corrupting save files
  • Added a fix for the exploit that you can gain stats from more than two doses of a specific chem after save/load
  • Added a fix for the original engine issues with reverse order of items in memory relative to visual order in the inventory list
  • Added a fix for the original engine issue that caused party members to be able to unequip multiple of the same armor and reduce their stats to below the proper values
  • Added a fix for the original engine issues that caused the game not to check NPC's addictions properly and the Jet Antidote not to work on NPCs
  • Added a fix for the maximum text width of the item weight (Wt.) in party member trading window
  • Added a fix for the original engine issue that caused NPCs to become unresponsive and act like walking containers if you move to another map while they are under 'lost next turn' critical miss effect
  • Added a fix for the original engine issues with being able to charge the car by using cells on other scenery/critters, and cells getting consumed even when the car is already fully charged
  • Added an option to stack empty identical weapons, no matter what type of ammo was loaded previously
  • Added an option to highlight containers as well as items
  • Added an option to allow 9 options (lines of text) to be displayed correctly in the dialog window
  • Added an option to display additional points of damage from Bonus HtH/Ranged Damage perks in the inventory