Yan
First time out of the vault
i tried that in different combinations and it seems that its doing nothing
This is a limitation of the engine in Fallout 1. The Perks do exist for your character, the engine just was designed to only display 7 no matter what.
The timescale is not a thing and i hope it never will be as there aare few timed quests (like skullz will assasinate Neal/Neil within 2 days and after certain time compression you wouldn't manage to run up to lars to report and attack them in time. time is as good as is to speed up time you've got pipboy clock.
secondly as for called shots and non party NPC skill increase just increase the "Combat Difficulty" in the game's options this also increases a chance for the non party npc's to critically shot.
the thing from ddraw.ini you pointed out about body parts is not how often any npc will make a called shot but rather how high accuary penalty (actually a skill penalty) is applied when aiming at that body part. I assumed it's game wide and not just the player. So for example if setting the "Combat Difficulty" to High/Rough and all =0 in that dddraw.ini section you would ensure not only in more called shots but those called shots would also have better chance to actually hit you (same chance as non targeted shots to the torso) but the other side of the coin would be that Player would also have same chance for targeted shots as for non targeted.
Thirdly Yes after the engine conversion takes place perks will/should have more slots (with ddraw.dll it's increased up to the number of all perks in fallout 2, be it chosen at level up and those extra granted in game).
shops restocking wich seemes stupid concerning it's the wasteland so no sopermarkets and no factories around therfore from where would they restock hmm?
but absolutely no meds restocking since nobody makes them
rebalance for Fo1 as turboplasma is seriously overpowered in this game i mean clearing a room full of super mutants all by yourself in one round is pretty hilarious.
Have some outstanding time on those vacations. may you regain your strength to work on FIXT in the future.I'm currently on vacation, will respond to you in about a week
Hello everyone!
First of all I don't have any updates on the progress of 0.90alpha, unfortunately. But I do at least have some updates on my multi-month absence:
GOOD NEWS first - I finally finished that class for which I took an Incomplete, which had been hanging over me for almost a year. I felt guilt working on coding/design for Fallout Fixt when I knew I should be working on coding/design to finish that class so that I could get my degree.
Well I got an 'A' for the class and am now just waiting on the processing folks to mail me the diploma. Woo!
NEUTRAL/EXPLANATORY NEWS next - The promotion I earned at work late March 2016 is great, it's pretty much the perfect role for me and the company is fantastic. It has, however, had a learning curve and been quite hectic & stressful at times. This is part of my silence and lack of progress; I've been basically doing nothing but work+commute+TV+sleep for a few months.
BAD/SADPANDA NEWS next next - My laptop died the same week that I finished the class I mentioned above. Irony? Not sure. Very frustrating though. It's either the motherboard, graphics card, or some part of the assembly that connects the gfx card to the screen.
GREAT NEWS last - I just purchased a replacement laptop today (I don't want to get a brand new laptop just yet; I'd rather put that money into paying off my credit cards) and it should arrive by September 13th.
I am going to do my best to release 0.90alpha as soon as possible. I don't expect any problems releasing it by the end of the calendar year. I can't be more specific than that as I'm not sure exactly how long the in-game customizations & playstyles will take to finish implementing.
Thank you all for your support and patience; I apologize for the delays.
@SenorGast Not sure if this is possible but I'll look into it.
@Bittersteel Fallout Fixt is Windows-only with no plans for Mac support, unfortunately. This is because the extensions it uses such as Sfall/ddraw don't work on Mac systems, and also because I don't use Apple products so I'm not at all familiar with building Mac installers.
@The Lone Poopyface Have you checked the Troubleshooting guide? It's just a text file but has plenty of helpful steps You can find it in my signature.
@gustarballs1983 This is actually quite impressive. Well done! How did it feel to reach 99? Any idea how many hours it took? Also what exactly did you do, was it simply adding lots of Deathclaws to that map? Did you have to change any scripts?
@Phil the Nuka-Cola Dude @Ed of Vault 13 Thank you both! I hope it was/is fun to play and didn't give you too many terrible bugs
@Worxolas I probably will at some point as a 'joke easter egg' (which obviously won't appear in the Fixes Only version). Maybe as a Special Encounter. But it would be a very basic implementation.
@Ceratisa Agreed!
@ravenbober I did not. See above for updates re: my absence. <3
@gustarballs1983 Yeah, I do tend to be rather awful at making my self-imposed deadlines for Fixt releases. Sigh, #regrets.
I did indeed work on Fixt in June but wasn't able to even touch it during July or August.
@danielje Thanks for your kind words!
1. The level cap is removed (optionally) by the Sfall/ddraw plugin which was originally made by Timeslip and added features for F1 Engine by Crafty.
2. This is a limitation of the engine in Fallout 1. The Perks do exist for your character, the engine just was designed to only display 7 no matter what.
@X-01-Guardian Did you ever figure out the resolution to this? If not, please post it in the Bugs Wiki - link in my signature. Thanks! And apologies for the bug/issue
@Baraz I'm glad you got it figured it! Could you please post this in the Bugs Wiki? Link in my signature.
@Worxolas Correct, and this is actually already fixed in the files on my computer, just not in the version currently available (0.81alpha). So it'll be working just fine in 0.90alpha.
@cdoublejj Leveling past 21 is disabled by default because there's really not much need for it in Fallout 1. And the Perk display gets messed up if you have more than 7 listed because it's not scrollable in this engine. Either way, the Level 21 cap removal is easy to enable by modifying ddraw.ini.so one of these "fixes" is the player doesn't start with a knife in inventory? i always used used the extra knife for money or trade. do you get another item instead?is what the starting items in reference to tagged skills means? is this what is meant by balance adjustments? also why no level past 21? i ask because i like some of the imbalances that made things easier but, what the hell do i know maybe this fix/mod makes worth while trade offs?
EDIT: do the new larger death animations stick out like a sore thumb like every other mod with added graphics, ie aliasing or smooth or too high resolution etc etc? also can the ddraw speed settings be changed back to 100%?
Also the rationale behind the 20 fps for animation for power Armour could be considered flawed. IF you ever operated heavy equipment from young age there is a difference between torq and speed. this is why bulldozers are slow but, can plow a whole house down. It's big and heavy and has TORQ or UMPH which does not equate to speed. kind of like torq vs horsepower. A better example would be a sledge hammer, it's slow swinging but,m when it hits it packs some power, aka momentum/kinetic energy. This is probably what the original creators were thinking if they chose to make PA slow but, i might it could have possibly been for performance/hardware reasons of the time.
also so far this fix/mod is looking pretty interesting
@Battlefieldisfun Hey there! Good questions, and thanks for your kind words. I moved yours about time scale to a new thread, as I think that's an intriguing idea! http://nma-fallout.com/threads/changing-time-scale.207514/questions and feedback, awwww yeah http://nma-fallout.com/threads/fallout-fixt-0-81alpha-july-5th-2015.194562/page-169#post-4184379
@cdoublejj Leveling past 21 is disabled by default because there's really not much need for it in Fallout 1. And the Perk display gets messed up if you have more than 7 listed because it's not scrollable in this engine. Either way, the Level 21 cap removal is easy to enable by modifying ddraw.ini.
re: starting items -- https://www.dropbox.com/s/3kd14bzwbn0li9z/Starting_Items.xls?dl=0
Game speeds can be changed to whatever you want with ddraw.ini Larger death animations for the Super Mutants are a bit pixelated because it's the original blown up by about 20%, but it still is better than the originals; in the original game the burnt deaths for Super Mutants were the size of a human wearing Power Armor. So if/when you fried them, they'd shrink upon death. lol. It looked very strange.
Good points about Power Armor. Originally I changed it because slow running (esp slower than everything else in the game) drives me crazy, but I also did so because it does say it's got servo-motors and whatnot. At this point I think the consistent experience is worth the potential realism tradeoff. It always bothered me that endgame armor made running slower the rest of the game.
That may have been an oversight on my part, but will be customizable in the installer and in-game upon next release.I have a question about the optional content, for example with "game start" I want to remove the bonus items given to the character, in the readme it says this is optional and can be changed, but when I installed I did not see this option in custom install. Or is there a way to change these settings once the game is installed?
That may have been an oversight on my part, but will be customizable in the installer and in-game upon next release.