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

Which features? Sometimes I can just copy over code form someone else yeah, but if it's truly new content I would have to write it myself.

So if the features are from TeamX or someone else from the community, yes. Otherwise, no, they're written from scratch by me.

Maybe the Michael/Sophia thing came from Fallout 1 Restoration Project and I just forgot. Who knows, not a big deal though because it's fixed now :P
 
I found something that could use fixing.

I waited to get the mission to rescue Tandi until I had all the companions and the water chip, and I was on my way back to V-13. I went to the Khans camp, and challenged Garl to a fight. All my companions showed up in the fighting ring with me, and capped Garl straight away. Then we all teleported back to Khan HQ and they instantly attacked me for cheating.

Presumably the companions ought to stay outside the fighting ring and not interfere.
 
You let Tandi rot that long? You are inhumane.

I found a bug that isnt a bug too. Tandi survived Mutant Invasion and now lives in a ghost town all by herself. I saved her and she doesn't even offer her soul for it. I blame Sduibek.
 
I've implemented a voting system, so that people can submit ideas of what they do and don't like, similar to what is being done with Wasteland 2 kickstarter. Having a Bug Reports & Suggestions wiki is good, but in the long-term I think this will be much more useful in seeing the trends of what the fans want.

http://www.google.com/moderator/#16/e=20e860

Note there are 5 topics/categories, they can be accessed on the left.
 
Issue with the whole raider camp attacking after beating Garl is already fixed in next version, but I forgot about moving companions out of the way. Thanks, I'll fix that.
 
Sduibek - you should clean your changelog at wikia with each release, it's exactly what killap does and leaves the place cleaner, right now it's kind of a mess. ;)
 
Felipefpl said:
Sduibek - you should clean your changelog at wikia with each release, it's exactly what killap does and leaves the place cleaner, right now it's kind of a mess. ;)
It's not kind of a mess, it's very much a mess :P
 
I'm against anything that makes Falout 1 like Fallout 2 unless there's a good reason for it. I don't have any problem with letting the player decide, though.

The idea to shift the ASK ABOUT recorded dialogue to the tree could work in some cases. Otherwise, all that content will be lost (like tears...in rain) in the transition to the F2 engine. For example, you could add questions to Aradesh along the lines of. "Who's Dharma?" and "Junktown?"

It would be nice if all that recorded speech didn't vanish, at least.
 
Schezza said:
You let Tandi rot that long? You are inhumane.
No. I went to save her as soon as I got the quest. Interestingly, I never even spoke to her the first time I hit Shady Sands, so she didn't know who I was. There's some funny dialogue there, with Tandi sitting in the jail cell. Something like:

"Your father sent me."
"He sent you to rescue me?"

And you can respond, "No, he sent me to look at you."
 
All ask about entries will transfer over they just have to be in dialog for now because FO2 doesn't have that feature.

On the other statement I assume you mean things like skills and the level cap?
 
Nice, I don't think I've seen that one before.

Some of my favorites:

Vault Dweller: I don't like your attitude, old man.
Jon: I might just ignore that remark if you've come here to solve my problem for me.
Vault Dweller: What, that you're old and stupid?

George: Can I help you?
Vault Dweller: Yes. I'm here to see Mr. Hightower.
George: Mr. Hightower dosen't see just anyone.
Vault Dweller: I'm not just anyone, you idiot!
George: Ok. Go on in.

Sinthia: Thank you for what you did. No one ever took care of me like that before.
Vault Dweller: I can really take care of you later.
Sinthia: Is that all you can think about? Geez. Some people.
 
I voted in favor of a lot of changes, but mostly because I think I recall you said every change aside from bug fixes will be marked as optional in the installer. I will play it the way I voted, but I think it's important to give the option to have it as vanilla as possible.
 
.Pixote. said:
Oppen said:
I expect that code to be fully lost within the years, way before Beth acquired the rights to Fallout.

Some ex BlackIsle member will have it. I had friends working in games companies, and those dudes had no problem keeping a "personal" copy of the game code, or art assets, etc...they had no intention to sell or pass the work onto other companies, but needed it to show their "work" to potential employers. People aren't searched when they leave the building.

Well, if you ever get in contact with a developer again having such code, try to motivate him that at least he should forward the source code to the library of congress for long time preservation. They preserve legally games and the game's source code (without redistribution): Yes, The Library of Congress Has Video Games

If developers are brave, they could do it like some former Wing commander developer and donate it to the community for preservation (only):
BIG NEWS: Wing Commander I Source Code Archived!Thanks to an extremely kind donation from an anonymous former EA/Origin developer, the source code to the PC version of Wing Commander I is now preserved in our offline archive!

Or if they are even more brave they could plainly leak it, like the falcon 4.0 source code or dark reign 2 . Resultin for Falcon 4.0 in a successful and long community driven development history.
 
I like the farting in the Northwest and the surviving as well. But having seen both german and original, I gotta say, the german version brought the jokes over much better.

Sduibek, I feel like playing another round. Instead of shouting at you for not having it put together yet, I'll just ask you... in comparison to F2, F1 barehanded and melee are both reduced by 1 AP with the perk. If you fixed that, I'm gonna have to kill you.

Or no wait, this and that are two different things, not that was fixed in F2, but the no aim perk. In comparison to F2, that perk reduced AP of knuckles too.

Besides that, the perks that give +2 barehanded dmg, as well as the starting perks as well as the character barehanded info number, are those really just straight numbers or some kind of multiplicator? (this goes for the +2 ranged perk as well)

But you fixed that the perks can no longer be saved up, or was that F2 only? :roll:

Another thing... last run, I gathered all NPCs before leveling up, and I didn't see a difference between before. After having googled a lil bit, looks like it's still random? Guess I'll get some save and load tests going :mrgreen:
 
Sduibek said:
All ask about entries will transfer over they just have to be in dialog for now because FO2 doesn't have that feature.
Right, that's exactly what I mean. Some of them might be tricky though, because there would need to be flags to determine whether or not the player has heard of the topic before. For example, you have to know Harold exists before you can ask Butch about him.

Sduibek said:
On the other statement I assume you mean things like skills and the level cap?
Yes, but I would include even cosmetic things like the blue caves. If someone wants to use the grey stone caves, that's fine, but I would leave the blue caves as the default option.
 
I've had a crash now twice under the same circumstances, so I'll be investigating it next time I get a chance. I got a mutant patrol random encounter (somewhere in the northwest). There's always one black clothes super mutant leader, and a bunch of the lesser ones with brown pants, and maybe some centaurs and floaters. Anyway, I disintegrated one of the brown pants mutants with my alien blaster, and when the death animation finished the game crashed.

My current theory is that there may possibly be some glitch with an "on the ground" graphic for one of the melee weapons -- the ripper or the power fist or something. Both times this has happened the mutant has been closing to attack, so he must have a melee weapon and not a ranged weapon.

That's just a theory though. It may be completely wrong. I ran out of time so I'll have to see if I can reproduce it when I get a chance. First I'll try dropping some melee weapons and see if anything bad happens, then I'll search out some more mutant patrols.

That's the only crashy-type problem I've had, though. Everything's working great otherwise.
 
Yes blue caves default. I have already thought of such things ;)

And yeah building the flags for what player has heard about is going to kind of be a pain in the ass. Oh well.

What will probably be easiest is just to text search the term in all dialog files, find the appropriate code that uses those entries, and set a global variable if any of them is heard by player. Not too much work but still annoying.
 
UniversalWolf said:
Anyway, I disintegrated one of the brown pants mutants with my alien blaster, and when the death animation finished the game crashed.
This is exactly how I discovered the crashes issue. I'd actually already fixed it on my system before releasing 6.0 (yes 6.0, not even 6.1) but I stupidly didn't include the files in the releases. P.S. isn't the Alien Blaster awesome? Seems a bit of a cheat to me.

UniversalWolf said:
My current theory is that there may possibly be some glitch with an "on the ground" graphic for one of the melee weapons
UniversalWolf your theory is 100% correct, good thinking :) You have a good eye -- (brain?) -- for troubleshooting. That is the Spiked Knuckles issue I talked about earlier. And Schezze is right, my download temporary patch exe fixes it.

---

Schezza said:
I like the farting in the Northwest and the surviving as well. But having seen both german and original, I gotta say, the german version brought the jokes over much better.
Really? I thought Germans tended to be overly serious. :P Got any examples? I am really wanting to get FIXT translated into German but no one has volunteered yet.

Schezza said:
Sduibek, I feel like playing another round. Instead of shouting at you for not having it put together yet, I'll just ask you... in comparison to F2, F1 barehanded and melee are both reduced by 1 AP with the perk. If you fixed that, I'm gonna have to kill you.
Fast Shot? I'd forgotten about that. Yeah we'll have to see if we can recode it, hopefully we can. To be fair though, it says fast SHOT, not fast attack. :P And shows a picture of Vault Boy shooting a gun.

Schezza said:
Besides that, the perks that give +2 barehanded dmg, as well as the starting perks as well as the character barehanded info number, are those really just straight numbers or some kind of multiplicator? (this goes for the +2 ranged perk as well)
Not sure, check wikis or ask Per.

Schezza said:
But you fixed that the perks can no longer be saved up, or was that F2 only? :roll:
I don't think that's fixable in F1, not sure about F2 either. It's been entered on the Sfall Requests page, not sure if it's doable though.

Schezza said:
Another thing... last run, I gathered all NPCs before leveling up, and I didn't see a difference between before. After having googled a lil bit, looks like it's still random? Guess I'll get some save and load tests going :mrgreen:
If they levelled up, you would have got a notification in the message box: "NPC is now level Number." If you didn't, you either have Fixes Only enabled or I messed something up. Or you messed something up. ;)

EDIT: Wait are you talking about FIXT in Fallout 1 engine? Because don't play the Fallout 2 engine conversion thing, it's far from complete. Randomness to NPC levelup is ONLY in Fallout 2 engine. If you're referring to FIXT, I've added it to the bug wiki. I'll check into it.
 
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