Overview
The fallout2.exe from killap's patch was modified to correct the damage calculation bug of how different types of ammo did not perform correctly against different types of armor. The mod is simply to address the bug, it may improve balance in the game but it is certainly will not perfect it.
Phase 1
The details to understanding the change to the damage calculation in the modded exe:
(my reasoning is all based on research in the forum, game play, and analysis of the exe and proto files)
1- Since there was no true way to determine what type of ammo was being used, I choose to use the damage multiplier value as the determinant.
a- a multiplier of 1 would mean AP and CELL ammo
b- a multiplier of 2 would mean JHP and SHELL ammo
c- a multiplier of 3 would mean EC, FMJ, FUEL and BB ammo
2- since there was no true way to determine what type of armor was being used, I choose to use the armor threshold value as the determinant.
a- a threshold value of less than 4 would mean nonmetallic based armor
b- a threshold value of 4 or more would mean a metallic based armor
3- determining the ammo type and armor type being hit allowed me to apply an increase or decrease to damage as appropriate
4- to be able to do all this unfortunately meant that I had to remove the code which used the damage divisor from the proto files of ammo, but I am still using an assumed damage divisor which leads to now having to modify the current ammo proto files and setting limits/rules around what the damage multiplier and the damage divisor must be for the different ammo types
AP and CELL ammo now must have a multiplier of 1 and an assumed divisor of 1.
JHP and SHELL ammo now must have a multiplier of 2 and an assumed divisor of 1.
EC, FMJ, FUEL and BB ammo now must have a multiplier of 3 and an assumed divisor of 2.
This does not drastically harm the damage calculation as the most significant value used is the DR modification value also housed in the ammo proto file. But, now all ammo must have a multiplier of 1, 2, or 3 and while technically they may no longer need a divisor value it is technically now limited to 1 or 2 based strictly on it's relationship to the multiplier.
Phase 2
I will modify some ammo proto files to ensure compliance with the modded exe.
Phase 3
This will need someone (because try as I might I cannot understand how to use the mapper properly) to use the mapper to change the necessary proto files in all the maps.
Using one of the following commands should rebuild the proto files for a map:
F9: /Rebuild item protos (Librarian menu - need librarian=1 in cfg)
F10: Quit/Rebuild proto lists (Librarian menu - need librarian=1 in cfg)
F11: /Rebuild all (Librarian menu - need librarian=1 in cfg)
It also might be possible that the F11 command in the mapper may just do it all, but again I need someone with extensive mapper experience to confirm the what and how.
Future Considerations
This mod only fixes how damage is calculated based on ammo and armor type, it does not address the ammo, weapon, armor balance issues in the game. Almost all proto files and possibly all maps would need to be modified to achieve balance. If it is found that the F11 mapper function can do this in one easy step then I will look further into the game balance issue.
http://www.mediafire.com/?dljwdgmxkgw
The fallout2.exe from killap's patch was modified to correct the damage calculation bug of how different types of ammo did not perform correctly against different types of armor. The mod is simply to address the bug, it may improve balance in the game but it is certainly will not perfect it.
Phase 1
The details to understanding the change to the damage calculation in the modded exe:
(my reasoning is all based on research in the forum, game play, and analysis of the exe and proto files)
1- Since there was no true way to determine what type of ammo was being used, I choose to use the damage multiplier value as the determinant.
a- a multiplier of 1 would mean AP and CELL ammo
b- a multiplier of 2 would mean JHP and SHELL ammo
c- a multiplier of 3 would mean EC, FMJ, FUEL and BB ammo
2- since there was no true way to determine what type of armor was being used, I choose to use the armor threshold value as the determinant.
a- a threshold value of less than 4 would mean nonmetallic based armor
b- a threshold value of 4 or more would mean a metallic based armor
3- determining the ammo type and armor type being hit allowed me to apply an increase or decrease to damage as appropriate
4- to be able to do all this unfortunately meant that I had to remove the code which used the damage divisor from the proto files of ammo, but I am still using an assumed damage divisor which leads to now having to modify the current ammo proto files and setting limits/rules around what the damage multiplier and the damage divisor must be for the different ammo types
AP and CELL ammo now must have a multiplier of 1 and an assumed divisor of 1.
JHP and SHELL ammo now must have a multiplier of 2 and an assumed divisor of 1.
EC, FMJ, FUEL and BB ammo now must have a multiplier of 3 and an assumed divisor of 2.
This does not drastically harm the damage calculation as the most significant value used is the DR modification value also housed in the ammo proto file. But, now all ammo must have a multiplier of 1, 2, or 3 and while technically they may no longer need a divisor value it is technically now limited to 1 or 2 based strictly on it's relationship to the multiplier.
Phase 2
I will modify some ammo proto files to ensure compliance with the modded exe.
Phase 3
This will need someone (because try as I might I cannot understand how to use the mapper properly) to use the mapper to change the necessary proto files in all the maps.
Using one of the following commands should rebuild the proto files for a map:
F9: /Rebuild item protos (Librarian menu - need librarian=1 in cfg)
F10: Quit/Rebuild proto lists (Librarian menu - need librarian=1 in cfg)
F11: /Rebuild all (Librarian menu - need librarian=1 in cfg)
It also might be possible that the F11 command in the mapper may just do it all, but again I need someone with extensive mapper experience to confirm the what and how.
Future Considerations
This mod only fixes how damage is calculated based on ammo and armor type, it does not address the ammo, weapon, armor balance issues in the game. Almost all proto files and possibly all maps would need to be modified to achieve balance. If it is found that the F11 mapper function can do this in one easy step then I will look further into the game balance issue.
http://www.mediafire.com/?dljwdgmxkgw