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Releases: sfall-team/sfall

sfall 4.3.2

10 Nov 01:29
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Changelog:

  • Changed the fix for grave type containers in 4.3.1 to an option, to fix compatibility with existing grave scripts
  • Changed OverrideArtCacheSize to set the art cache size to 261 instead of 256
  • Changed Enable option in the [Speed] section to no longer affect SpeedMultiInitial
  • Tweaked the window title bar for DX9 windowed mode
  • Optimized the calculation process in Glovz's damage formula and Haenlomal's YAAM for burst attacks

sfall 3.8.32

10 Nov 01:28
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Changelog:

  • Changed the fix for grave type containers in 3.8.31 to an option, to fix compatibility with existing grave scripts
  • Changed OverrideArtCacheSize to set the art cache size to 261 instead of 256
  • Changed Enable option in the [Speed] section to no longer affect SpeedMultiInitial
  • Tweaked the window title bar for DX9 windowed mode
  • Optimized the calculation process in Glovz's damage formula and Haenlomal's YAAM for burst attacks

sfall 4.3.1

15 Oct 11:08
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Changelog:

  • Fixed the Jet addiction not being removed when using the antidote in some cases
  • Fixed the key repeat delay and rate when enabling the game speed tweak
  • Fixed a possible crash at the end of the playback of alternative sound files
  • Fixed a rounding error in Glovz's damage formula
  • Fixed and improved NPC combat control mod and the behavior of SpeedInterfaceCounterAnims=3
  • Improved the rendering performance of DX9 graphics modes
  • Improved and tweaked the page control in ExtraSaveSlots
  • Changed the way AutoQuickSave works. Now it sets the number of pages used for quick saving
  • Changed SingleCore to set processor affinity to the second processor core if available
  • Changed HOOK_CANUSEWEAPON hook script to run for both the player and NPCs
  • Excluded the walking animation from the debug message about a missing critter art file for stationary critters
  • Excluded the animated colors from TravelMarkerColor (same as in 3.8.x)
  • Removed unnecessary check on action points when AI reloads a weapon (added in 4.3)
  • Removed AffectPlayback option because it's not practical
  • Added a fix for a crash when opening a file with name containing a % character
  • Added a fix to prevent the main menu music from stopping when entering the load game screen
  • Added a fix to display the palette color with index 255 correctly in DX9 mode when using the hi-res patch
  • Added a fix for grave type containers in the open state not executing the use_p_proc procedure
  • Added a tweak to update unarmed attacks after leveling up
  • Added a tweak to keep the selected attack mode for unarmed attacks when closing the inventory or when the combat ends
  • Added a tweak to display the actual damage values of unarmed attacks in the inventory
  • Added an option to enable fade effects for background music when stopping and starting the playback
  • Added an option to automatically search for new SFX sound files at game startup
  • Added a config file to change the requirements and effects of unarmed attacks
  • Added a config file to change some engine parameters for the game mechanics
  • Added the ability to continuously play the music when moving to another map that uses the same music
  • Added the ability to set custom names for unarmed attacks in the inventory to TranslationsINI
  • Added support for using the newline control character \n in the object description in pro_*.msg files
  • Added support for the new 'Healing Item' flag to item protos. Now AI will also use items with this flag for healing in combat
  • Added support for the new 'Cannot Use' flag to the misc flags of item objects. This flag makes a weapon object unusable in combat
  • Added missing sounds to the buttons on the world map interface (similar to Fallout 1 behavior)
  • Added 5 metarule3 macros for controlling the save slot with scripts to sfall.h in the modders pack
  • New script functions: set_scr_name, obj_is_openable
  • Updated NPC armor appearance mod in the modders pack to prevent NPCs from equipping unusable weapons
  • Included Brazilian Portuguese and Polish translation (from Felipefpl and Jaiden)

sfall 3.8.31

15 Oct 04:40
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Changelog:

  • Fixed the Jet addiction not being removed when using the antidote in some cases
  • Fixed the key repeat delay and rate when enabling the game speed tweak
  • Fixed a possible crash at the end of the playback of alternative sound files
  • Fixed a rounding error in Glovz's damage formula
  • Improved the behavior of SpeedInterfaceCounterAnims=3
  • Improved the rendering performance of DX9 graphics modes
  • Improved and tweaked the page control in ExtraSaveSlots
  • Changed the way AutoQuickSave works. Now it sets the number of pages used for quick saving
  • Changed SingleCore to set processor affinity to the second processor core if available
  • Excluded the walking animation from the debug message about a missing critter art file for stationary critters
  • Removed unnecessary check on action points when AI reloads a weapon (added in 3.8.30)
  • Removed AffectPlayback option because it's not practical
  • Added a fix for a crash when opening a file with name containing a % character
  • Added a fix to prevent the main menu music from stopping when entering the load game screen
  • Added a fix to display the palette color with index 255 correctly in DX9 mode when using the hi-res patch
  • Added a fix for grave type containers in the open state not executing the use_p_proc procedure
  • Added a tweak to update unarmed attacks after leveling up
  • Added a tweak to keep the selected attack mode for unarmed attacks when closing the inventory or when the combat ends
  • Added a tweak to display the actual damage values of unarmed attacks in the inventory
  • Added an option to enable fade effects for background music when stopping and starting the playback
  • Added an option to automatically search for new SFX sound files at game startup
  • Added a config file to change the requirements and effects of unarmed attacks
  • Added a config file to change some engine parameters for the game mechanics
  • Added the ability to continuously play the music when moving to another map that uses the same music
  • Added the ability to set custom names for unarmed attacks in the inventory to TranslationsINI
  • Added support for using the newline control character \n in the object description in pro_*.msg files
  • Added support for the new 'Healing Item' flag to item protos. Now AI will also use items with this flag for healing in combat
  • Added support for the new 'Cannot Use' flag to the misc flags of item objects. This flag makes a weapon object unusable in combat
  • Added missing sounds to the buttons on the world map interface (similar to Fallout 1 behavior)
  • Added 5 metarule3 macros for controlling the save slot with scripts to sfall.h in the modders pack
  • Added a sfall.dat resource file, which contains the required files for various features. The localized sfall_xx.dat is also supported
  • New script functions: set_scr_name, obj_is_openable
  • Included Brazilian Portuguese and Polish translation (from Felipefpl and Jaiden)

sfall 4.3.0.2

26 Jun 18:25
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Maintenance release for sfall 4.3.

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Changelog:

  • Fixed a bug introduced in 4.3 that caused a hang when opening the pipboy if the value of a quest location in quests.txt is less than 1500
  • Fixed a bug introduced in 4.3 that caused a black screen after starting a new game without the hi-res patch
  • Fixed a bug in INVENTORYMOVE hook that caused duplicate items when canceling moving an item into bag/backpack
  • Updated French translation (from HawK-EyE)

sfall 3.8.30.2

26 Jun 18:23
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Maintenance release for sfall 3.8.30.

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Changelog:

  • Fixed a bug introduced in 3.8.30 that caused a hang when opening the pipboy if the value of a quest location in quests.txt is less than 1500
  • Fixed a bug introduced in 3.8.30 that caused a black screen after starting a new game without the hi-res patch
  • Fixed a bug in INVENTORYMOVE hook that caused duplicate items when canceling moving an item into bag/backpack
  • Updated French translation (from HawK-EyE)

sfall 4.3.0.1

10 Jun 00:47
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Hotfix release for sfall 4.3.

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Changelog:

  • Fixed a crash bug introduced in 4.3 with the fix for animation registration
  • Fixed a bug in AIDrugUsePerfFix that could cause a hang in combat
  • Fixed the extra check for friendly fire not working if the area_attack_mode parameter in the AI packet is not set or set to no_pref
  • Added a fix for chem_primary_desire values in party member AI packets not being saved and reset correctly

sfall 3.8.30.1

10 Jun 00:45
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Hotfix release for sfall 3.8.30.

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Changelog:

  • Merged Windows 2000 support into the standard version of sfall. Using DX9 graphics modes now requires d3dx9_42.dll and d3dcompiler_42.dll
  • Fixed a crash bug introduced in 3.8.30 with the fix for animation registration
  • Fixed a bug in AIDrugUsePerfFix that could cause a hang in combat
  • Fixed the extra check for friendly fire not working if the area_attack_mode parameter in the AI packet is not set or set to no_pref
  • Added a fix for chem_primary_desire values in party member AI packets not being saved and reset correctly

sfall 4.3

01 Jun 04:23
fb74f37
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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 for 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 engine's special handling of city areas 45 and 46 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 default sfall.dat

sfall 3.8.30

01 Jun 04:21
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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 for 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 engine's special handling of city areas 45 and 46 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