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

Discussion in 'Fallout General Modding' started by Sduibek, Dec 15, 2010.

  1. Sduibek

    Sduibek Creator of Fallout Fixt Moderator Modder

    Oct 27, 2010
    Work begins today on researching what it will take to implement Bug Fixes Only. I'll let you guys know once I have some good info on it.
     
  2. Oppen

    Oppen FIXT n°1 fan

    Dec 26, 2011
    Does that tool require .NET, or is it written against Win32?
     
  3. Sduibek

    Sduibek Creator of Fallout Fixt Moderator Modder

    Oct 27, 2010
    .NET 3.5, although I could pretty easily make the same thing in C++.
     
  4. Elitech

    Elitech Still Mildly Glowing

    282
    Apr 22, 2008
    Answer/feedback to sdb spoiler, so read at ur own peril...

    [spoiler:412d47f139] I dont think Mutants should be able to use guns... Just imagine trying to put a finger thats at least twice (prolly more) the width of a normal human finger to pull the trigger... u could use ur finger nails I guess, but still...

    Big guns only FTW, in my opinion. In no Fo game do Muties use small guns as far as i know, player should b no exception.[/spoiler:412d47f139]
     
  5. Sduibek

    Sduibek Creator of Fallout Fixt Moderator Modder

    Oct 27, 2010
    Elitech fair enough, thanks. I think I'll do it that way for now.

    @all: Tonight (and probably tomorrow too) I'm compiling a list of all the scripts that need to be included in Bug Fixes Only. It's actually not too bad, mostly all I have to do is read through my Changes Log :D
     
  6. Sduibek

    Sduibek Creator of Fallout Fixt Moderator Modder

    Oct 27, 2010
    There's a few things I'm not sure whether or not they would be considered "Bug-Fixes Only". I've finished tabulating the list of things that need to be removed/rolled back for the Fixes Only install option. These were the only ones that weren't an obvious decision one way or the other.

    Please forgive me if not knowing if these count is a stupid question. I never claimed to be a genius :P


    - FULL RANGE OF ENCOUNTERS ON ALL TERRAIN TYPES -- Fallout vanilla only had two areas on Mountain squares - North and South. Desert by comparison has about 13 areas. (One for each town, basically, and a couple others). FIXT changes this so that Mountain and City squares have encounters based on location as Desert does, instead of just a handful of rat and radscorpion encounters. It's not new encounters, just the same stuff copied over to occur on the non-Desert terrain types.











    - USABLE FLARES -- In FIXT, you can run around with a Lit Flare in your hand and it lights up the area around you. (Same as if you dropped it on the ground)






    - BOB OF BOB'S BITS CAN BE TURNED IN TO THE POLICE





    - MILITARY BASE RED FIELDS CAN BE PERMANENTLY DESTROYED -- In vanilla, explosives did nothing to them.

     
  7. Oppen

    Oppen FIXT n°1 fan

    Dec 26, 2011
    [spoiler:677e3d378b]But they can use energy weapons, which are pretty much the same...[/spoiler:677e3d378b]
     
  8. Oppen

    Oppen FIXT n°1 fan

    Dec 26, 2011
    I'd say the encounters are a feature, all of the rest are bugfixes, IMO.
     
  9. Elitech

    Elitech Still Mildly Glowing

    282
    Apr 22, 2008
    [spoiler:e41e361e1b]
    Call that "evening the field out"...at least a little. Great armor and any weapon VS muties with close range weapons (well, except rocket launcher) & no armor. Not really fair xD

    Also, as far as I remember, energy weapons have a slightly higher str req...? U can say they're bulkier and a bit bigger, hence making em usable for muties.[/spoiler:e41e361e1b]
     
  10. Panzerkampfwagen

    Panzerkampfwagen First time out of the vault

    65
    Feb 15, 2010
    If you don't know what to do with it, you can add new optional category to choose during installation, More-Than-Bugfixes-Less-Than-Mods. :D
     
  11. JimTheDinosaur

    JimTheDinosaur Vault Dweller
    Modder

    736
    Mar 17, 2013
    No idea why we're spoilering, but fine:

    [spoiler:c353cfb8c9]Did anyone ever end up making laser/plasma projectiles compatible with small arms? If so, the laser rifle might be better suited as a small rifle.

    As to the question: Mutants shouldn't be able to use small guns in my opinion; I also don't think they should be able to use fist enhancements (power fists, etc.) - how the hell does a super mutant fit on a power fist? Considered changing this for my own mod, but didn't care that much about it in the end.[/spoiler:c353cfb8c9]
     
  12. K4tz

    K4tz First time out of the vault

    2
    Jun 12, 2013
    I love this "patch", but I have a problem.
    When I use WINDOWED=1, and SCALE_X2=1 at the same time, my world map controls bug out. Is this a known issue, and if it is, does it have a fix?
    I'd really like to play the game with upscaled graphics, just like if I had a lower DPI-monitor like back in the good old days, and at the same time, in windowed mode with a custom resolution (I like the game a bit wider).
    Thanks.
     
  13. Sduibek

    Sduibek Creator of Fallout Fixt Moderator Modder

    Oct 27, 2010
    Hi!

    Try this version: http://www.nma-fallout.com/forum/dload.php?action=file&file_id=1426
     
  14. Sduibek

    Sduibek Creator of Fallout Fixt Moderator Modder

    Oct 27, 2010
    Big things have small beginnings.
     
  15. killap

    killap Bear Dude Moderator Modder

    May 16, 2005
    It can be a slippery slope when considering what is a fix and not, especially after you've taken the time to implement it.

    The role of thumb I followed is, well, was it a bug? And by bug I mean logic error in the code, be it wrong variable, pointing to wrong dialogue node, invalid skill check, etc. Basically something that doesn't require you to add tons of lines of code but rather you look at it and go, oh yeah that's clearly not right, this is broken.

    The encounters to me definitely sounds like an addition, unless they made a silly mistake to prevent the encounters from happening.

    Flares sound like an addition as well. I mean, you physically had to add new code to make this happen. It's a sweet addition, I might add, but there's no bug here.

    I'm not sure about the Bob situation, but sounds like a plausible bug fix. I'm just not sure how you went about unlocking it.

    Destroying the force fields could be considered fixing a bug, buuut was anything really broken here? Illogical yes, but broken? Eh.

    Like I said, it can be tough to decide and if you want the purists to be happy, always stick with minimal changes to your fix pack and save the goodies for the addon.

    Just my two cents. ;)
     
  16. Sduibek

    Sduibek Creator of Fallout Fixt Moderator Modder

    Oct 27, 2010
    Cool, thanks. Between you guys and RPGCodex I'm getting great feedback on this Fixes Only process :cool: :salute:
     
  17. Oppen

    Oppen FIXT n°1 fan

    Dec 26, 2011
    [spoiler:1452f85c14]I don't remember having an extra strength requirement, but I didn't really pay attention. I agree about evening it out, but still, if their fingers are too big for small weapons [which triggers were designed for humans], their fingers are too big for energy weapons [which triggers were designed for humans]. One might say that, since the mutant we'll be playing is a dumb one, he/she just likes things that go 'REAL BOOM' or 'FUNNY LIGHTS' as an in-game explanation of that inability. Your PC just doesn't like them anymore; maybe it even doesn't consider it that destructive, with its enhanced resistance and such, and forgets minor creatures are actually pretty sensitive to gunshots. For the other mutants, we don't need explanations, they just use the most powerful weapons they know how to use.[/spoiler:1452f85c14]

    I think we don't want to spoil the surprise. Someone might have chose to not open Sduibek's spoiler to avoid the announcement and just enjoy it when it's out, with the plus of a nice surprise.

    I don't understand the first point. What I meant was that ergonomically they're quite the same as small weapons, so a big finger making it unusable for a mutant should do the same for energy weapons.

    I agree about the power fists, I never thought about it.
     
  18. Elitech

    Elitech Still Mildly Glowing

    282
    Apr 22, 2008
    [spoiler:06778fb373]Since I cant get my hands on any of the energy and/or plasma weapons from the game irl, we can take it as a plausibility that those "strong" weapons were designed for wide enough use and with no "classical" trigger as we know it so that soldiers wearing power armor just like those wearing nothing could use it. Even today, weapons are being designed to shoot when u press a button, not when u pull a trigger... Dont wanna go too deeply into discussion, its a plausible explanation, nothing more.[/spoiler:06778fb373]

    Love the SHINY LIGHTS explanation xD
     
  19. K4tz

    K4tz First time out of the vault

    2
    Jun 12, 2013
    Thanks for your fast answer! :)
    Unfortunately, a clean install of this mod did not fix my issue. I patched the game, started a new character and went out to the world map, and the problem persists. The mouse acts as if the game was actually much smaller, and I can not click straight on top of the graphics. I need to sort of.. "guess-click" my way through the map.
    I guess I just have to play the game in full-screen, or at least when I am travelling the map. *chuckles*
    Thanks for your quick support.

    Edit: I just now realised that it is actually not you who made this part of the patch. LOL! I'll go ask the guy who made it, see if he knows. Thanks again. ^^

    Edit 2: I see that my bug has actually already been reported. Good job!
     
  20. Sduibek

    Sduibek Creator of Fallout Fixt Moderator Modder

    Oct 27, 2010
    I would also try changing settings in ddraw.ini, just to see if that is related. Play with the BackgroundMouse setting and see if anything changes.

    Also try disabling ddraw (just move files named ddraw out of the Fallout directory) and see if problem persists, so that we know it's just the hi-res mod causing it.

    EDIT: K4tz please provide as much info as you can. Version of Fallout you're using, version of f1_res you're using, version of FIXT, what resolution you're playing at, etc. Actually if you could get a screenshot of what f1_res_Config.exe is displaying or upload a copy of your ddraw.ini and f1_res.ini that would be excellent.