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

Gumby said:
Howdy everyone, from another newbie.
Hey there!
It's fun to see people register here just to talk to me about my project 8-)

Gumby said:
although I hate to be a spoilsport [regarding alpha 5.3] I must report that the amount of issues still present, including ramming into a particular show-stopping bug, put me off rather good. :D
Details please -- any bugs present I wish to add to the wiki, as I can't fix issues unless I'm aware of them. Most importantly what was the big one you encountered?

Gumby said:
- is it possible that some of the mods you are trying to merge together may be incompatible with one another?
Hmm, not that I'm aware of. There are cases when I had to manually put together code from two different versions of a script, instead of just using the files from TeamX or whomever, but as far as I know many of the issues were present in those versions as well (the TeamX patched versions for example). Other issues have unfortunately been introduced by my mod but that is usually due to the scope (i.e. unforseen affects of changes) or an oversight (like forgetting i wasn't 100% finished with a certain thing before moving on to something else)

Gumby said:
- is there an ETA of when this project will go from 'alpha' to 'beta'?
Not really. I've been thinking about that lately. The technical definition of Beta is when it's feature-complete, meaning in this case, things like new things the user can do would be finished being added. Might not be Beta until I get it working in Fallout 2 engine. I'm really not sure. I'd like to stay true to the classifications of Alpha/Beta/Release but I also don't want to give newcomers the impression that it's super buggy and broken because I personally don't feel it is -- some people don't notice any issues at all when doing a playthough from start to beating the game.

Gumby said:
- is there a walkthrough for modded/additional content which would serve as a reference for players, so that they may verify what was supposed to happen actually did happen?
Like for example this: http://hem.bredband.net/darek1/f2rp_wt.htm
This is a good idea, I'll do that. It won't be anywhere near as long as the F2RP one, but yeah there's some new stuff I could add there for people who wish to look it up.

Gumby said:
From what I was able to surmise, you work on this project alone-
Correct. I've gotten help from at least a dozen people here, maybe even twenty, but the vast majority of work has been done by myself. More recently I've been getting more help, primarily from TarkinMX and Nevill but the coding and scripting for example is pretty much just me. For the first year or two it was 100% my work.

Gumby said:
I'd be delighted to help out with that if you'd be open to such a collaboration. But you would first have to indoctrinate me into the Fallout modding procedures. :P Although I do have some fleeting and sporadic experience with modding, I never did dive into Fallout much.
I have helpers but yes yes manpower is always welcome :clap:

It's not a very exciting job but something that would be really helpful is to go through this thread from the beginning, and the Feedback thread (see link in my sig), and add all reported issues/bugs/ideas/suggestions to the Fallout FIXT Bug Wiki (also link in my sig). For me I'd rather spend the time fixing stuff, it would be fantastic if someone would transfer over all these reports to that page so they're in one easy-to-reference place.

After that's finished, I have some other stuff you can do. So get to work! Haha ;)

Thank you :D
 
Sduibek said:
Details please -- any bugs present I wish to add to the wiki, as I can't fix issues unless I'm aware of them. Most importantly what was the big one you encountered?

My PC was under alcohol intoxication and when the effects wore out during the world travel, the game crashed to desktop. All I could hear just before that was the sound of console text being displayed, so the crashing might be related to that. I'll give it a more thorough testing at the earliest opportunity and then get back to you.

Sduibek said:
It's not a very exciting job but something that would be really helpful is to go through this thread from the beginning, and the Feedback thread (see link in my sig), and add all reported issues/bugs/ideas/suggestions to the Fallout FIXT Bug Wiki (also link in my sig). For me I'd rather spend the time fixing stuff, it would be fantastic if someone would transfer over all these reports to that page so they're in one easy-to-reference place.

After that's finished, I have some other stuff you can do. So get to work! Haha ;)

Oh dear, what has my big mouth gotten me into now? :o
But I accept the challenge and will get onto it. It could take a while since I can really only dedicate a few hours during weekends, but no worries. This will feel like a vacation compared to the stuff I've been doing lately. Should I have any questions I'll contact you via PM, if that's okay.

Well played, sir. Well played. :D
 
Gumby said:
Sduibek said:
Details please -- any bugs present I wish to add to the wiki, as I can't fix issues unless I'm aware of them. Most importantly what was the big one you encountered?

My PC was under alcohol intoxication and when the effects wore out during the world travel, the game crashed to desktop. All I could hear just before that was the sound of console text being displayed, so the crashing might be related to that.
Ah! Yes. No need to test further, that is already fixed (or should I say FIXT, ha!) in the upcoming version.


Gumby said:
Oh dear, what has my big mouth gotten me into now? :o
But I accept the challenge and will get onto it. It could take a while since I can really only dedicate a few hours during weekends, but no worries. This will feel like a vacation compared to the stuff I've been doing lately. Should I have any questions I'll contact you via PM, if that's okay.

Well played, sir. Well played. :D
Awesome, thanks!

Good news is I've gone through most of the Feedback thread already. So go ahead and start on that thread instead of this one, starting with this post:
http://www.nma-fallout.com/forum/viewtopic.php?p=975022#975022
 
I just started to check out this project. This may been have been asked previously, but is it possible to restore good ending for Hub and Followers Of The Apocalypse?
 
Skynet said:
I just started to check out this project. This may been have been asked previously, but is it possible to restore good ending for Hub and Followers Of The Apocalypse?
It is possible but would be way too much work to be worth it.

However, once ported to Fallout 2 that will literally take about ten minutes to set up. So it'll happen in time :wink:

EDIT: I've made sure it's in the bugs wiki now.
 
Sduibek,

Your posts seem to indicate that you tend to migrate this project to a fallout1-in-fallout2 engine, plus the fixes and restorations. Have you considered that, if the porting to F2 is inevitable, to focus on that before implementing any more fixes? Unfortunately, a lot of the code you're writing for FIXT in the F1 engine might not be compatible when it's executed in the F2 engine.. or be compiled with different / buggy results due to the F2 engine's own issues.

Just a thought. It would be a shame to get FIXT to a near 'done' status, port to F2 engine, and find a bunch of your work needs to be RE-re-done.
 
agris said:
Sduibek,

Your posts seem to indicate that you tend to migrate this project to a fallout1-in-fallout2 engine, plus the fixes and restorations. Have you considered that, if the porting to F2 is inevitable, to focus on that before implementing any more fixes? Unfortunately, a lot of the code you're writing for FIXT in the F1 engine might not be compatible when it's executed in the F2 engine.. or be compiled with different / buggy results due to the F2 engine's own issues.

Just a thought. It would be a shame to get FIXT to a near 'done' status, port to F2 engine, and find a bunch of your work needs to be RE-re-done.
Yeah, it's kind of a bummer at the moment, because ideally I do want to do what you're saying, on the other hand I don't want the fans sitting on major bugs while I work on it.

:shrug:

Most code should port over just fine, but I hadn't thought of the concept of it running differently... Shit. Good point.

The other reason (besides concerns over current bugs) is because a lot of the stuff left to do for the port is really really boring and tedious. So it's harder to get motivated to work on that, versus say fixing bugs or adding cool stuff.

The biggest hurdle though is going to be putting stuff back in the game that Fallout 2 didn't have -- we are losing the Days Left counter in Pipboy (water chip quest timer) and the Ask Me About button.

The button can be rebuilt as dialog trees which personally I would prefer, it just is going to take a lot of work. The sticky note on the other hand, I have no idea how to do, and Timeslip doesn't either, so we're sort of stuck on that.

So yeah it's a bit of a mess. Some things are relatively easy to get working in F2 engine, some things aren't hard but just require a lot of footwork, but other things at this point seem impossible which sucks.
 
Regarding Tandi bug (hope you managed to reproduce it - I have checked - it is not dual Tandi - it appears that Tandi after being rescued and reward for the quest granted follows me to Khans; I talked with her about leaving Shady Sands after I got her back to Shady S.)

New bugs:
1. At Khans the male prisoner if gets released from cell before finishing up Khans - attacks me - he has wrong team assignment I guess. After Khanz are dead he can be safely released from cell and does not attack. Besides - noone in Junktown asks for the guy ... does he have any purpose?

2. At Junktown if I try to purge Skullz at hotel Tycho attacks me despite he teamed with me against Skulz at the bar (Scum pit or likewise), where dialog with some bully leads to fight. Needles to say I recruited Tycho before barfight.
Here's the save just before hotel fight:
zcnet.22web.org/fo1/SLOT04a.zip
NOTE: even if you unteam Tycho at another part of Junktown, wipe the gang - he will attack as soon as he sees you.

3. The waitress and the boxer lovestory:
Minor bug - after killing Gizmo there are still dialog options for Boxer about his (dead) boss as if he was still alive.

So much so far.

Besides - I hate overpowered startpack. An option to beta-test without all the goodies would be appreciated.

EDIT: typos
 
re: items, if you examine your character there's a menu, the last option deletes all items from inventory.
 
One more irritating thing with the debug version (5.4) I'm using: ALT+TAB does not work (on WinXP), in order to leave game without exiting it I must press CTRL+ALT+DEL ... I do not recall this in 5.3

1. Another bug: Tycho has no "Change armor" dialogue option in "Discuss combat tactics".

2. Bug in Cathedral:
While walking inside cathedral (groundlevel) after discussion with Laura (I said password) I am getting randomly teleported outside the building. (I can provide save if needed).

3. Maybe bug in cathedral:
On killing nightkin (gatling laser one) behind the altar all Children get hostile, except the one that was in same room with Laura, he remains there. There's also the guy in leather armor pn left side of church (not far from Lasher's room), who does not join fight either. I don't recll killing of the nightkin turned all those guys ngry, but I might be wrong.

4. Suggestion
Maybe on killing the shopkeeper his inventory should be accessible on the table he used to stnd next to. This might regard all thaders anyway.

5. Question
Should UFO encounter take place in early stage of the game on road from Brotherhood to Hub?
 
Hi there,

Running 5.3 here. I'm not sure if this a bug or I've just messed the game somehow - that woman, Blades leader in Boneyard, has misteriously disappeared from the building. She was in the room and next time I arrive there - she simply isn't here.

Next, somehow Smitty doesn't offer to upgrade my power armor. I've finished Miles quest, even upgraded plasma rifle but I've returned with a set of power armor - and he doesn't even talk to me (no dialog opens up, just some message like "Hello, nice to see you").

If those are bugs - I could provide a save.

Thanks
 
pipboy-x11 said:
Next, somehow Smitty doesn't offer to upgrade my power armor. I've finished Miles quest, even upgraded plasma rifle but I've returned with a set of power armor - and he doesn't even talk to me (no dialog opens up, just some message like "Hello, nice to see you").

Thanks

Miles is the one who upgrades the armor, not Smitty.

Speaking of which, I've run into an annoying bug. After completing miles quest, I try to get Smitty to upgrade my rifle, and the game keeps crashing to desktop with a "The memory could not be read from" error. I've tried loading a previous save and i keep getting the exact same error in the exact same place. I'm running Alpha 5.3 on Windows 7 Ultimate 64bit.

Edit: Crash is no longer happening. I was using the Junk I found in the Radscorpion cave near the beginning in order to finish the quest. After picking up fro ma previous save, i went to the Deathclaw's map and got the Junk there, and used it to finish the quest again, and was now able to get the Turbo Plasma Rifle without the game crashing. Not sure if that's the cause.
 
Yet another crash, same error message, but now happens when I'm trying to set the Military Base's self-destruct sequence. Will add this to the bug reports page.
 
MosAnted said:
Yet another crash, same error message, but now happens when I'm trying to set the Military Base's self-destruct sequence. Will add this to the bug reports page.
That's very strange, save game would be useful for this and steps of exactly what was done
 
On GOG version, win XP sp3, your demo game sounds mod doesn't works completely for me, just in the options i hear the sound when i'm adjusting some parameters.
 
Nibiru said:
On GOG version, win XP sp3, your demo game sounds mod doesn't works completely for me, just in the options i hear the sound when i'm adjusting some parameters.
Hi! Nice to hear from you again.

Is this using alpha 5.3? It was broken in 5.2
 
hi

no, the 5.3, it only works when i touch the sound effects, only this.

also there is often "memory bugs" the game crash in the load of some location, especially to the followers of the apocalypse's library
 
I fixed a quest, i hope you like it

Hi Sduibek,

just completed FO1 with FIXT5.2a )

I saw that you didn't fix the grenades quest from Michael completely,
so i gave it a try and i think i did a good job.

i tried to upload my patch here, but it doesn't show up.
So i'll give you a link to my ad-hoc site.

I hope you can test it for yourself and include it in your patch pack)

http://ashteroid.dyndns.org/fo1_grenadesQuest_ash.rar

---
some feedback about FIXT:
red power armor background image is always installed.
If i approach Vance after speaking with the armsdealer about RadAway, the game crashes as soon the dialog window opens.
Had to remove Vance.int to continue playing (
--
Otherwise - awesome)
 
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