killap said:Is the issue that there is no "if self_obj_sees_dude_obj" condition check?
I think it's the same thing as the Navarro turrets, yes. They just go "IF hostile THEN combat".
killap said:Is the issue that there is no "if self_obj_sees_dude_obj" condition check?
I did it myself in v1.0.My brother was one of the people who said it was possible, and he played the same game as I, 1.2 straight out of the box.
The scripts are identical. I believe it is the engine. Now it doesn't generate criticals. Or may be it is too fast processors . I'm not an expert in this area.Is there any chance you could post the relevant part of the 1.0 script here?
They can't without cheating . "I have no patience for jokes. If you do not leave this area now I will shoot you!" -- this is the only possible answer for stupid character.Considering they can, I'd say the script's defaulting to smart dialogue is "odd".
You didn't brought her to her father .* You brought Tandi home, so why didn't you get the xp already?
It is fixed in 1.3.2 patch.* Why doesn't she help the villagers even though she would before she was kidnapped? Why does she keep following you?
If you do this in 1.3.2 patch she will attack you, so you will be forced to kill her and will not get your XP.* If you antagonize her and her entire community, is the quest valid any more? If you accept the quest, then kill everyone in Shady Sands, then go and bring Tandi back, should that count?
Sorry, I didn't read text carefully. Yes, of course, this is bug.The bug is the difference in his behaviour depending on whether you stay on the map ("Die raider scum!!!") or escape by running into the town ("He made it around the corner! Well maybe I was being too harsh and he belongs here anyway"). It's like the vault guards in Vault City in Fo2. I would have no problem with the reaction if you ran out into the desert.
You can disarm trap yourself and then try to ask Katja's help.Not a real bug, no. But it sort of renders Katja's contribution meaningless.
This is not about me. We really don't know what developers meant. May be they created this situation deliberately.That you like the result doesn't make it any less of a bug.
Yeah . I don't know. May be this is bug after all. But... if this is really bug why every critter in FO1 has it? Yes, I know it will be more logical to put "if self_obj_sees_dude_obj" condition check there, but if we do so, why don't do this with the rest of the scripts? It is like famous "reach people bug". Developers didn't put is_loadgame check and you can generate infinite money by robbing them, save/loading and robbing them again and again. We tried to fix this, but too many players started to say "this changes are not for the patch". Now we believe that unofficial patches can't touch game balance. Such fixes may be included in mod, but not in patch.Is the bug then that it doesn't work the same way in all other Fo1 and Fo2 communities except for Navarro? How are the cops "trying to catch you" if you're so dangerous all they do is run away once combat starts?
I don't know, ask the designers . There is no bugs in the script. There simply aren't dialogue branches for stupid character. Only "Get outta here" thing.Why would a stupid character not deserve xp for performing the same task and having it acknowledged?
Hell, I'm blind . Never do scripting at night after long workday . Of course, there is a bug: set_obj_visibility(self_obj, 1) instead of set_obj_visibility(Field_Ptr, 1).It's a blatant bug. The emitter magically disappearing is permanent and looking at the script it's obvious it was not deliberate.
Wasteland Ghost said:The scripts are identical. I believe it is the engine. Now it doesn't generate criticals.
I removed is_critical check in my fix, but I don't know if it is the right thing to do. I can't fix the engine, so it seemed to me as only possible way.
They can't without cheating .
* You brought Tandi home, so why didn't you get the xp already?
You didn't brought her to her father .
You can disarm trap yourself and then try to ask Katja's help.
This is not about me. We really don't know what developers meant.
Yeah . I don't know. May be this is bug after all. But... if this is really bug why every critter in FO1 has it?Is the bug then that it doesn't work the same way in all other Fo1 and Fo2 communities except for Navarro? How are the cops "trying to catch you" if you're so dangerous all they do is run away once combat starts?
I don't know, ask the designers . There is no bugs in the script. There simply aren't dialogue branches for stupid character. Only "Get outta here" thing.Why would a stupid character not deserve xp for performing the same task and having it acknowledged?
I saw many scripts during my bugfixes. They all are written in "if hostile then attack" manner.I thought only the Hubcops had it. No need to change any other scripts.
Heh . I've forgotten about this hole. May be designers have forgotten about it too . There isn't a single line for stupid character in Gabriel's or Zack's dialogue. No reaction on stupid character. Those lines may be written, of course, but not in the patch. May be in the Restoration Mod.They can. Just cross the "hole" in the moat.
May be. Or may be we should leave this "fix" for mod.Might make it a little too easy, though? Zax is supposed to be aces at chess. Maybe put a big negative modifier on the check, like -4, and then require two successes?
Have you played FO1 with 1.3.2 patch? If you'll enter the inner map first, she'll run to the exit grid and disappear. But technically she must stay in player's party, there is no other way to bring her to the right map. So there has to be some stimulus for player to visit the west side eventually.But "in-game" you'd have had to pass through the outer map to reach the inner map, and entering the outer map immediately gives you the xp. It's just silly that she doesn't consider herself rescued (but she should still follow you so that she can be dropped off on the right map).
Yes, you may be right. But, again, this change is not for patch.It's just that the whole thing is so obscure and unlikely - who'd have Katja with them when they find the locker for the first time, who'd think of checking to see if she gets a new dialogue option in that room of all places in the game - that I just find it frustrating that it still is of such infinitesimal use.
I'll think about it .In the absence of such knowledge I will happily assume that a resetting variable is unintended.
May be, but for some reason designers didn't make it. Script and dialogue don't give me any reason to believe that this is bug.But it seems illogical that after you rescue the initiate and talk to Talus and he thanks you for it, the remainder of the dialogue should be what determines whether you get xp or not. It's perfectly reasonable that he won't issue extra ammo to a "chem user", but you should get the xp in node 49, or so I think.
Wasteland Ghost said:May be. Or may be we should leave this "fix" for mod.Might make it a little too easy, though? Zax is supposed to be aces at chess. Maybe put a big negative modifier on the check, like -4, and then require two successes?
Have you played FO1 with 1.3.2 patch?
May be, but for some reason designers didn't make it. Script and dialogue don't give me any reason to believe that this is bug.
Of course. As I said before, this fixes can not be considered as "official release", so we may not include all of them in the next patch version.Edit: However, if you do leave this fix for the mod, then you should omit the present change from the patch. It is not a conservative fix to substitute a normal success for a critical one.
Wasteland Ghost said:Of course. As I said before, this fixes can not be considered as "official release", so we may not include all of them in the next patch version.Edit: However, if you do leave this fix for the mod, then you should omit the present change from the patch. It is not a conservative fix to substitute a normal success for a critical one.
SorgFall said:Wasteland Ghost said:Of course. As I said before, this fixes can not be considered as "official release", so we may not include all of them in the next patch version.Edit: However, if you do leave this fix for the mod, then you should omit the present change from the patch. It is not a conservative fix to substitute a normal success for a critical one.
Wasteland I now see that I have greatly underestimated and I ask you to forgive me. That was very immature from my part...
I'm willing to help you. Give me anything that needs testing, and here's another bug: when I started a game each and every single time someone/thing is injured in combat, it shows every single time that it's been hit for 500,000> Hit Points!
To whom should I e-mail a savegame file?
Per said:Was there a reply to my question what makes the 1.2 patch "semi-official" that I missed? It's the version number of the UK game right off the retail CD. If you are speaking of something else then you perhaps shouldn't use two different custom patches at the same time.
Old bug again. Your exact version (number and release date from readme) and source of distributive, please.I'm willing to help you. Give me anything that needs testing, and here's another bug: when I started a game each and every single time someone/thing is injured in combat, it shows every single time that it's been hit for 500,000> Hit Points!
It is called semi-official, because Interplay never released such patch. This patch contains original resources, which were taken from 1.2 release and composed into a patch by TeamX. So, we can't say it's official and we can't say it's fan-made .Was there a reply to my question what makes the 1.2 patch "semi-official" that I missed? It's the version number of the UK game right off the retail CD. If you are speaking of something else then you perhaps shouldn't use two different custom patches at the same time.
Yes, it doesn't make sense. We plan to remove this "fix" from future releases. As I recall, it is only one fix with Set, so you can delete his script, if you don't like this.- Now you can talk about the quest with Set at any time."
Wasteland Ghost said:Old bug again. Your exact version (number and release date from readme) and source of distributive, please.I'm willing to help you. Give me anything that needs testing, and here's another bug: when I started a game each and every single time someone/thing is injured in combat, it shows every single time that it's been hit for 500,000> Hit Points!
It is called semi-official, because Interplay never released such patch. This patch contains original resources, which were taken from 1.2 release and composed into a patch by TeamX. So, we can't say it's official and we can't say it's fan-made .Was there a reply to my question what makes the 1.2 patch "semi-official" that I missed? It's the version number of the UK game right off the retail CD. If you are speaking of something else then you perhaps shouldn't use two different custom patches at the same time.
Yes, it doesn't make sense. We plan to remove this "fix" from future releases. As I recall, it is only one fix with Set, so you can delete his script, if you don't like this.- Now you can talk about the quest with Set at any time."
1.2US or 1.2UK?Version 1.2 (I applied your 1.3.2 on it), Release date: 19 November 1997.
It only matters was it original CD or not.It was so long time ago I don't remember anymore who's the distrubuter (if memory serves me well, my brother got that as a present).
Wasteland Ghost said:1.2US or 1.2UK?Version 1.2 (I applied your 1.3.2 on it), Release date: 19 November 1997.
It only matters was it original CD or not.It was so long time ago I don't remember anymore who's the distrubuter (if memory serves me well, my brother got that as a present).
Try to install 1.2 patch from TX before applying 1.3.2 patch. Your problem is caused by incompatibility of combat.msg and the engine.
That's bad . Note, that almost all "Error" messages are caused by corrupted data file(s). Please, if this bug ever occurs to you, send us MD5 sum of all your data and exe files. And, of course, Fallout version + release date from readme.Sorry, I cannot remember the exact paths, because I haven't got Fallout 1 installed at the moment.
Wasteland Ghost said:There are too many Fallout1 releases, that's the problem. Now Alchemist is trying to find and compare them all, so we could make a new 1.2 patch, which will update any Fallout1 version to latest v.1.2.
Testing. Install & play .Can I help somehow? Testing? Translating or somethin'?