Releases: sfall-team/sfall
Releases · sfall-team/sfall
sfall 4.3.2
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
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
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 inpro_*.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 tosfall.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
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 inpro_*.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 tosfall.h
in the modders pack - Added a
sfall.dat
resource file, which contains the required files for various features. The localizedsfall_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
Maintenance release for sfall 4.3.
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
Maintenance release for sfall 3.8.30.
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
Hotfix release for sfall 4.3.
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 tono_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
Hotfix release for sfall 3.8.30.
Changelog:
- Merged Windows 2000 support into the standard version of sfall. Using DX9 graphics modes now requires
d3dx9_42.dll
andd3dcompiler_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 tono_pref
- Added a fix for
chem_primary_desire
values in party member AI packets not being saved and reset correctly
sfall 4.3
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 defaultsfall.dat
sfall 3.8.30
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