Fallout 1 mod Fallout Fixt - 0.81alpha, July 5th 2015

Discussion in 'Fallout General Modding' started by Sduibek, Dec 15, 2010.

  1. Sduibek

    Sduibek My dream job: modding Moderator Modder

    Oct 27, 2010
    Also I stand corrected! I guess he just didn't update his GitHub repo. Nice to see the explosives crash was fixed! Fuckyeah. @gustarballs1983

    Edit: Wow yeah the versions since Fixt 0.81a fixed a lot of super-annoying longstanding bugs. ALL HAIL CRAFTY.
     
    Last edited: Jul 28, 2017
  2. gustarballs1983

    gustarballs1983 -Level 99 in Fallout Fixt-

    Oct 28, 2009
    to me the best all in all function is "extra save slots"

    @Sduibek
    unfortuneatly 1.7.6 also has some minor bugs, like I've found that it does not display player age correctly on character sheet. I've set character age to 34 and after game start and passing an ingame day worth of time I'm suddenly at age 47. Wierd, however it's probably related to this new sfall function that streches possible age fork during character creation from 16-35 to 16-99. I haven't got around to test if this is the case yet. also ocasional cashes do happen.

    and Yes
    We and I Thank You CRAFTY.
    &
    We and I Thank You Sduibek.

    EDIT:

    @Sduibek
    Unfortuneatly Dobrovik didn't translate everything, there are still some things left untranslated in the changelog, and it's neigther english nor russian, it's just russian thrown into latin encoded .txt and composes of strange characters that are of neighther language. My guess is that only a person with Cyrylic encoding in notepad.exe could be able to see the russian letters at all so maybe Azat11's help might proove to be nessecary here.
     
    Last edited: Jul 28, 2017
  3. Sduibek

    Sduibek My dream job: modding Moderator Modder

    Oct 27, 2010
    Crashes is not good :(
     
  4. The Lone Poopyface

    The Lone Poopyface First time out of the vault

    Jun 17, 2016
    I'd just like to say I finally got Fallout Fixt to work and I am having a blast playing Fallout. I finally can see the ending because the Cathedral crash stopped. Whoop! whoop!
     
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  5. gustarballs1983

    gustarballs1983 -Level 99 in Fallout Fixt-

    Oct 28, 2009
    By saying "ocasional crashes do happen" i meant that ocasionally You'll get kicked out of the game and it throws some strange error (as I said ocasionally = NOT often) all it happens is that You'll get kicked out of the game and that's it. reloading from most recent savegame always gets you right where you left off, so I wouldn't worry unless for some ironman freak who doesn't save their game state. besides this and the age issue i haven't found any more problems yet.
     
  6. Sduibek

    Sduibek My dream job: modding Moderator Modder

    Oct 27, 2010
    Awesome, glad to hear it! :D

    What would matter most to me is knowing whether these crashes are due to Fixt or due to ddraw/sfall.
     
  7. Mr.Stalin

    Mr.Stalin Agent of Enclave Modder

    Oct 29, 2015
    Use Notepad++ with cyrylic encoding Windows-1251
     
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  8. gustarballs1983

    gustarballs1983 -Level 99 in Fallout Fixt-

    Oct 28, 2009
    I Never thought I'd say this but thank You "Mr.Stalin" :D
    Notepad ++ automatically detected the language in the changelog and converted giberish to russian.

    @Sduibek
    fixt is mostly fine as with fixt's native sfall i only had vanilla crashes (for me) related to Adytum takeover fight, when killing red colored neutral dog in adytum or missed a shot and accidentally killed an adytowner with it instead of a regulator. but not doing the above always ended the event correctly.

    the crashes I'm talking about emerged when i switched to new sfall. As i said.. ocasionally during playing i had like 1 every 4 hrs or even less. With new sfall i decided to go for a hard playthrough with both settings game and combat set to hard. so savescumming and stealing evrything from everybody takes a lot more time than I'm used to. Now i'm in the middle of stealing from raiders before getting tandi back. I've started from scratch because of a mistake that i made, wasteing doc morbid before attempting to find out about bob's secret ingredient's in bob meals, ending in beeing unable to put bob behind bars. As this option was not present during conversation with hub cops and neighter with bob himself.
    During this time (of robbing everyone) i had like 5 crashes and the whole gameplay took me around a day and half in real life, until i decided to take a little break from Fo1.

    Now after beeing pissed on diablo 3 servers after continously beeing screwed over by blizzard and their aproach to d3 game, And after beeing totally pissed at Fallout 2 for it's slow running when i switch internet off (this was the case for me since like sfall 3.7.3), I may actually return to Fallout 1 and provide further analysis.
     
  9. Sduibek

    Sduibek My dream job: modding Moderator Modder

    Oct 27, 2010
    If you end up finding out what is causing the crashes, let me know :D
     
  10. gustarballs1983

    gustarballs1983 -Level 99 in Fallout Fixt-

    Oct 28, 2009
    @Sduibek
    well played yesterday for the whole day and not a single crash. Dealt with raiders Been through Junktown and in the hub done Irwin farm so far. Unfortuneatly today was too hot and too sunny for me to play. I'll try and see what I can do tommorow.
    As for the crashes during Adytum takeover with the blades it has got something to do with adytowners or blades turning aginst you or each other after fight with the regulators end. For example blade with laser rifle accidentally shoots and kills adytown kid or citizen, or You do the same or You kill that dog with red outline (it's non hostile non team btw) the game get's crazy and crashes, because such situations were not thought by the developer i guess.

    The best way to prevent accidental killing neutral critters in game would be an sfall option to outline for example in blue instead of red all non hostile creatures that are not on player's team (hostiles would still be outlined in red) but such stuff is up to Crafty and I don't think He'll ever hear theese beggings. Then only the prolem left would be two different teams in player team shooting/killing on of the other during fight.
     
  11. burn

    burn Look, Ma! Two Heads!
    Modder

    Apr 22, 2012
    There's an option to enable "friendly fire" perk in Crafty's sfall, I believe. I think it's even enabled by default in Fixt, no?
     
  12. gustarballs1983

    gustarballs1983 -Level 99 in Fallout Fixt-

    Oct 28, 2009
    @burn
    You are probably mistaking Crafty's Fo2 sfall with Crafty's Fo1 sfall.
    I have not found this feature in Crafty's sfall for Fallout 1 (using 1.7.6).
    Or perhaps You thought about "friendly foe" function to have the perk effect always up and perk itself gone from the perk list. It's easy to confuse.
     
  13. burn

    burn Look, Ma! Two Heads!
    Modder

    Apr 22, 2012
    yes, I mean friendly foe option. Doesn't it do what you want?
     
  14. gustarballs1983

    gustarballs1983 -Level 99 in Fallout Fixt-

    Oct 28, 2009
    @burn
    not exactly.. You see Vanilla Fo1 had evrything outlined in red even team members until You chose a perk "Friendly Foe", wich enables Fo2 style behaviour (team members and allies are outlined in green).
    what i propose here is that we should have another color enabled by sfall scripting for non team, non ally but at the same time non hostile npc/critters, to be outlined in blue colour instead of red, to make them different from enemies, wich currently are outlined in red too.

    This way we can for example prevent people from shooting the non hostile (red outlined) dog, during assault on adytum together with the blades. Most folks just think that this dog is a regulator dog and shoot it, while this dog is true neutral. and killing this dog causes the game to crash at the end of the fight. Similar thing happens during situations described in my post somwhere above.
     
  15. Sduibek

    Sduibek My dream job: modding Moderator Modder

    Oct 27, 2010
    Looking at code for DOG2 script I am not sure why it's crashing but please add to bug reports wiki if you haven't already :D
     
  16. gustarballs1983

    gustarballs1983 -Level 99 in Fallout Fixt-

    Oct 28, 2009
    @Sduibek
    As I mentioned earlier the crash bugs during adytum fights are related to one thing. Game getting crazy if something else than a regulator dies from a diffrent party *and* is not killed by regulators. As i mentioned above: You kill any of adytowners or blades during that fight it crashes, if blade kills adytowner it crashes and if You kill any neutral critter (wich by an accident are outlined the same as regulators -in red-) the game crashes too. Neutral critters are chuck the fortune teller, children (wich you obviously dont want to kill;D) and that dog.
    So I'm not suprised there's nothing in that script thad causes crashes because it's likely a map script error *or* engine bug. I'ts just the case of game not knowing what to do when killing a non hostile critter on that map during Player & blades assault, because it was not sepose to happen. Devs at interplay did not see that coming.

    As for the bug wiki crash during adytum invasion is there reported by multiple people I'm just hinting as of why it happens. Most folks just thinks that this dog is a regulator dog, because it's outlined in red, to make things worse it sometimes moves around during it's turn (like some cows do in Fo2) making an impression that it'll attack the player. So it's outlined red it moves around regulators and it moves in combat, so most simple minded players just shoot the poor dog and the game crashes.

    TL:DR
    It's not related to that dog but rather how game handles victim of "friendly fire" on that map.
    and i do mean "Friendly Fire" not "Friendly foe" perk.
     
    Last edited: Aug 3, 2017
  17. Sduibek

    Sduibek My dream job: modding Moderator Modder

    Oct 27, 2010
    Cool, thanks. Based on the scripts I am thinking it has to do with either what party numbers the game adds these folks to (for example the script DOG2 is party# 21), or, the code it's running on their death(s).

    It might be doing something weird like trying to assign a party# to a dead person or something like that.

    It could also be an error spawning Razor http://fallout.wikia.com/wiki/Razor_(character) after the fight, that's possible as well.

    Last thing I can think of as a potential crash-cause is related to the Regulators holodisk.
     
  18. gustarballs1983

    gustarballs1983 -Level 99 in Fallout Fixt-

    Oct 28, 2009
    @Sduibek
    I'm telling You it's not razor nor holodisk related. I finished all of my playthroughs with the option to give blades weapons from gunrunners, talking to razor that I'll try to aproch zimmerman with the disk, and then blades assault and I always done it correctly & razor always thanking me afterwards. Only crashes I had after finishing the fight were if conditions described above were met (dog killed, adytowner killed, or adytowner killed by blade after a accidentally "oops adytowner was hit instead of regulator." in such case when blade uses laser rifle than adytowner is usually r.i.p in one shot.

    (just in case i do get weapons from gunrunners as it only requires 2x7 super stimpacks
    to kill two locker guards and you can happily loot the lockers with the rest of them don't mind.)

    In both Fo1 and Fo2 in all instances besides adytum it usually means that the whole team of the person You've acidentally hit/killed turns aginst you but it does not happen in case of adytum assault together with blades. It just crashes. So if I were You I'd look for clues in this direction first (as i said most crashes related to that fight is because people kill that dog as it's outlined in red and it's near regulators so people think it's a regulator dog while this dog is probably on a separate team, as it's non hostile non party team [ergo not outlined in green])
    I actually have seen a guy on You tube doing a playthrough and assaulting adytum solo (without blades) and killing that dog and wondering why to fu*k did razor attacked him afterwards (he probably killed other red outlined npc's on that map like chuck the fortune teller and a kid IIRC).

    This is why, I think that we should have blue outline for neutral critters in sfall, changing back to red if attacked. The best method for this to work would be based on aggro level if set to hostile than make npc/critter red outlined, and agro level bellow attack point blue outlined critter. Player party and allies should remain green as is.
     
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  19. Sduibek

    Sduibek My dream job: modding Moderator Modder

    Oct 27, 2010
    Thanks! :cool:
     
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  20. burn

    burn Look, Ma! Two Heads!
    Modder

    Apr 22, 2012
    So you mean that friendly foe in FO1 does not outline non-hostiles in yellow like FO2 does. I'll have to refresh my memory on that, and if so, I'll bug Crafty. Rr maybe it's better just wait until Fixt is moved to FO2 engine, anyway.
     
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