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

Probably, but distributing it would violate the agreement with Bethesda, as far as I know. Though I could be wrong.

unfortunately you are right, even with fix it and fallout 2 restoration project being done for free. :/

btw, Are you the same person as felipepepe on RPGCodex?

nope.
 
Some companies go way way overboard with that stuff. There was this one mod, I think it was for Alpha Centauri if I remember correctly (Civilization franchise) and it was this huge endeavor that was like 90% complete. Then they got a Cease-&-Desist from the company, had to immediately halt all work and destroy the existing work.
 
oh well, figured...

I'm from Austria. Thanks for the list. Pretty simple. Always thought about how difficult it would be to change stuff. And how does the coding section look where, let's say, you tell him to stfu and he attacks you?

Probably something "simple" like this:

Code:
if answer=5{
dialog:3
sound:4 }
if answer=6{
EndConversation()
BasicAttack()
}

huh?? Maybe not as simple, since all the charma reading has to fit in there as well :P

I'm so simpleminded. I never thought about asking about my own name :puppy-dog:
 
Some stuff is difficult to change, other stuff not so difficult :)

And you're mostly right, the attack thing is pretty simple. It usually looks like this. Not the actual code but the process:

Say1 --> go to DialogCombat
DialogCombat: end dialog, set Hostile==1
if Hostile==1, attack player
 
Sduibek said:
Some companies go way way overboard with that stuff. There was this one mod, I think it was for Alpha Centauri if I remember correctly (Civilization franchise) and it was this huge endeavor that was like 90% complete. Then they got a Cease-&-Desist from the company, had to immediately halt all work and destroy the existing work.

ridiculous people.... :/

btw, idk if you saw this but in any case, it got updated http://ollydbg.de/ ;)
 
Thankfully I don't think I'll have to use that... since the current push is to move FIXT to the Fallout 2 engine, I will have a wealth of features & options available to me via Sfall.

So in theory at least, I shouldn't ever need to do code-editing of the .exe once that's done. :nod: Definitely would need to eventually if staying in Fallout 1 engine though.
 
And what hinders someone to duplicate a city, place it somewhere else on the map, then maybe even change the looks and size of it? it doesnt have to be in the worldlist, although that should be the last problem you'll have :lol:
 
Schezza said:
And what hinders someone to duplicate a city, place it somewhere else on the map, then maybe even change the looks and size of it? it doesnt have to be in the worldlist, although that should be the last problem you'll have :lol:
Well I plan on putting Irwin's Farm on the world map, once engine conversion is complete. And the Deathclaw Cave.

Someday maybe Vipers and Jackals will be restored, and they'll get their own map circles too.

Unless you were referring to something else
 
I was refering to changing cities, how are cities built? Surely you cant just build ur own map like in Warcraft 2
 
Sduibek said:
...just the four settings files from earlier? If it was the four settings files I'd definitely like your sysinfo log. Is the game installed in Program Files?
This, the four settings files. I'll grab sysinfo.log. Yes, it's in Program Files/Black Isle/something or other...

I'm using the trilogy DVD version on the XP SP3 install I use for old games (and almost nothing else). Since I only use it for old games, I keep that XP running lean, which seems to make it much less prone to SNAFUs.

Schezza said:
You tried asking the master something?
I'm sure I have, but I don't remember what he said. It's been a long time since I played the game to the end.

There are some pretty good lines that aren't obvious. You can ask Aradesh about Dharma, for example, and Harold is the only Den NPC I could find who had something to say about Loxley.
 
I rechecked and I thought I'd sent you fallout.cfg, but turns out it was just the ddraw and f1_res files.

Makes me wonder if somehow v4.0.2 of f1_res was causing your crashes. (those files included v4.1.3, the newest. FIXT alph6.1 comes with 4.0.2)
 
Is telling about Bob's business to sheriff in Hub is still possible? I hadn't got the specific dialogue line (with speech 103%; Junktown - been there, done that).
 
Sduibek said:
I rechecked and I thought I'd sent you fallout.cfg, but turns out it was just the ddraw and f1_res files.

Makes me wonder if somehow v4.0.2 of f1_res was causing your crashes. (those files included v4.1.3, the newest. FIXT alph6.1 comes with 4.0.2)
You talking to me? All the tests I did was with 4.0.2 as well as finishing the game. HiRes had nothing to do with crashes.

Panzerkampfwagen said:
Is telling about Bob's business to sheriff in Hub is still possible? I hadn't got the specific dialogue line (with speech 103%; Junktown - been there, done that).
you probably didn't get it if you customized. If you used full installation, you might have gotten it. Sduibek was a bit careless about linking things right :P
 
Sduibek said:
I rechecked and I thought I'd sent you fallout.cfg, but turns out it was just the ddraw and f1_res files.

Makes me wonder if somehow v4.0.2 of f1_res was causing your crashes. (those files included v4.1.3, the newest. FIXT alph6.1 comes with 4.0.2)
Just for clarity, here's my installation exactly:

0) XP SP 3
1) White Label Fallout Collection DVD -- Fallout 1
2) FIXT 6.1 -- crashes began
3) The files you sent to correct the map crashes
4) Newest version of Mash's resolution mod -- crashes gone

I can't honestly be sure whether the crashes were fixed by 3 or 4, although I did play a bit at step 3 and they seemed to be gone at that point. Now, at step 4, they're certainly gone.
 
Schezza said:
Panzerkampfwagen said:
Is telling about Bob's business to sheriff in Hub is still possible? I hadn't got the specific dialogue line (with speech 103%; Junktown - been there, done that).
you probably didn't get it if you customized. If you used full installation, you might have gotten it. Sduibek was a bit careless about linking things right :P
Nonsense, I thoroughly tested everything in the installer!

:whistle: :liar:

@UniversalWolf: Okay, thanks. There's some things I really don't like about v4.1.3, but from what you're saying it sounds like some systems will have crashes resolved by that version, so I'll go ahead and include it in my next release. Annoyance of features is trumped by lack of crashes.


@All: Fear not, I plan to have 6.2 released this weekend
, which will include new f1_res and the files I sent Schezza, which with any luck should kill ALL the worldmap crashes (finally). And the installer issues.

Plus it will have a few other things, of course. Garl HtH fight fixes and some other Khan fixes, finally implemented ash's fix of the Sophia/Michael grenades quest, etc.

EDIT: Just found out why things like Bob turning in, sex with Tandi/Lori, etc. etc. wasn't working. I didn't put in the correct amount of whitespace in the "find this string and replace it" command. Jeez. :roll: So those will be fixed too.
 
Ha! I hope they mean literally the on-fire animation and not just the running animation... because that's hilarious:

Fallout FIXT bug reports said:
Children in Shady Sands immediatly all run into the exit grid that goes further into to Shady Sands using the "Running on Fire" animation when I enter the town. They then run back and proceed to run around the town using only the"Running on Fire" animation never stopping and running through walls.

Running into other side of town is intentional if it's night time, but they aren't supposed to be on fire. :lol:
 
SpookyNooky said:
Sduibek said:
finally implemented ash's fix of the Sophia/Michael grenades quest, etc.
Wohoooo, finally!
:dance:
I'm actually surprised how many reports of this bug I've received... want to know something crazy? I've been playing this game since 1997 and I didn't remember that this [broken] quest even existed.

Weird :scratch:

Oh that reminds me, I'll see if there's a quick-and-easy way to implement getting access to the Brotherhood Vault. That shit always pissed me off, that the player had no way to access it unless they killed all the Brothers.

What I discussed previously was that if user completes all Brotherhood quest and has decent Reputation they should get access to it.

Could also be cracked into but that will need to require very high Sneak, very high Lockpick and electronic lockpicks.
 
Yeah, I've seen that quest and telling Michael to ask her out on patrol for the first time as well :clap:

Isn't fixing the features just a matter of copy and paste? can't wait for PEOPLE to rage when they install 6.2 :lol:
 
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