Fallout: A Post-Nuclear War role-playing game bugs

@Sduibek

Make sure any new and interesting changes that are made are options in the final release, some people just want the fundamental bugs fixed and don't want the core of the game overly engineered. Still its nice that some of the games ammo/value numbers adjusted. What you are doing is greatly appreciated. :wink:

= ammo piles are now 1/5 of previous values. dude, it's a *wasteland*.

In case you're interested I've tested the 'Long Hair Critter' animations from the RP, and they work fine in Fallout 1. That means Ian and Tycho can have all of the weapons animations, but the appearance of the two critters will change. Ian will no longer have the blue pants and white T-shirt, and Tycho will have green instead of brown pants. Unfortunately every critter in the game sharing their appearance will also change, but if some smart cookie (Sduibek!) can bring them in as new critters and change the scripts to match, then Fallout 1 will have unique critters for Ian and Tycho. I will have the animations up by the end of the day.
 
.Pixote. said:
@Sduibek

Make sure any new and interesting changes that are made are options in the final release, some people just want the fundamental bugs fixed and don't want the core of the game overly engineered.

This.
 
Ahhh, good point. "Fallout Fixt" vs. "Sduibek's Fallout Mod" :D

EDIT: As far as the graphics go, that would be awesome, thank you! If there's any chance we can port over many of the fun graphics from FO2 user mods -- such as Extended Flamer, Smoking, Bald/LongHair etc, that would be great.
 
Oh yikes, I just found a really big scripting bug. Anything that is supposed to happen only on original loading of the creature/script loads -- yeah that doesn't work. They didn't put a proper check in there, so anything that's supposed to run "Only_Once" runs every time the game loads up the script. Weeee! This is why you'll see continuous spawning of books (Mrs Stapleton) and rocks (Children)

EDIT: Well, I tried everything I could think of, including importing/exporting variables, changing the check(s), adding an extra variable of "InitLoad_Finished" and checking that in addition, but none of that worked -- the game doesn't seem to remember variables between script loads (i.e. map loads) so if, for example, you set Only_Once to 0, if you leave and enter the map it goes back to 1 and the traits/items/whatever are processed again. Ugh. Either this is an engine bug or i'm just completely missing something.

For the time being, i'll just do it the ghetto way and run a "obj_has_obj" check so they don't endlessly get items.

:crazy:
 
Right now it would take code editing of the exe to fix animals being identified as "She" or "He" -- radscorpions, rats, etc. So for the sake of ease since it's a very slight bug, do you all think they should identify as a She or He for purposes of look/examine command only?
 
Sduibek - you should wait for wasteland ghost's answer to avoid make something like a fix that he maybe had done. ;)
 
Well some things I know aren't fixed in 1.3.5, but if you mean regarding whether he's fixed them since it was released (2008?) i'm all ears. I'll ask him via PM :D
 
Sduibek
If you'll add anything it won't be a patch anymore. And please do not call it 1.3.x — I will continue my work on Fallout patch and mod.

I have a ~40 kb text file with new bugreports (since 1.3.5) and I will continue my work. There will be 1.3.6 patch, but I can't promise it will be released soon: I don't have enough time to work on it right now.
 
Fair enough, I wasn't planning on taking credit for your/TeamX's work, or calling my work 1.3.6 or anything of the sort.

I do think those above have a good point though, that I should release one that is purely bugfixes and another that is bugfixes + my own modding.


Wasteland Ghost said:
PS
>he's fixed
it's "she", actually :)
Not sure what you mean here?


I think I already asked this but if you have any willingness to provide bug lists, current scripts/code/files (that have changed since 1.3.5 of course) so that I can use them i'd be very appreciative. I promise you I am not and will not take credit for anything -- I respect and enjoy all the work you, TeamX and everyone else has done, I just am honestly not great at coding, so if I can add what i'm able to fix and then integrate the other stuff you've fixed, I think that's a win for everyone :)

If you aren't comfortable with sharing your work with me, if you are able to instead provide the text file of bugreports you speak of, i'll start working on those myself.

Thanks again, I hope i'm not coming across badly or as overstepping my boundaries, I assure you i'm not trying to do either.
 
It's not about credits. It's about responsibility. I feel responsible for my work, so I will check or re-do any fixes you'll make anyway. You can call me crazy if you wish. :) I can't give you my notes. Not because of the "credits" — they're simply in no shape. :)

I understand how it may looks, but believe me, I really don't have time — there are no other reasons behind my answers. Even to sort my notes and send it to anyone. And when I'll have time it will be easier for me to fix those bugs by myself. :)

>Not sure what you mean here?
I'm a lady, not a gentleman. :)
 
Nearly Ultimate Fallout Guide said:
Although you get the Childkiller reputation after killing one child, you'll need to kill three before the people of the wasteland actually start regarding you as a Childkiller. This doesn't have any overpowering effect, though. In the walkthrough I'll write "Childkiller" when it really should say "having killed three or more children".
Is the consensus here at NMA that this is a bug, or should be left as-is?
 
I doubt there's an established consensus, but I hardly think it could be unintentional.
 
Maybe they figure in the harsh wastes, everyone kills a couple children by accident in their lifetime... So the player gets 2 freebies.

:D
 
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