Fallout 1 mod Fallout Fixt - next release will be some time in Jan 2020

Haha, that's great :clap:. Two thousand for light touching, geez, the economy these days....
 
The discrepancy with sound cache atleast didn't fix crashes with old HiRes.

Turning in bob doesn't work as well, but it's okay. I wouldn't want to take the food away from the Hubbers. Can't have sex with Tandi either.


hahhaa, I'm a genius at finding bugs it seems :roll:
Here's a Gamecrasher: 4 close standing npcs will get hit if you fire the Firethrower at the Deathclaw. Unlike normal crashes, the crash also freezes my mouse so I can't use it until I ctrl alt del'd the game.

Yes, I did use the longer animation that run.

Just crashed again, so has nothing to do with the 4 npcs.

#####

1.5 years into the game, crashing at every random mutants encounter now. If you do nothing, one of the mutants' round is going to trigger the crash; and if you fire, there's a high chance of a crash.
 
Work on alpha 6.2 has been abandoned:

All my work is now going into pre-Beta 1.0, which will be all the same Fallout FIXT content, but using the Fallout 2 engine. Status can be followed in this thread. Thanks for your patience while we work to make FIXT much awesomer ;)

I finally decided to get off my butt and really tackle this side of the project :P I'm frustrated with myself that it took me this long. Hmm. Credit goes to JimTheDinosaur (and others, but him most recently) for reminding me that this should be the main priority.

The download size might have to be much higher, unless I can figure out a way to convert FO1 critter.dat to FO2 format via the installer or command line.
 
I do have a save I set aside from the far northwest where I was getting the most crashes. I can send it to you if you like, but as I said, the new files seem to have fixed the problem. I load it up now and don't get any crashes.
 
UniversalWolf said:
I do have a save I set aside from the far northwest where I was getting the most crashes. I can send it to you if you like, but as I said, the new files seem to have fixed the problem. I load it up now and don't get any crashes.
The problem is I don't know what setting in the files makes the crashes go away :( Do you still have your settings files from before the ones I sent you?

I think it's an issue with fallout.cfg but nothing in there differs enough to matter so it's very confusing.

Send me the savegame please, it'll probably come in handy at some point.


Schezza said:
The discrepancy with sound cache atleast didn't fix crashes with old HiRes.
What about changing sound cache and using new version of HiRes?

Schezza said:
Turning in bob doesn't work as well, but it's okay. I wouldn't want to take the food away from the Hubbers. Can't have sex with Tandi either.
Probably just me forgetting to link those changes with the installer. Thanks

Schezza said:
Here's a Gamecrasher: 4 close standing npcs will get hit if you fire the Firethrower at the Deathclaw. Unlike normal crashes, the crash also freezes my mouse so I can't use it until I ctrl alt del'd the game.

Yes, I did use the longer animation that run.

Just crashed again, so has nothing to do with the 4 npcs.
So firing the flamethrower seems to be what's crashing it, or?

Schezza said:
Just figured something out:

I forgot to include a crash fix related to Spiked Knuckles in alpha 6.1, so if any of these characters are holding that item (and the Super Mutants do as well) then that is likely what is causing those crashes.
 
Sduibek said:
Work on alpha 6.2 has been abandoned:

All my work is now going into pre-Beta 1.0, which will be all the same Fallout FIXT content, but using the Fallout 2 engine. Status can be followed in this thread. Thanks for your patience while we work to make FIXT much awesomer ;)

I finally decided to get off my butt and really tackle this side of the project :P I'm frustrated with myself that it took me this long. Hmm. Credit goes to JimTheDinosaur (and others, but him most recently) for reminding me that this should be the main priority.

The download size might have to be much higher, unless I can figure out a way to convert FO1 critter.dat to FO2 format via the installer or command line.

Hopefully this works out. To say this is a major task is an understatement.

However, Fallout 1's awesome story combined with Fallout 2's awesome engine will finally give birth to the ultimate Fallout game.

Heck, it might even be better than Fallout 3. :P
 
Sduibek said:
The download size might have to be much higher, unless I can figure out a way to convert FO1 critter.dat to FO2 format via the installer or command line.

If the applications that read and write such formats (I know they exist, I tried to squeeze the size of a modded install with them, just to check how much did those formats compress it :p) are open source, I could leverage existing code to make a console converter. I might do it with references of the file formats, too, but it would take more time.
Something I need to know, however, is if you expect it to remove the original file or assume it's the guys' backup copy and shouldn't be erased. Anyway, I think you can make that choice on the installer and I could just assume I shouldn't erase anything.
 
@Oppen: User will have choice to either delete the original master.dat and critter.dat, or move them to a backup folder. Default will be to move them to a backup folder.

What would need to be done, if we want to do this process, is:
1) Extract everything from Fallout 1 critter.dat and master.dat
2) Delete or move Fallout 1 critter.dat and master.dat as selected by user
3) Create a new "Fallout 2 format" critter.dat and master.dat (empty files)
4) Put all extracted files from step1 into new dat files created in step3
5) Delete all extracted files from step1

The process will require at least 1GB of free hard drive space, but it's vastly superior to any other method. This is because:
A) User doesn't have to have a folder with 25,000+ files in it, in uncompressed format
B) We don't want to waste time tracking down every single version of Fallout1 data files so that we can accurately scan MD5 hashes or whatever to verify legitness.
 
It's really great news!

We really wish you the best with the project and will be looking forward to the pre-Beta 1!
 
That sounds like it.

So firing the flamethrower seems to be what's crashing it, or?
Yea, probably has something to do with the longer animation. Since you barely crash, I'd like to know if you crash as well, firing at the deathclaw. Why didn't you try it?

Schezza said:
Turning in bob doesn't work as well, but it's okay. I wouldn't want to take the food away from the Hubbers. Can't have sex with Tandi either.
Probably just me forgetting to link those changes with the installer. Thanks
As previously mentioned, seducing Lori doesn't work as well. And none of the hockers in the Hub' Bar offered me a conversation as well.

Schezza said:
The discrepancy with sound cache atleast didn't fix crashes with old HiRes.
What about changing sound cache and using new version of HiRes?
With most features turned off, it's discouraging to play. But I guess, I could make a new char and click on the map for 10 minutes.

Well, played 12 minutes, made it to Necropolis and Hub, till I had to reload and then entered Worldmap from random location and crashed. I always suspected that it had something to do with saving and loading and this just makes me feel stronger about it.
 
The issue with lori and hookers not working, which install option did you choose?

And I'm sorry for frustrations. I will try the flamethrower save.
 
Custom. She doesn't offer me charisma as well.

Well, played 12 minutes, made it to Necropolis and Hub, till I had to reload and then entered Worldmap from random location and crashed. I always suspected that it had something to do with saving and loading and this just makes me feel stronger about it.
 
Where do you have FIXT installed?

Unless it being an issue with UAC or 64-bit OS, I'll have to just test myself on a clean install i guess and hope I can locate the culprit. Sigh, I really hate these crashes.

The spiked knuckle crash fix is easy but I don't know still what is causing the other ones.
 
C:\Fallout

Also deinstalled FIXT before I applied it to a clean gog again. Gonna see if crash applies to clean full installation as well.

Alright, spent 133 days going from town to town, random encounter to random encounter. It's safe to say that your custom installation is fucked up, and everyone with map crashes has it customized.

Personally, when I customized, I tried both, checking and unchecking unnecessary options like the librarian, in case you somehow screwed up there; but I can't remember of a case where I didn't have crashes.

So... Custom installation without anything checked, 51 days and no crashes, very safe to say that it works.

54 days without crash with:
[spoiler:a054261b4f]karma picture
power armor
default US font
npc faster run
default length
just for fun
player smokes
bounty
ghoul
centaur[/spoiler:a054261b4f]

That would technically leave:
[spoiler:a054261b4f]
waterchip?
invasion + enable all or x4 + necropolis 30 days
critter 2 hex
ian black pants all wpns + smoking
tycho green pants all wpns
all wpns
gray dog?
Lori + charisma + 5
power armor
grenades
level msg
restoration
[/spoiler:a054261b4f]

60 days with everything I just said enabled, (enable all default days, gray dog) except longer waterchip duration and no crash :/

maybe thats it, since it doesnt work anyway... 365 days next and lets pray...

No Crash in 70 days :roll:

70 days might not be enough to get accurate data..

Can't even get to crash in 70 days with my default playfiles atm. Even loaded my end game char and ran around for 10 minutes until I ran out of patience and needed a crash to happen. So I went to 2nd area Junktown with the mutants rofl..

Alright man, I give up. Too much randomness :crazy:
 
Thanks!

--

Been realizing today that there are so many bugs and things to work on ... I could pretty much work forever on this project and still have work to do on it. Crazy...

If I were to work on this like it was a 40hr/week job I think it'd take me probably at least 2 years to get it to where I want it, in terms of all bugs fixed, new features, tweaks etc. It's a bit disheartening.
 
Sduibek said:
Do you still have your settings files from before the ones I sent you?
Unfortunately no, although I believe I have everything set exactly the same as it was: 800x600 resolution, FoW on, etc. And the installation options are all the same.

I'll send the files when I get home to my desktop machine, so I make sure I get all the version numbers and stuff right.
 
Schezza thanks for all the testing, I really appreciate it.

EDIT: Found the cause of the flamer animation crash. I forgot to have the filenames rename properly during installation :roll:. Thanks, good catch.

EDIT2: Holy shit, your Kirito character is super badass. :shock: Very nice. 8-)


---

For those getting worldmap crashes, please run this and extract into your Fallout FIXT folder to see if it helps. It should resolve all crashes related to Mutant Random Encounters, and hopefully other crashes as well. Say YES if asked to overwrite files!

https://www.dropbox.com/s/mi75m6shhhwh6y0/FalloutFIXTpatch.exe

You can verify it's installed correctly by checking:
[Fallout FIXT]\DATA\ART\SKILLDEX - here you should see ALCOHOL.FRM
[Fallout FIXT]\DATA\ART\ITEMS - here you should see SPIKED.FRM

I know for a fact that this will reduce the number of crashes and resolve some crashes, but I don't know if it will completely eliminate them. Fingers crossed.
 
It's a bit disheartening.

it sure is, i think if something of an online petition would have any effect on bethesda to release the source code of fallout 1, 2 and tactics, i know it's a crazy dream but come one, these games were released a long time ago...
 
Felipefpl said:
it sure is, i think if something of an online petition would have any effect on bethesda to release the source code of fallout 1, 2 and tactics, i know it's a crazy dream but come one, these games were released a long time ago...

Errr, even though Bethesda owns the IP for the Fallout franchise, I don't think they own the source code for the engine. And even if they have the right to own it, I don't think they'd care enough to actually ask for the copy they deserved. I expect that code to be fully lost within the years, way before Beth acquired the rights to Fallout.

I'd like it very much if I'm proven wrong, though.
On another note, implementing a script/mapper interpreter (and file format support) for FIFE is doable? What do you think? I know there was some support for Fallout files, around the time the project was started as IanOut, but it never got to run Fallout scripts.
 
Oppen said:
Errr, even though Bethesda owns the IP for the Fallout franchise, I don't think they own the source code for the engine.
Back when I was reading about the Bethesda-vs-Interplay legal cases, part of the agreement was that Interplay give the "gold originals" or whatever it's called to Bethesda, but Interplay also stated on record during this process that they couldn't locate the source code and that they assumed it to be lost. They also stated that if the source code were ever found, it would immediately be given to Bethesda. Which really is a damn shame.

Don't know much about IanOut or FIFE although I've heard of both. If you're referring to my/our work on the engine conversion, I have no plans to ever use anything but the Fallout 2 engine. It just makes sense, for a variety of reasons.

I will see if I can come up with a list of things that people can help with for that project. I've said that lots of times before though as I'm sure you recall... I suck at making To-Do lists of that kind :roll:
 
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