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

Thanks, I sent you an email.

Yeah, turning off F1Res prevented Fallout crashing on the world map. Playing around with the settings only from time to time. :\

Thank you, I'll try this .exe.
What has the chance of random encounters to do with the F1Res mod? And why does it cause crashes? Sorry that I ask, but I am interested in that.
 
Okay I've got about a dozen "Fixes Only" things that need to be addressed/finished, after that it's just linking up the rest of the installer options and making a updated changelog.
 
I hope posting in here is okay.

I am looking forward to this. Will it be possible to install FIXT alpha 6 over FIXT alpha 5.3 without any problems? Will savegames of these two FIXT version be compatible?
 
SpookyNooky said:
I hope posting in here is okay.
Yep!
SpookyNooky said:
Will it be possible to install FIXT alpha 6 over FIXT alpha 5.3 without any problems? Will savegames of these two FIXT version be compatible?
Possible but not advised and I'm not going to test. The reason is of massive changes between the versions, including dozens of global variables changes, local variable allocation for all scripts, and many scripts changed. You could play a character from alpha5.3, probably, but things might go really crazy and/or cause crashes.

For players that wish to continue using an old save, they'll get a one-time dialog prompt warning them of the potential issues.
 
I'm not sure entirely how they interact. I sent the random encounter chance modifier program to Mash, maybe he can implement it somehow in f1_res.

From my limited understanding of it, I think they are both reading or changing the same worldmap code at the same time, so it fails and crashes. That's why it's only sometimes though, because whatever code is involved is only called by both mods at the same time in specific cases.
 
Finished revised code for optional radiation-on-hit:

Code:
	if (fixed_param == 2) then begin
		if (target_obj == dude_obj) then begin
			if not(global_var(0)) then begin
				if global_var(21) or global_var(34) then begin
					variable Glowing := 0;
					if global_var(21) and ((obj_pid(self_obj) == (16777216 + 16)) or (obj_pid(self_obj) == (16777216 + 182)) or (obj_pid(self_obj) == (16777216 + 183)) or (obj_pid(self_obj) == (16777216 + 160)) or (obj_pid(self_obj) == (16777216 + 161))) then begin// 16, 182, 183 = Glowing One  //  160, 161 = Rad Rat
						Glowing := 1;
					end
					if global_var(34) and ((obj_pid(self_obj) == (16777216 + 43)) or (obj_pid(self_obj) == (16777216 + 45)) or (obj_pid(self_obj) == (16777216 + 167)) or (obj_pid(self_obj) == (16777216 + 168))) then begin//  43, 168 = Centaur  //  45, 167 = Floater
						Glowing := 1;
					end
					if ((random(0, 3) + combat_difficulty + Glowing) >= 3) then begin// CHANCE TO RUN = Easy: 25%, 50% if glowing - Normal: 50%, 75% if glowing - Brutal: 75%, 100% if glowing
						variable itemRightHand := 0;
						variable RightHand_PID := 0;
						itemRightHand := critter_inven_obj(self_obj, 1);
						RightHand_PID := obj_pid(itemRightHand);
						if ((RightHand_PID == 21) or (RightHand_PID == 234) or (RightHand_PID == -1)) then begin// Brass knuckles, Spiked knuckles, empty fists
							variable LuckRoll := 0;
							variable EnduranceRoll := 0;
							LuckRoll := do_check(dude_obj, 6, 0);
							EnduranceRoll := do_check(dude_obj, 2, 0);
							rndRads := 0;
							if not(is_success(LuckRoll)) and not(is_success(EnduranceRoll)) then begin
								rndRads := random((2 + combat_difficulty + Glowing), (3 + combat_difficulty + Glowing));// EASY: 2-3 / 3-4 if glowing, NORMAL: 3-4 / 4-5 if glowing, BRUTAL: 4-5 / 5-6 if glowing
							end
							else begin
								if (not(is_success(LuckRoll)) or not(is_success(EnduranceRoll))) then begin
									rndRads := random((1 + combat_difficulty + Glowing), (2 + combat_difficulty + Glowing));// EASY: 1-2 / 2-3 if glowing, NORMAL: 2-3 / 3-4 if glowing, BRUTAL: 3-4 / 4-5 if glowing
								end
								else begin
									if ((random(0, 2) + Glowing) > 1) then begin// Chance to run if both stat checks pass: 33%, 66% if glowing
										rndRads := random((0 + combat_difficulty + Glowing), (1 + combat_difficulty + Glowing));// EASY: 0-1 / 1-2 if glowing, NORMAL: 1-2 / 2-3 if glowing, BRUTAL: 2-3 / 3-4 if glowing
									end
								end
							end
							if (rndRads > 0) then begin
								call combat_rads_inc;
							end
						end
					end
				end
				Glowing := 0;
			end
		end
	end
 
Just two comments. First, I thought this scripts were a lot like C, but now that I read a bit about Pascal (and their common ancestors, whose names I already forgot), I realize it looks a lot like Pascal. The other comment, regarding code, with Pascal-style blocks I think tab indenting would make the code FAR easier to read.
Of course, except in the case you have an autoindenter that works with this, I wouldn't expect you to change it, it's just my opinion.
 
Good eye, it's mostly Pascal with some c preprocessor thrown in. Not sure how they came about that combination of languages :shrug:

And it actually is tab indented, but websites always ignore tabs or turn them into spaces. Pretty annoying if you ask me, to have a code tag and still ruin spacing :roll:

Notepad view of that code:
aahu78.jpg


Notepad++ view of that code:
34nh0s7.jpg


I've also been steadily increasing my save-time-with-links tool. It's becoming quite a screen hog :lol:

15x699c.jpg
 
Sduibek said:
You could play a character from alpha5.3, probably, but things might go really crazy and/or cause crashes.
Okay, then I'm going to play my current game to the end, then I start over a new one with the new FIXT.
Is it possible to install the new FIXT version just over the old one or do I have to reinstall Fallout just to be on the safe side?

And:
dozens of global variables changes, local variable allocation for all scripts, and many scripts changed
Will there be a changelog?
 
Yes, what Elitech says. I'm actually really not looking forward to making a new updated changelog. With such a large project, having a cumulative changelog is kind of a pain.

You can install on top of previous FIXT installation. Finishing the game on your current version is a good idea I think. I tend to not like starting characters over if I'm in the middle of a game.
 
Naoki said:
Hello,

Is Alpha 6 delayed? You removed the "at the end of August" from your signature.
hi! Welcome to the forums.

It might be delayed, yes. I don't have to go back to school for almost a month, but some unexpected things happened so now I don't have enough money for rent. So I have to spend time working to pay the bills that I was planning on spending working on the mod. I don't even know how I'm going to do it, so it's very stressful :( This all just happened yesterday.

People who say money doesn't buy happiness are lying.

Anyway on the plus side, I'm really close. I have roughly a dozen things left to finish implementing, then putting them in the installer which is easy, then make a changelog and then I'm done :)
 
Sorry, Hope things work out for you.

And thank you for the mod, It really spiced up my playthrough of the game.
 
Naoki said:
Sorry, Hope things work out for you.

And thank you for the mod, It really spiced up my playthrough of the game.
Thanks, on both counts.

The mod will definitely spice up your next playthrough, if you do another one :) Lots and lots of cool new stuff in the next version :)
 
Sduibek said:
The mod will definitely spice up your next playthrough, if you do another one :) Lots and lots of cool new stuff in the next version :)
Whoo, can't wait for it. Although I'm still in the first playthrough of the FIXT mod and found out a lot new things (best one for me so far is the multiple possible surgeries at BoS).

I found some bugs, though, in the current version.

1) Sometimes some objects (walls, trees, signs, even critters) get all white, when I get near them and these objects remain white. That's what it looks like:
[spoiler:9b107a0524]
va1weltwk7wf.jpg
[/spoiler:9b107a0524]

2) At the BoS base Michael gives me a quest about giving three EMP grenades to Sophia near Vree in floor 3. When I get there and talk to Sophia there is no possibility to talk to her regarding these grenades. When I then go back to Michael the dialogue option is reset, therefore I can ask to help him and I get these EMP grenades again -> infinite source of free EMP grenades.
 
Grenades is fixed in next version.

If you update f1res from Files section here, graphics issue goes away.

Thanks :)
 
Sduibek,

what about donations? I think they'd not solve much in terms of economical issues but it'd be a small tangible way of appreciation from those who enjoyed FIXT a lot.
 
Salk said:
Sduibek,

what about donations? I think they'd not solve much in terms of economical issues but it'd be a small tangible way of appreciation from those who enjoyed FIXT a lot.

The problem with donations is Bethesda. I'm sure Sduibek has been offered donations before, and I'm also pretty sure he rejected them because then Beth could argue that he's leveraging comercially their IP. I'd pay him if it weren't for this (he can always get mate and some free beers if he comes to visit to Argentina, of course).
 
Sduibek said:
People who say money doesn't buy happiness are lying.

I don't think they lie, they rather say a half-truth. It doesn't buy happiness, because some of the requisites for happiness can't be bought. But you need it to have some of the other requisites, like not having to worry about where will you live.
 
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