Changelog:
- Backported the improved
HOOK_AMMOCOSThook 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_winfunction to require anAppHeroWin.frmfile (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.txtis more than 160 - Added a fix for a duplicate
obj_dudescript 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
startprocedure not being called correctly if the required standard script procedure is missing (from Crafty) - Added an option to disable the engine's special handling of map IDs 19 and 37 when entering those 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