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

Krazny said:
I'm having trouble in combat when playing in window mode. I'm pretty sure it qualifies as a bug, so I posted it under the "new bugs" section on the wiki, but for what it's worth:

When playing in window mode, the companion and enemy combat turns sort of fast-forward, while the game hangs. This leaves me trying to figure out what I missed during the blackout after each round of combat :).
Try changing this and see if it helps:

Open f1_res.ini with any text editor, scroll down to find "NumPathNodes=20" and change it to "NumPathNodes=1"

Also, did you select Hardcore AI during install?

Does this happen during combat on all maps?

EDIT: It just happened to me as well, I think this might be an issue with f1_res. I'll test it more.

EDIT2: For me, this reproduces it 100% of the time:

Run Fallout in windowed mode.
Get into combat
Minimize all windows using WindowsKey+D
Reopen Fallout by clicking on it on the taskbar
Press space to end combat turn
[Here it will hang after a few enemies take their action]
 
Probably no one cares, but for the sake of completeness I now have a log of all changes FIXT made to Falloutw.exe, and the reasons why. This will be included in change log in next release.

Changes consist of:
- Code change from F1 Restoration Project to enable Brotherhood Of Steel invasion ending (thanks Mynah)
- Some verbiage changes for debug.log (i.e. doesn't affect players, only those reading debug logs)
- Debug Mode enable (thanks Cubik2k)
- Encounter chance offsets (by default these are vanilla values, but offsets are noted)
- As far as I know, all other exe changes are because of replacing the Tim Cain icon with a Vault Boy icon at all views (Thumbnail in XP or "Medium" and higher in Vista/W7)
 
I forget which thread it was in, but someone commented Ian's HP still being the same after level up. This is indeed the case, somehow I never noticed it before. So that will be fixed in the next release.
 
Good news! I've discovered that game_time_advance() takes arguments of negative values.

So that means the next release will have the option for unlimited play. No more of this "locking up after 13 years" garbage. 8-) :clap:
 
Bad news, not going to make the planned July 1st release date.

I would have, except I had to move out of the place I was living, and long story short I moved into a place temporarily with my girlfriend and it's horrible, and I have no internet service.

So I would have had it done but with how crazy things are here and having no internet to upload it with, I'm not going to get it out before school starts on July 1st.
 
Sduibek said:
Bad news, not going to make the planned July 1st release date.

I would have, except I had to move out of the place I was living, and long story short I moved into a place temporarily with my girlfriend that's horrible. I stupidly didn't question any of the details before moving in, so amongst other things the rent is too high and I have no internet service.

So I would have had it done but with how crazy things are here and having no internet to upload it with, I'm not going to get it out before school starts on July 1st.

Awww man, u need a richer GF xD

JK of course, take ur time. It comes when it comes, I personally have both FIXT & RP scheduled (in my head) for august ;)
 
Elitech said:
personally have both FIXT & RP scheduled (in my head) for august ;)
O rly? ;)

Sorry to hear about the delays, Sduibek. And good luck with the housing situation. Hmm, I was holding off with the RP until after your release, so maybe this will push things up for me. Or maybe not. 8-)
 
killap said:
Elitech said:
personally have both FIXT & RP scheduled (in my head) for august ;)
O rly? ;)

Indeed hairy one (bears are hairy xD). As u so nicely mentioned in ur own topic, there shall be another minor fix release after RP 2.2, so might as well wait for that. Nothing like a polished product... ;)
 
UPDATE: Most of my schoolwork this quarter will be done by August 7th (not looking forward to 10 weeks of material in five weeks, but whatever) so with any luck I can release the mod before end of August.
 
i'm going to do a playthrough of Fallout 1 and 2 with your mod and Killaps when there done. Its been a while!
 
Other stuff for next release: Utilizing some graphics uploaded by the community here, there'll be new optionals user can pick:

- "Red dog" for Dogmeat (i.e. Dogmeat would then have unique graphics)
- Grey floaters
- "Flesh ghoul" and grey ghoul
- Green radscorpion (personally I don't like it but hey, it's optional so who cares)

Also these options:
- make running in Power Armor as fast as in other armors (currently it's 18FPS versus others are 20FPS)
- increase speed of all running animations (for users that want to run faster but don't want to have to speed up the whole game with ddraw just to get that effect. I am one such player!)
- change speed of running animations based on heaviness of armor (neat idea, not sure if it'll be fun to play. So like jacket will be 22, leather 21, metal 20, combat 19, power 18. something like that)

drawnacrol said:
i'm going to do a playthrough of Fallout 1 and 2 with your mod and Killaps when there done. Its been a while!
Cool, sounds good!
 
Probably won't have time to work on this until at least August 7th. But don't worry, I still love you guys. (/^_^)/

With any luck I'll have a release by the end of August.

I would love to just roll it out with the stuff I've already done, but I don't have it in the installer yet :( So you'd get more content without the applicable customizability, which would be lame

I'll see if I can get a 5.4 release out sooner than August. The intended release will be 6.0.
 
This is the proposed radiation-on-hit code for the next version.

This functionality will be optional, and disabled if you select Bug Fixes Only during install.


GLOWING GHOULS, FLOATERS, CENTAURS:

Fail an Endurance check and a Luck check when hit by critter:
- Combat difficulty Wimpy: 4 to 7 rads
- Combat difficulty Normal: 5 to 9 rads
- Combat difficulty Rough: 6 to 11 rads

Fail an Endurance check or a Luck check when hit by critter:
- Combat difficulty Wimpy: 2 to 5 rads
- Combat difficulty Normal: 3 to 7 rads
- Combat difficulty Rough: 4 to 9 rads

If the above stat checks both pass, these apply when hit by critter:
- Combat difficulty Wimpy: 0 to 3 rads
- Combat difficulty Normal: 1 to 5 rads
- Combat difficulty Rough: 2 to 7 rads


NORMAL GHOULS:

Fail an Endurance check and a Luck check when hit by critter:
- Combat difficulty Wimpy: 2 to 4 rads
- Combat difficulty Normal: 3 to 6 rads
- Combat difficulty Rough: 4 to 8 rads

Fail an Endurance check or a Luck check when hit by critter:
- Combat difficulty Wimpy: 1 to 2 rads
- Combat difficulty Normal: 2 to 4 rads
- Combat difficulty Rough: 3 to 6 rads

If the above stat checks both pass, these have a 33% chance to apply when hit by critter:
- Combat difficulty Wimpy: 0 to 1 rads
- Combat difficulty Normal: 1 to 3 rads
- Combat difficulty Rough: 2 to 5 rads
 
1.) Duc The Wandering Merchant's description & dialog are full of errors.

2.) The text for the Skilled trait runs outside of the box.

- Ryan Paul Fialcowitz
 
RyanFialcowitz said:
1.) Duc The Wandering Merchant's description & dialog are full of errors.

2.) The text for the Skilled trait runs outside of the box.

- Ryan Paul Fialcowitz
These are known/documented bugs for the current version. Still, thanks for reporting them :)
 
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