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

miihkael said:
Sduibek said:
My hunch is that alcohol addiction is breaking it somehow. Is it possible to test that same character from before they got the alcohol Addict tag, and see if the crash still happens?

Sadly not, I was too confident and saved only on one slot. Even after I had tons of save game problems with Fallout 2 saves, bugged exit grids etc.. Never learnt I guess.

That addiction happened after I got in Necropolis. Damn, it was an accident, tried to drop booze but drank it instead.. :lol:

Starting over isn't really an issue, now I can choose something else instead of Bruiser perk! Losing AP sucks more than I remember.
Just tried it and turned out my theory was wrong. Which means I don't know what caused the crash, but on the plus side it means I don't have to get rid of alcoholism! Yeah!

Remember, it's everyone else with the problem. Our drinking habits are just fine.
 
Hey I could use some grammar formatting feedback. Should actions in dialogue have a period like a normal sentence? For example

Code:
[Izo gives you your money.]
vs.
Code:
[Izo gives you your money]
 
From an internal MR document by Ardent:

5. [Square brackets] are used to describe what an NPC does (e.g.: "[Picks nose] So, what can I get you?"). These can be used in dialogue or in floats. Note that descriptions of actions don't include personal pronouns (he, she etc.). So [He picks nose] is incorrect, while [Picks nose] is fine.

Additional rules on the phrases in square brackets:

a) they should all start with capital letters. The wrong way to write it: [continue]/[wait]/[pick your nose] etc

b) unless there's an exclamation mark (!), question mark (?) or the mysterious three dots (...), there's no punctuation before or after the bracketed part.
The wrong ways to do this: "Bye-bye, auntie Jay-nee. [Leave]" or "Bye-bye, auntie Jay-nee [Leave]."

I say leave out the full stop.
 
The wrong ways to do this: "Bye-bye, auntie Jay-nee. [Leave]" or "Bye-bye, auntie Jay-nee [Leave]."

This seems very weird to me. Any explanation for why you shouldn't put a point in front of it?
 
Lexx said:
The wrong ways to do this: "Bye-bye, auntie Jay-nee. [Leave]" or "Bye-bye, auntie Jay-nee [Leave]."

This seems very weird to me. Any explanation for why you shouldn't put a point in front of it?

It looks ugly and is superfluous in the context.
 
.Pixote. said:
Lexx said:
Indeed, but they are a scarce breed.

They are used In Chinese medicine - as aphrodisiacs. :P
^ I'm 12 and wat is this.

-------------------------------------------


I found what works for me to play in Dx mode with ddraw.ini so I'll be inlcuding that info with the next version.

What I'm using is--

Mode=5
FrameSkip=0
GlobalShaderMode=0
ScaleFilter=0
TextureFilter=1 <-- this is important otherwise everything pixels like shit

It does lag a bit, but not too bad. If you bump game speed to 110 to 120 range you'll be fine.

Running that @ 1280x960 and it's pretty sweet. Then again, unlike f1res it doesn't let you see more, so I'm not sure how useful that actually is. I was working on it to record gameplay, but no matter what settings I mess with, recording runs slow as shit so it's a lost cause.
 
I just purchased a German copy of the game so Alpha 5 will now include:

English
French
Spanish
German

Because I haven't yet gone through and updated all FIXT-only entries in non-English language files, using the non-English languages will get some dialog errors and could perhaps break some stuff because of it. That is of course on a future to-do list :) Getting someone to help translate would be most helpful.

I'd like to eventually also have the Russian version and Polish if a Polish version exists.
 
Has the 'crashes during time skips if npc comment' issue been fixed?

Until it is, i can't really recommend the mod
 
SCO said:
Has the 'crashes during time skips if npc comment' issue been fixed?

Until it is, i can't really recommend the mod
If you're referring to bugs with Izo, Gizmo and the guards I've fixed them and made changes / updates to all those scripts. (went through your previous posts)

Panzerkampfwagen said:
Sduibek said:
and Polish if a Polish version exists.

Dude, long time ago I sent You polish version of some Fo1 files, so it exist for sure. :P
Did it have the dialog files? (sorry guys, many projects at the moment so memory isn't the best)
 
fallout noob loving yourmod... but having crashes :(

First off, I want to say after trying to play thru the game once with just the patches from TeamX, the resolution mod, and the original npc mod, your improvements so far have been really awesome! Are the baby radscorpion animations from fallout 2 originally? I know they weren't around in the caves before I installed your mod. Adorable!! I almost didn't want to kill them... almost...

Of course, I ended up unfortunately encountering a pretty nasty bug in junk town. I've gone twice through killing Morbid and all his goons and getting one last successful save before having the game crash whenever i try to save again or move to a different area through either the north or south exit. Just get a black screen usually, and occasionally an application error message that I can see in the start menu but can't read because the black screen blocks it. I also experienced the bug with the flares someone else reported i think, but that one's not too hard to work around (I love the flare changes too btw, i actually USE them now).

I can upload the saves somewhere or send them to you if you want. Thanks for all your hard work! This game really needed to rock a little harder :)
 
ok yay, at least it's not a no-matter-what kind of bug. I guess the location of the doc at the time of the fight is an important factor maybe? The crashing situation from above happened earlier in the day when he's on the ground floor and I started the fight by killing the little troll guy downstairs before coming up and hitting the rest of them. But when the doc's down in the cellar later in the day and I confront him about iguana bob to start the fight, everything went fine.

soylent green is delicious! :mrgreen:
 
Sduibek said:
SCO said:
Has the 'crashes during time skips if npc comment' issue been fixed?

Until it is, i can't really recommend the mod
If you're referring to bugs with Izo, Gizmo and the guards I've fixed them and made changes / updates to all those scripts. (went through your previous posts)

I think it probably is a general issue, maybe with sfall.
Try it with another npc, for instance a npc that will comment on your appearance and try to sleep in his presense (though i havent tried this).

Or it might be only for timeskips during dialog. Regardless, the original doesn't do it, which makes me think sfall is probably the cause, being the main exe change.

Needless to say a general crash bug introduced by the mod is not ideal.

If someone wants to match bug report to this bug, this happens whenever a npc has a floating text line - if for some reason the pc 'skips time' the floating text line appears to lead to memory corruption and a crash, probably because of double free, or buffer overflow of the location of the floating text because of reuse.
It can sometimes be avoided by removing whatever makes the npc comment - for instance for when gizmo kicks you out, it was crashing because the guards comment on you having the gun in hand. Hostler the weapon -> no crash.

'fixing' this crash by crash by removing the timeskip or the npc comments is obviously the treating the symptoms, not the cause.
 
avidraven said:
ok yay, at least it's not a no-matter-what kind of bug. I guess the location of the doc at the time of the fight is an important factor maybe? The crashing situation from above happened earlier in the day when he's on the ground floor and I started the fight by killing the little troll guy downstairs before coming up and hitting the rest of them. But when the doc's down in the cellar later in the day and I confront him about iguana bob to start the fight, everything went fine.

soylent green is delicious! :mrgreen:
So to clarify, if you killed Morbid and his goons at night when he's downstairs, no crashes?

That's actually very helpful and I know what to check, thanks :clap:


SCO said:
Sduibek said:
SCO said:
Has the 'crashes during time skips if npc comment' issue been fixed?

Until it is, i can't really recommend the mod
If you're referring to bugs with Izo, Gizmo and the guards I've fixed them and made changes / updates to all those scripts. (went through your previous posts)

I think it probably is a general issue, maybe with sfall.
Try it with another npc, for instance a npc that will comment on your appearance and try to sleep in his presense (though i havent tried this).

Or it might be only for timeskips during dialog. Regardless, the original doesn't do it, which makes me think sfall is probably the cause, being the main exe change.

Needless to say a general crash bug introduced by the mod is not ideal.

If someone wants to match bug report to this bug, this happens whenever a npc has a floating text line - if for some reason the pc 'skips time' the floating text line appears to lead to memory corruption and a crash, probably because of double free, or buffer overflow of the location of the floating text because of reuse.
It can sometimes be avoided by removing whatever makes the npc comment - for instance for when gizmo kicks you out, it was crashing because the guards comment on you having the gun in hand. Hostler the weapon -> no crash.

'fixing' this crash by crash by removing the timeskip or the npc comments is obviously the treating the symptoms, not the cause.
Which NPCs besides Izo have you experienced this with? Specifics would be helpful. I think I know what you're talking about but I don't at this exact moment remember it happening with anyone but Izo/guards script.
 
I can't recall, but i remember there were at least two. Maybe in the slot machines too? I quit playing afterwards.

just grep for a npc/script that does a time skip (however they do it).
 
SCO said:
I can't recall, but i remember there were at least two. Maybe in the slot machines too? I quit playing afterwards.

just grep for a npc/script that does a time skip (however they do it).
Thanks much, I will.

Sorry you had such a frustrating play-through :(
 
It actually kinda bums me out that so many issues still exist with the game. For example, the crashes at the Blades / Regulators fight has been around since Per's guide which was like 2001. I read through some of it again today and most of the stuff he wrote about still exists - this is after both my and TeamX's patching!

Crazy.
 
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