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

Sduibek said:
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.

Maybe setting the variable could be automated through regular expressions?
 
Oppen said:
Sduibek said:
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.

Maybe setting the variable could be automated through regular expressions?
Explain further please?
 
Sduibek said:
Oppen said:
Maybe setting the variable could be automated through regular expressions?
Explain further please?
I'm not really sure, since I don't know how they work, but if they call the variable setting code from a determined place, maybe it could be scripted a regular expression to find any given name and to add this code in the correct place. I don't often work with regular expressions, so this kind of script would is above my knowledge, but the algorithm would be something like this (assuming this is called from within the curly braces, mostly because I ignore what the braces are for):

1. Iterate, file by file, the dialogs files.
2. Iterate, line by line, the i-th file.
3. Check if the regular expression $(name to check for) is found on the j-th line on the i-th file. If it is, replace the line by a line composed by the content of the line until the opening brace is found, then the setting variable code, then the content of the j-th line on the i-th file starting from the closing brace.

I know there was someone who actually knows how to work this kind of stuff, so the idea might be useful for him/her. And now that I think about it, maybe it could be done with grep, but I'm not sure, though.[/code]

EDIT: Also, I forgot to clarify, this would only take into account the *setting* of the variable. The check would probably still have to be written manually, but you've got to write the tell me about entry anyway. You could use the same algorithm for the checks if you make independent files at first for them, and merge them after inserting the code.
 
Well, I meant, the dubbing person brought the jokes over better than the original; putting their feelings into the voice, you know? ^^

Fast shot is okay as it is :p dont forget, you need to move up to your opponent, so it doesnt matter if some wpns only cost 1 AP, especially since cap is 21.

grabbed Ian with lvl1. The rest with lvl2. google said they get a lvl for every +3 of yours. But I remember I reloaded 10 times without anything happening at lvl4, so I guess, it's +4. the other two leveled 1 lvl after Ian. None leveled with 7, gotta be +4.

You guys remember the good old times, when you played for the first time and actually rode the caravans? And when you met the goddess thingies you were happy, because they were many and you would get nice XP? :mrgreen:

btw, I experience a sound bug right now; I didn't have it since the start. At some scenes like at stealing or talking to someone, the music is supposed to lower, but in some occasions that I havent found out yet, it doesnt go up again. It goes up again if you just enter the options. Any idea?


Also, after blowing the laboratory :P my reputation went from 150 to 100. I fumbled around with the human test object DNA raising and life support, but I don't think that's what caused it.
 
Schezza said:
Well, I meant, the dubbing person brought the jokes over better than the original; putting their feelings into the voice, you know? ^^
Feel like doing the German translation of FIXT? :D

Schezza said:
grabbed Ian with lvl1. The rest with lvl2. google said they get a lvl for every +3 of yours. But I remember I reloaded 10 times without anything happening at lvl4, so I guess, it's +4. the other two leveled 1 lvl after Ian. None leveled with 7, gotta be +4.
Yeah I'm pretty sure it's every four.

Schezza said:
btw, I experience a sound bug right now; I didn't have it since the start. At some scenes like at stealing or talking to someone, the music is supposed to lower, but in some occasions that I havent found out yet, it doesnt go up again. It goes up again if you just enter the options. Any idea?
That sounds vaguely familiar... try turning of all hardware acceleration of sound, see if it helps.

Schezza said:
Also, after blowing the laboratory :P my reputation went from 150 to 100. I fumbled around with the human test object DNA raising and life support, but I don't think that's what caused it.
Interesting. Well in the "evil walkthrough" for Fallout 1 he mentions that after beating the game his Karma/Reputation went up to -100, so it may be some weird engine bug where the Karma/Reputation stat is capped at +/-100 after the slideshow runs. Which is really weird. I'll add to the bugs wiki.
 
Sduibek said:
Interesting. Well in the "evil walkthrough" for Fallout 1 he mentions that after beating the game his Karma/Reputation went up to -100, so it may be some weird engine bug where the Karma/Reputation stat is capped at +/-100 after the slideshow runs. Which is really weird. I'll add to the bugs wiki.

Does any of the slides depend on Karma/Reputation? Because if that's the case, maybe the selection was handled with a switch with fixed numbers for "good", "neutral" and "evil", and this just takes it to the corresponding value before the slides.
 
Aren't the slides just linked to the quest rewards, vica versa? :P[spoiler:e0b6177be1]Yeah, you get 100 reputation for doing the quest, but they forgot to add something. I just thought it would be a 2 minute fix, if you know where to look for the quest rewards? Boom, look at Decker, look for numbers that look like it could be reputation. Next, look at lab, look at which part a 100 is somewhere written; figure out how that code is different from a normal adding reputation code, replace it, done. I'm sure it's actually that easy. But you don't know where the quest rewards are, do you?

If I knew, where what is and what programs I need, I would do it myself :ok: [/spoiler:e0b6177be1]

Sduibek said:
Feel like doing the German translation of FIXT? :D
There is already a german version? :lol:
This game is too old to be translated and I don't think that many people even know about it, even less germans. Besides that, my German is as bad as my English ;)

That sounds vaguely familiar... try turning of all hardware acceleration of sound, see if it helps.
that reminds me, I quit using --softwareaudio, I'll start using it again, maybe that's it.


Did you come across the Map Editor? I think, the game needs to decode the maps, so it can actually display them and you can play; so, shouldn't the Map Editor be somewhere hidden in the files? Then again, it's totally not worth it to build new cities, in F2, yes, in F1, no... but I'm so curious :roll:


God damnit, it's possible to grab all 3 NPCs with lvl1, so they all become lvl6 when you ding 21... and I just started a freaking run.. omg :violent: well, doesn't matter. F1 and F2 companions are dead meat with crittershots anyway, even if they all had a power armor.
 
Oppen said:
Does any of the slides depend on Karma/Reputation? Because if that's the case, maybe the selection was handled with a switch with fixed numbers for "good", "neutral" and "evil", and this just takes it to the corresponding value before the slides.
That's a really good idea, you're probably right. Maybe not exactly in the slides, but they do something similar with Reaction so I wouldn't be surprised if something like that is what is going on.

Probably hard-coded but shouldn't be too hard to fix.

Schezza said:
Did you come across the Map Editor?
Yes, it's been around for a about a decade, it's the BlackIsle mapper they used for Fallout 2. Called BIS Mapper or mapper2. It should be available in download section here :P

btw NPCs only level up 2 times each, so don't go on a crazy rush to grab them early.
 
How high is the chance, with 6 Luck, to have met only 1 random encounter, with 68% of all enterable sectors uncovered?

That's a lotto win right there! Glad I get instantly reminded what happens, when I don't use my "oh, it's a bigger distance, let's reload until you get a random encounter"- strategy for once. :clap:

I was tired when I made that statement. Statement is true if I had 9-10 luck. Still, with 6 luck, you should normally get 2-3 encounters since I travelled the distance it takes to finish the game.
 
I'd forgotten that I moved the files around in my Dropbox folder, so Alternate/Mirror #1 download links should now work again. :roll:

---

Izo said:
The first answer to the 6.0 is a bug report. :O
You mean the first post in this thread following release of alpha 6.0? Seems legit, I even said in the release details that bugs would probably exist. It was an extensive change to the mod so very difficult to test thoroughly.

Schezza said:
How high is the chance, with 6 Luck, to have met only 1 random encounter, with 68% of all enterable sectors uncovered?
Not sure but not high enough. I've always felt that Fallout 1, in general, has too few Random Encounters. Another benefit of moving to Fallout 2 engine, we'll have complete control over Random Encounters :) 8-)

Schezza said:
I was tired when I made that statement. Statement is true if I had 9-10 luck. Still, with 6 luck, you should normally get 2-3 encounters since I travelled the distance it takes to finish the game.
Yeah. Luck of 1 you get many more encounters but it's still not "a lot" (in my opinion anyway).
 
Sduibek said:
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.
Great! Spiked Knuckles was on my list for testing, but I didn't have any with me at the time, so I didn't try it. I tried the PF and the Ripper and those worked as intended, obviously. Is there a new "on the ground" icon for the Power Fist? I don't remember ever seeing that before.

FWIW, my other attempts to reproduce the crash by playing more mutant patrol combat encounters all ended in complete failure, even though I disintegrated lots of super mutants. I'm going to keep an eye out for this though, just in case.

I do love the alien blaster. Is it cheat-esque? I don't think so. The range is so short it hampers it a bit. I definitely thought about switching to a turbo plasma rifle toward the end of the game for that reason. I mean, I built my character from the start specifically to use the alien blaster, and there were times the super mutant soldiers in the vault under the cathedral absorbed six (my single-turn maximum) hits without death. I could have taken them out just as effectively with a dedicated sniper build.

The alien blaster is just something you can take advantage of if you know the game ahead of time.

I finished the game but didn't get a slideshow or talk with the Overseer before the credits rolled. It went straight to the Ink Spots and the Vault Dweller limping off into the wasteland. Is that because of an install option I selected or didn't select? I don't remember.

I got some funny dialogue I'd never seen before because I did things a little different this time through. When I wanted to find Mariposa Base, I talked to the mutant guarding the watershed in Necropolis (what's his name? Barry?), and told him to take me to the Lieutenant. I destroyed the vats from the inside out, which is harder but faster than attacking from outside (particularly at the end, because when you exit the base, there's a mutant guard right in front of you, and if you enter combat at all, the self-destruct goes off and you die). Then I went back to Necropolis and talked to the mutant guarding the watershed again, and he was afraid of me because he heard I destroyed the vats.

Similarly, when I wanted to kill the Master, I told Morpheus I wanted to reveal the location of my vault, so I skipped most of the Cathedral rigamarole. I showed the Master Vree's autopsy report, and he started the self-destruct sequence. As I left the Master's chamber, I got zapped by all the psychic guardians in that long corridor. As a change for FIXT, I would consider deactivating them so you don't need a nullifier to pass once you've talked the Master into suicide. It makes sense, because they're actually a part of the Master's collective consciousness, at least according to the psykers on level 2.

I'd be in favor of some more random encounters, especially if you can find any that got cut from the original release of the game. I noticed how few of them there actually are as I was playing.
 
I just crashed again but took like 6 hours playtime; but I'm still using old HiRes, so, it doesn't count for now :P

Someone said you can sneak into the Brotherhood storage room? I do not have enough points to have 200% sneak and enough lockskill, but I have 200% sneak and if it's possible to get in there, it should also be possible to touch the door without being seen. Additionally I also used stealth boy.

Great. my luck strikes again. In the time I'm writing this, the site went down. gosh I'm so tired of my bad luck :violent:
 
Schezza when exactly crashed, was it on the world map encounters?

And no you can't sneak into Brotherhood gear vault I was just saying it would be a cool feature to implement. EDIT: Access to Brotherhood vault will be included in next patch. For the moment it will be accessed 1 of 2 ways:

1) A hard skillcheck against Sneak while player has Sneak active, and uses Lockpick on the door (meaning you must have high skill of both Sneak and Lockpick)
2) Blow it open using 3 explosives. (TNT or Plastic, doesn't matter)

I'd like to also implement so if you do all the quests you can get into it peacefully, but i'm not really sure which NPC would make most sense to provide that access. Talus? Michael? Rhombus? Vree? Maxon?
 
Sduibek said:
I'd like to also implement so if you do all the quests you can get into it peacefully, but i'm not really sure which NPC would make most sense to provide that access. Talus? Michael? Rhombus? Vree? Maxon?
I can't imagine Rhombus letting you in there, unless you caught him doing unnatural acts with a brahmin and blackmailed him.

Maybe you could use your roomie (what's his name? Steve?) as a patsy. Trick him into opening the door, then as he's being arrested use the distraction to sneak into the room.

You might be able to trick Vree into signing a requisition form if you distract her with something neato and scientific.
 
UniversalWolf said:
Sduibek said:
I'd like to also implement so if you do all the quests you can get into it peacefully, but i'm not really sure which NPC would make most sense to provide that access. Talus? Michael? Rhombus? Vree? Maxon?
Maybe you could use your roomie (what's his name? Steve?) as a patsy. Trick him into opening the door, then as he's being arrested use the distraction to sneak into the room.

You might be able to trick Vree into signing a requisition form if you distract her with something neato and scientific.
Interesting ideas, i'll add these to Suggestions on the wiki page. Thanks!

I've always thought it would be cool to have a "quest" at the Brotherhood that allows player to become either a Scribe or a Paladin. Similar to the above-mentioned requirements, this would require player to have completed all possible Brotherhood quests, and have a decent Reputation/Karma (getting Power Armor from Talus requires 16, so let's say this one would require something like 20 or 25).

It wouldn't necessarily give you access to tons of better equipment, but that would allow you access to the armory (per the statements of the armory guards) and maybe could boost the pertinent skills or something.

The problem with that is, talking to Vree/Maxon about that wouldn't be very cool because of course they don't have dialog for it.

Which means the only way to have it be "seamless" is if you have to ask the Elders. Because since they aren't talking heads you could add the dialog without it being obviously player-implemented. Hmm.

UniversalWolf said:
Is there a new "on the ground" icon for the Power Fist? I don't remember ever seeing that before.
Yes there is. But you haven't seen it yet since it wasn't included, hence the crashes ;)

UniversalWolf said:
I mean, I built my character from the start specifically to use the alien blaster, and there were times the super mutant soldiers in the vault under the cathedral absorbed six (my single-turn maximum) hits without death.
Oh wow, yeah that's a lot of shots.

UniversalWolf said:
I finished the game but didn't get a slideshow or talk with the Overseer before the credits rolled. It went straight to the Ink Spots and the Vault Dweller limping off into the wasteland. Is that because of an install option I selected or didn't select? I don't remember.
I've had a few reports of this bug... seems I broke it somehow in versions 6.0/6.1, I'll have to investigate.
UniversalWolf said:
and if you enter combat at all, the self-destruct goes off and you die
I don't think that's right... the main issue would be that each combat round equals roughly five seconds of game time. So those are being deducted from the Time Left countdown.

UniversalWolf said:
Similarly, when I wanted to kill the Master, I told Morpheus I wanted to reveal the location of my vault, so I skipped most of the Cathedral rigamarole. I showed the Master Vree's autopsy report, and he started the self-destruct sequence. As I left the Master's chamber, I got zapped by all the psychic guardians in that long corridor. As a change for FIXT, I would consider deactivating them so you don't need a nullifier to pass once you've talked the Master into suicide. It makes sense, because they're actually a part of the Master's collective consciousness, at least according to the psykers on level 2.
Ah good catch, I'll add that to the bugs wiki.

UniversalWolf said:
I'd be in favor of some more random encounters, especially if you can find any that got cut from the original release of the game. I noticed how few of them there actually are as I was playing.
Yeah there's not many. Adding more will be easy with Fallout 2 engine.
 
Bug Reports wiki has been rearranged and titles changes and bolded, hopefully should now be clearer where to put new bugs.

Also finally moved many of "put here if not sure where" bugs into proper sections.
 
Issue with endgame will be fixed in next patch, too -- the issues of locking up and/or not playing the slideshow.
 
EDIT: I'm actually working on patch 6.3 currently, but for the time being you can use patch 6.2 which fixes worldmap crashes.

alpha 6.2, DOWNLOAD AND INSTALL THIS TO FIX WORLDMAP CRASHES: Extract into Fallout FIXT folder (example C:\Games\FalloutFIXT) and say YES TO ALL if asked to overwrite files. To verify installed, go to {Fallout FIXT folder}\DATA\ART\ITEMS and verify file spiked.frm exists.

I was not intending to work on this anymore and instead focus just on the Engine Conversion, but with there being game-breaking bugs in 6.1 I need to keep doing patches at the moment. :roll: This patch does not fix endgame slideshow not displaying. That will be patch 6.3. That will be the one that includes fix to endgame slideshow, ability to enter Brotherhood armory (sneak or explosives), and newest f1_res. Along with various other small fixes.
 
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