Treupp said:
I'd like to ask for a bit of help here.
I installed F1 (the GOG version) and FIXT on top of that. Initially, I got a message about a dll file gone missing, did some research and installed DX9.0c. Now, when I try to launch FIXT, I get a *CHI-CHIRP* in the background, then a *DING* whenever I press space or enter, and an application error window. Pointers would be more than welcome.
Hint, hint: I run on WIN7PRO x86
Have you tried other modes? f1_res can run in DirectX or DirectDraw modes, you should try both. Also try a different resolution and different color bits (16 and 32). Also try disabling f1_res to see if that's the issue.
If you have to disable it to fix the issue, you can grab the older release of f1_res here:
http://www.nma-fallout.com/forum/viewtopic.php?p=999955#999955
Oppen said:
Sduibek said:
3. I'll look into it; for realism's sake, killing Nightkin should make Children hostile IMO as they're all part of the same crazy organization, but it should of course be uniform across the board -- only ones not joining in fight would be spies and the like. [Probably just wrong Team# in their scripts, added to bug wiki]
Well, for realism's sake, a spy would try not to blow its cover by avoiding fighting you if you offend the crew it's infiltrated into, except it's really loyal to you.
Hmmm, fair enough.
Oppen said:
Could it be affected by things like taking a quest from their real faction?
Maybe, probably not though. Either way I'll check it out.
Khalashnikovf said:
Hey Sduibek, you are doing really good job. You made me to register here, but not only to say thanks, but because of I want to ask you:
Welcome to the forums! And thanks
Nice username btw.
Khalashnikovf said:
01) How deep is your changelog?
Im asking because of doing translation into Czech language, well, modifying existing one so it can fit into your changes.
I just did 5.3 translation and I need to know that if you release newer version, will be all text changes written somewhere?
Would be really helpful in future times
Could you define deep? Do you mean detailed, like how specific do I get, and are there things changed that don't show up in the changelog?
Anyway the farther back you go in versions, the likelier it is that something was missed in the changelog(s). This is because at the beginning I was working on so many things, but also because I'm (trying to be) better over time at writing logs that don't suck
The other thing is I made so many text changes in the beginning, in the logs now it just says things like "lots of text fixes". I've made literally thousands of changes to the text and dialog files -- most of them being fixes to grammar, spelling, and punctuation.
I actually have a thread here about translating FIXT, but I abandoned it for the moment for a few reasons. I do plan, though, on eventually having it translated to all the major languages.
Would it work for you if I just saved a log of the differences between all the text files? Or I could just send you a thing that has the new versions of the changed files. This would be something I'd send to you as it would be much too detailed to go into the Changelog.
Khalashnikovf said:
02) Have you any idea when TeamX made Invasion procedures, why they did set order of fallen cities in that order?
I just cant see logic in it that Boneyard falls first.
As far as I know, TeamX did not change the numbers from the original game, nor the order.
I agree though, it's a very debatable issue as to where to start the invasions. My assumption in the past when I'd given it thought was (spoiler)
[spoiler:81255fdb6c]since The Master is under the Cathedral near Adytum, if he's spreading out from his vault, the first people killed would be all the non-believers in LA Boneyard and Adytum. [/spoiler:81255fdb6c]
Personally though I think it would make equal sense if the invasion started at Brotherhood (coming from Military Base).
I'll add to the bug wiki as Suggestion, thanks. Perhaps user can choose the order of invasions, or select from a few different order configurations.[added to bug wiki]
Khalashnikovf said:
03) Any news how is things going with next release? Im asking because of if has any meaning to debug my translation or it would be better to wait for next release.
You should be okay to just keep working on the current. I just checked and so far, only 12 dialog files have changed since v5.3.
Khalashnikovf said:
Have you finally decided to skip 5.4 and make 6.0 instead?
Yes, next release will be 6.0. This is because next release will include a loader/frontend, at least a dozen components made optional-&-customizable, highly increased functionality of NPC Armor Mod, and of course bug fixes.
Khalashnikovf said:
EDIT: Oh, one last thing... is it possible to have some text actually not in the TEXT folder? Cause I cant find some texts talking about caps...
Which text are you trying to find? I'll tell you where to find it.