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Fallout FIXT feedback & status updates
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Sduibek
Sonny, I Watched the Vault Bein' Built!



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PostPosted: Sat May 05, 2012 1:26    Post subject: Reply with quote

ak0000 wrote:
person wrote:
I've practiced installing in different manners, but I end with this same problem: when I load up Fallout (4.0 & 4.1 installed) it pulls up a random load screen an that's all I get to see, although the game's goin just fine in the background (the volume works so I know it reacts when I click). This happens whether I load from falloutw.exe or 64-bit OS.bat, and even when I adjust the resolution in f1_res.ini . . . what'm I doin wrong (ain't good with this jazz).

Sorry to bug y'all.


EDIT: Disabled F1_res altogether and altered resolution with only ddraw . . . minor, fixable issues now. Hakuna Matata.


See what happens if you take the ddraw.dll file from the original source and overwrite the one from Alpha4.

Fallout 1: ddraw.dll 90112 11/28/2008 4:15:46PM
Alpha 4: ddraw.dll 114688 08/14/2007 10:44:26AM


^ What he said. Pretty much all the graphics issues should be gone in Alpha 5, because that will include the proper and newest versions of ddraw and f1res. The only remaining issue is the 640x480 black box some people get in larger resolutions, which is something mash is working to fix currently.


Cubik2k wrote:
@Sduibek:


in file PERK.MSG you changed name and descriptin of perk:

{164}{}{Alcoholic}# was Combat Armor

but armors:
PID=17 Combat Armor
PID=239 Brotherhood Armor
PID=240 Tesla Armor

have perk Combat Armor; in your mod changed to Alcoholic...


How this perk work with armors, and how it affect player?
I'm a little confused.
My understanding is that is what gives the increase in radiation resistance / increased strength / etc from those armors. The end user never sees them which is why using them for the addiction message shouldn't be a problem. It only looks weird internally to modders, not the players Wink

Anyway I forgot why I had to, but I had to do this to have Alcohol Addiction work properly and not crash the game. I actually spent quite a few hours with all the changes to addictions and re-introduction of Alcoholism. I really liked that aspect of the game and wanted to make it better Smile
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ThegreatBenDoyle
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PostPosted: Sat May 05, 2012 3:05    Post subject: Reply with quote

From what I read and seen from the installer options this looks pretty cool but when I got to the first town and Ian wasnt there I decided to google it and found this is a common problem, is there any fix for it?
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Sduibek
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PostPosted: Sat May 05, 2012 17:15    Post subject: Reply with quote

ThegreatBenDoyle wrote:
From what I read and seen from the installer options this looks pretty cool but when I got to the first town and Ian wasnt there I decided to google it and found this is a common problem, is there any fix for it?
This should be fixed if you installed the patch...

Please try again, download the Alpha 4 patch 1 from the main thread and extract all files on top of current install, Yes or Overwrite to All when asked

EDIT: I had posted as a patch instead of recompiling the .exe because it was faster at the time and less of a hassle for me... looking back I need to never do that again because having everything in multiple downloads is way less efficient down the line, causing confusion etc. Lesson learned Smile


.Pixote. wrote:
Oppen wrote:
About the critters going out of the map grid, I think that's an engine bug, I believe there is no practical solution to that. It even happens in Fallout 2. But I'd love to be proven wrong, I hate that two Khans that escaped me :p


They can be blocked with invisible blockers, it would take a while to do, but it would prevent critters leaving the maps. Just use the official mapper, and Cubik's tool to change the hex numbers so they work with F1.
This is indeed an issue with Fallout that's always existed.

Interesting idea though .Pixote., I hadn't thought of that. Can you think of any stuff that would break? e.g. some quests have monsters walking off the map or starting off the map then teleporting in.


Oppen wrote:
Sduibek (or anyone who knows about it), is it required to patch the exe again to update the hi-res patch? I don't repatch it because it's said (IIRC, in the modding wiki) the patch is only to make it load f1_res.dll, so I thought it's version independent? Am I right, or I should patch it again?
killap wrote:
@Oppen

Fairly certain there is no need to patch the exe once you've already done it. I never do and all seems well.
Actually I recently discovered this CAN resolve issues. I was getting a weird crash and I did this (uninstall gfx patch on exe, then re-install it) and issue fixed. So some people will probably need to do this once they install Alpha 5 when it's released.
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.Pixote.
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PostPosted: Sun May 06, 2012 2:06    Post subject: Reply with quote

Sduibek wrote:
Interesting idea though .Pixote., I hadn't thought of that. Can you think of any stuff that would break? e.g. some quests have monsters walking off the map or starting off the map then teleporting in.


I don't know Fallout 1 as well as Fallout 2, but I do know that the Brotherhood will attack the Cathedral, and Military Base at some stage, and probably need space to walk onto the map. You can still block around these critters, just don't block them from entering the map.
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Sduibek
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PostPosted: Sun May 06, 2012 18:58    Post subject: Reply with quote

.Pixote. wrote:
Sduibek wrote:
Interesting idea though .Pixote., I hadn't thought of that. Can you think of any stuff that would break? e.g. some quests have monsters walking off the map or starting off the map then teleporting in.


I don't know Fallout 1 as well as Fallout 2, but I do know that the Brotherhood will attack the Cathedral, and Military Base at some stage, and probably need space to walk onto the map. You can still block around these critters, just don't block them from entering the map.
Hmm. Well if I'm going to do the blocking, assuming it works, I will start only with random encounters -- personally while playing the game all these years, the only time this "feature" (Wink) pissed me off was in random encounter maps - namely Desert and Mountain.

You won't be able to loot the corpse anyway, but I suppose that can easily be explained as penalty for not finishing your murder before they reached The Exit Zone (sounds like a badass sci-fi show).
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.Pixote.
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PostPosted: Mon May 07, 2012 4:24    Post subject: Reply with quote

I never liked the random encounter maps in F1, too many looked the same. (3000 post). Rolling Eyes
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Oppen
Where'd That 6th Toe Come From?



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PostPosted: Mon May 07, 2012 8:28    Post subject: Reply with quote

But wouldn't the invisible blockers affect the PC? That would create more problems than it fixes.
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.Pixote.
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PostPosted: Mon May 07, 2012 8:49    Post subject: Reply with quote

It will block all critters from leaving a map, but you can place them on the very edge of the visible map. If a critter happens to wonder far enough they will meet the very end of the map area, and possibly crash the game. It happened before with the RP, and we had to block in every map as a precaution, but places like the Den had small pockets behind the visible map edge where the freed slaves could run to.
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Sduibek
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PostPosted: Tue May 08, 2012 1:39    Post subject: Reply with quote

.Pixote. wrote:
It will block all critters from leaving a map, but you can place them on the very edge of the visible map. If a critter happens to wonder far enough they will meet the very end of the map area, and possibly crash the game. It happened before with the RP, and we had to block in every map as a precaution, but places like the Den had small pockets behind the visible map edge where the freed slaves could run to.
Never had this happen in Fo1, but yes, Oppen it won't be a problem for players Smile

And personally I've ONLY seen this be an issue on Random Encounter maps like I said, so if/when I do it, I will only do it with those.
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theobjectlesson
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PostPosted: Thu May 10, 2012 8:52    Post subject: Reply with quote

Hello. First let me say great work! I was very happy when I found your mod; vanilla Fallout doesn't work very well on this machine. I'm having an issue though. Drawing issues suddenly show up after a short period of play. Everything will be running fine and then I go into my inventory and the hp current/max is a mess, or body parts no longer show up when I target critters, or other weird display issues.
Any ideas what could cause this? I'm wondering if I installed correctly, as I was somewhat confused by the process.
I'm playing GOG version of Fallout on a WinXP SP3 system.
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Sduibek
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PostPosted: Fri May 11, 2012 2:12    Post subject: Reply with quote

theobjectlesson wrote:
Hello. First let me say great work! I was very happy when I found your mod; vanilla Fallout doesn't work very well on this machine. I'm having an issue though. Drawing issues suddenly show up after a short period of play. Everything will be running fine and then I go into my inventory and the hp current/max is a mess, or body parts no longer show up when I target critters, or other weird display issues.
Any ideas what could cause this? I'm wondering if I installed correctly, as I was somewhat confused by the process.
I'm playing GOG version of Fallout on a WinXP SP3 system.
Oh wow I've never heard of this before. Well first thing I'd do is back up the entire Fallout folder and FIXT folder (if separate, just it if they're the same obviously) then reinstall FIXT making sure to install alpha4 then extract the alpha4 patch1, then delete/rename/move ONE AT A TIME f1_res.ini and ddraw.ini and see if that helps.
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theobjectlesson
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PostPosted: Thu May 17, 2012 8:00    Post subject: Reply with quote

Okay I think I did it right in the first place but I reinstalled everything just to be on the safe side. I haven't seen any weird drawing errors since I switched from 32 to 16 bit color in falloutres. However I'm still getting that weird glitch I mentioned where I can't see the names of the body parts when in aimed mode, but I noticed it's only for certain critters. Specifically, the smaller sized scorpion. There could be others I don't know about though, I haven't tested it much.
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Sduibek
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PostPosted: Thu May 17, 2012 17:30    Post subject: Reply with quote

theobjectlesson wrote:
Okay I think I did it right in the first place but I reinstalled everything just to be on the safe side. I haven't seen any weird drawing errors since I switched from 32 to 16 bit color in falloutres. However I'm still getting that weird glitch I mentioned where I can't see the names of the body parts when in aimed mode, but I noticed it's only for certain critters. Specifically, the smaller sized scorpion. There could be others I don't know about though, I haven't tested it much.
It's a known issue for the baby scorpion... I pulled them from Fallout 2 before realizing it used a different Called Shot UI layout Sad
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theobjectlesson
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PostPosted: Fri May 18, 2012 19:54    Post subject: Reply with quote

A known issue? Well, that's kind of a relief for me. Lately technology has been against me...
Sorry I bugged you about a known issue, I tried to read all the posts about FIXT but there are just so many! Once again, great work!
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Sduibek
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PostPosted: Sat May 19, 2012 4:06    Post subject: Reply with quote

theobjectlesson wrote:
A known issue? Well, that's kind of a relief for me. Lately technology has been against me...
Sorry I bugged you about a known issue, I tried to read all the posts about FIXT but there are just so many! Once again, great work!
Thanks! Smile

Geez look at me saying "known issue" like I'm a customer service rep or something. ::hangs self::
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Sduibek
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PostPosted: Sat May 19, 2012 5:24    Post subject: Reply with quote

Hey so I have a question for you guys. Which of these do you prefer:

"You see: Ian.
"He is wearing: Leather Jacket."

or

"You see: Ian. He is wearing: Leather Jacket."

I can't decide if I like it better on the same line or a new line, for the armor code I implemented.
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valcik
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PostPosted: Sat May 19, 2012 6:18    Post subject: Reply with quote

Sduibek wrote:
"You see: Ian. He is wearing: Leather Jacket."

This one looks better to me, perhaps even the colons could be removed.
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Sduibek
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PostPosted: Sat May 19, 2012 19:07    Post subject: Reply with quote

Yeah, that's kind of what I've been leaning toward. This way if you examine them with Awareness, their armor and HP & gun info can all be read without scrolling up.
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lucas.
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PostPosted: Sat May 19, 2012 19:44    Post subject: Reply with quote

I found a bug, I don't know if it's related to FIXit though:


When I speak to Laura about the children and she tells me to follow her to the door she'll open the Vault Dweller keeps teleporting back to the center of the map, unable to do anything else except keep getting teleported back to the entrace of the cathedral.
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theobjectlesson
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PostPosted: Sat May 19, 2012 21:35    Post subject: Reply with quote

I was going to vote for the first one until valcik reminded me how small the message window is. Scrolling back is annoying.
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