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

For what it's worth, I'm using Windows XP with Service Pack 3.

Are there any pre-requisites anyone knows of to run the new F1Res?
 
dudejo001 said:
For what it's worth, I'm using Windows XP with Service Pack 3.

Are there any pre-requisites anyone knows of to run the new F1Res?
You need Directx9c installed, the October 2006 version or later. Usually an error will popup "d3dx9_31.dll was not found", but I've noticed this isn't allways the case. Being on XP it would be surprising if you hadn't already done this several times over, but if you could download and install the latest directx redist and let me know if it makes a difference.
 
I'll try updating my version of DirectX, just in case.

I haven't fetched any updates for it beyond what Windows Update gave me.

EDIT : I got the DirectX web setup thinghy. It installed some new files but the only hint I had of updated files was exploring DXDiag, which showed me files that were added today.

At least now F1Res works. Thanks for the tip!
 
I noticed when checking out the item PRO files that Molotov cocktails are set to use Fire damage.

I tried it in-game and noticed it has no animation when exploding. I remember something like this happening to me before and had accepted the compromise of Plasma damage.

While this makes the fire green, the explosion gets animated and the damage type is different.

I think it's because only the Flamer was ever intended to use fire-type damage.
 
dudejo001 said:
I noticed when checking out the item PRO files that Molotov cocktails are set to use Fire damage.

I tried it in-game and noticed it has no animation when exploding. I remember something like this happening to me before and had accepted the compromise of Plasma damage.

While this makes the fire green, the explosion gets animated and the damage type is different.

I think it's because only the Flamer was ever intended to use fire-type damage.
Yeah, the molotov cocktail bug is documented. I made the change without bothering to test it :roll: My bad.


Mash said:
dudejo001 said:
For what it's worth, I'm using Windows XP with Service Pack 3.

Are there any pre-requisites anyone knows of to run the new F1Res?
You need Directx9c installed, the October 2006 version or later. Usually an error will popup "d3dx9_31.dll was not found", but I've noticed this isn't allways the case. Being on XP it would be surprising if you hadn't already done this several times over, but if you could download and install the latest directx redist and let me know if it makes a difference.
Does that mean I can just include that DLL with future versions? Are any other DLLs needed?
 
Sduibek said:
Mash said:
You need Directx9c installed, the October 2006 version or later. Usually an error will popup "d3dx9_31.dll was not found", but I've noticed this isn't allways the case. Being on XP it would be surprising if you hadn't already done this several times over, but if you could download and install the latest directx redist and let me know if it makes a difference.
Does that mean I can just include that DLL with future versions? Are any other DLLs needed?
IMHO you should just tell players to be sure to install newest DirectX in readme, rather than including DX DLLs in Fallout folder. Since it's better installing a complete DX package to prevent all related problems.
 
NovaRain said:
Sduibek said:
Mash said:
You need Directx9c installed, the October 2006 version or later. Usually an error will popup "d3dx9_31.dll was not found", but I've noticed this isn't allways the case. Being on XP it would be surprising if you hadn't already done this several times over, but if you could download and install the latest directx redist and let me know if it makes a difference.
Does that mean I can just include that DLL with future versions? Are any other DLLs needed?
IMHO you should just tell players to be sure to install newest DirectX in readme, rather than including DX DLLs in Fallout folder. Since it's better installing a complete DX package to prevent all related problems.
Fiiiiiiine you're probably right.

I'll add it into the other stuff the installer warns. Since I added all those messages about where to install it, I've had no more reports of "can't find master.dat" types of issues. Woo woo!
 
Hi, Sduibek,

Getting back into Fallout, found this mod. Looks good so far. I do like being able to tell Ian to move out of the way.

Just curious about something: after rescuing Tandi, went back to kill the Khans. Found another prisoner in the far cell - he asked for help. Well, I had killed everyone and opened the door, and he still just asks for help. Is there supposed to be some reward?
 
brSRKr said:
Hi, Sduibek,

Getting back into Fallout, found this mod. Looks good so far. I do like being able to tell Ian to move out of the way.

Just curious about something: after rescuing Tandi, went back to kill the Khans. Found another prisoner in the far cell - he asked for help. Well, I had killed everyone and opened the door, and he still just asks for help. Is there supposed to be some reward?
Hi!

He's one of the restored characters... I did most of them quickly and admittedly a bit sloppy. Not sure what I was thinking there. I'll aim to get them sorted out for the next release.

The problem with stuff like that, is after my drives crashed and I restored my data, the files and folders for mapper2 (map editor for Fallout 2) are all kinds of crazy. So it's kinda overwhelming because I'll have to sort and clean it all out... And we're talking like twenty thousand files. Hence why I've been avoiding it. :irked:

EDIT: I think I'll just start fresh actually instead of wading through the craziness.
 
Sduibek said:
NovaRain said:
Sduibek said:
Mash said:
You need Directx9c installed, the October 2006 version or later. Usually an error will popup "d3dx9_31.dll was not found", but I've noticed this isn't allways the case. Being on XP it would be surprising if you hadn't already done this several times over, but if you could download and install the latest directx redist and let me know if it makes a difference.
Does that mean I can just include that DLL with future versions? Are any other DLLs needed?
IMHO you should just tell players to be sure to install newest DirectX in readme, rather than including DX DLLs in Fallout folder. Since it's better installing a complete DX package to prevent all related problems.
Fiiiiiiine you're probably right.

I'll add it into the other stuff the installer warns. Since I added all those messages about where to install it, I've had no more reports of "can't find master.dat" types of issues. Woo woo!

You can also point the player to the F1Res readme, since it mentions that an updated DirectX is required. I should have probably looked there, myself. :?
 
dudejo001 said:
You can also point the player to the F1Res readme, since it mentions that an updated DirectX is required. I should have probably looked there, myself. :?
A common misconception seems to be, that people who have DirectX 11 or 10, also have DirectX 9. So when they have DirectX 11 and are instructed to get the latest version, they think they already have it. But the fact is, DirectX 9 is a completely different product, for older games, and DirectX 11 does not replace it, nor does it allow games to run if DirectX 9 is needed. Also, to add to the confusion, DirectX 9 has had several small, twice a year updates after 9.0 shipped, but those are still called DirectX 9. As far as I know, they are just called something like "DirectX 9 redistributable (June 2010)". Windows XP comes with DirectX 9, but not with those, and won't run games which need those newer updates.

Best way would be to at least provide link to the newest DirectX 9 redistributable, which I believe is http://www.microsoft.com/en-us/download/details.aspx?id=35 - although I am not 100 % sure. You can also include the webinstaller, which is in that link, to your package. Including it is allowed, and you only need to run it once per Windows installation. That version won't work with Windows 98, but who uses that anyway anymore :). An older version, October 2006, would work with Windows 98.

You could also include an offline version of DirectX 9 redistributable, but that is almost 100 megabytes, and thus quite a waste for everyone to download every time the mod is updated, since it needs to be run only once per system. You can find it at http://www.microsoft.com/en-us/download/details.aspx?id=8109
 
The web installer would be the optimal choice, since it's small and whoever plays this mod will most likely have internet access.
 
dudejo001 said:
The web installer would be the optimal choice, since it's small and whoever plays this mod will most likely have internet access.
Does it work in Wine?
 
If the emulator lets you download from the internet through it, I don't see why not.

I'm more concerned about whether or not the Direct X drivers are compatible with virtual hardware.

BTW, did you get the PRO files I sent you?
 
At some point "soon" (relative I know) I really would like to stop working on FIXT in the Fallout 1 engine, and just focus on getting the Fallout 2 engine working with Fallout 1 data. The list of reasons this is a good idea is huge. Seriously.

Among other things:
- Can use all the sweet Sfall functions that Timeslip has created (they are extensive)
- Using the Sfall scripting to do things not possible in F1 engine
- Doing things easily in F2 engine that would be excruciating or maybe not even possible in F1 engine
- Last but certainly not least, many more people mod F2 than F1, so I could potentially get help on FIXT from fellow modders! Making it somewhat of a community project :) I mean I love this project but doing it all by onesself can be a pretty huge undertaking.

Anyway, just a reminder. I feel badly that there are still crashes, but realistically it won't ever be "perfect", and I think putting the hours of work into the F2 engine far outweighs doing specific fixes in the F1 engine.

Just a heads up for those who haven't been around to hear about that.
 
The only really noticeable issues I've encountered was :

-Ian joining you in the ring when you fist-fought Garl (at least back in 5.2)

-that yellow merchant dude around Shady Sands whose dialogue is completely replaced with "Error" (in 5.3, you're forced to use the barter button if you want to trade)

-that white ring of light caused by F1_Res.

-the new prisoner in the Raider camp counts as an enemy like the battered women. Is there a way he can just be erased from existence like the women are erased once you kill every raider and leave?

Those are the only real problems I've noticed with your mod after playing for a decent amount of time (In 5.2, I had time to clear the quests in Shady Sands,Boneyards, the Hub and Junktown before 5.3 came out.)

In my humble opinion, there's plenty of content in there to make most people happy so I say you can just focus on the loose ends (some of which I mentioned above) and call it finished once it all holds together.

The Fallout 2 engine should be good enough to handle extra goodies once Fallout 1 has been ported.
 
Livin' Large In (This Old) House Of Cards

Livin' Large In (This Old) House Of Cards




5.3 Alpha appears to handle HUb Crashes so far.

Saving enough so only 1 corrupted save not a trauma. Can trade with Vance now.

Have not added to bug pile, trying to follow solutions in the various web treads.

While reinstalling the hi-rez , or the fix't-exe found some holes in my aging Win XP system.

XP Pro and Maxtor roll back recovery is MIA, and the latest AMD ATI drivers for this last gen AGP (yes AGP!) card fail in a depressing dysfunctional way. :(

Reinstalled original ATI software and in process of rebuilding the Back Up options.

Livin' large with the Hi-rez. ;)

Playing the real game on the Windows platorm ... WINDOWS. Win OS, Win OS never changes. :aiee:



Thanks for all the work, and good luck with the blending of FO1 and FO2 assets.




4too
 
Sduibek said:
At some point "soon" (relative I know) I really would like to stop working on FIXT in the Fallout 1 engine, and just focus on getting the Fallout 2 engine working with Fallout 1 data. The list of reasons this is a good idea is huge. Seriously.
I think that's a great idea.
 
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