Fallout 1 mod FO1 to FO2 conversion, for real

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Fixt is a different thing. Here the links seems to be dead sadly. I'm goint to look through my backups to see if I have them saved somewhere.
 
Dude101 said:
Sduibek said:
Hoooooooooooooooooooly shit how did I not know about this already?!

For anyone who cares, one of the original threads translated to English is here:

http://translate.google.com/transla...orum.kochegarov.com/index.php?showtopic=19896

Are you thinking about going for the "take all button" FO1 fix?
No idea, I don't have time to mess around with it right now because of school (Summer quarter always sucks) but as soon as I have time I'm excited to see what if anything I can do with this :)
 
Apologies for sounding like a newbie instead of a modder, but I assume everything I've done up til this point could be transferred yes? Pretty much everything I've changed in Fallout 1 is just scripts and text files, mostly.

And we now have a full function process (thanks to efforts of many) for doing the maps in Mapper so that shouldn't be an issue either.

If I'm confident I can fix the existing issues, my mod will continue only using Jordan's work. Because come on, everyone wants Fo1 in the superior engine. I don't know how big of an "if" that is, however.

Who on this site is active and has the skills and time to collaborate, should I need help? Such help would likely be things like ASM or C++, engine stuff.
 
Sduibek said:
If I'm confident I can fix the existing issues, my mod will continue only using Jordan's work. Because come on, everyone wants Fo1 in the superior engine. I don't know how big of an "if" that is, however.
As speaking of "superior engine" for Fo1 - I'm not sure if Fo2 is really any better actually? I mean, I played both these games 10 years ago or so but can't recall seeing a big difference in them.

Anyway, Sduibek how about porting Fo1 to FoT using Open Fallout Mod? Here's a link:
http://www.nma-fallout.com/forum/viewtopic.php?t=58227

I've never passed through 2nd mission in FoT but it has so much better graphics. What would you say?
 
voodzia said:
Sduibek said:
If I'm confident I can fix the existing issues, my mod will continue only using Jordan's work. Because come on, everyone wants Fo1 in the superior engine. I don't know how big of an "if" that is, however.
As speaking of "superior engine" for Fo1 - I'm not sure if Fo2 is really any better actually? I mean, I played both these games 10 years ago or so but can't recall seeing a big difference in them.

Anyway, Sduibek how about porting Fo1 to FoT using Open Fallout Mod? Here's a link:
http://www.nma-fallout.com/forum/viewtopic.php?t=58227

I've never passed through 2nd mission in FoT but it has so much better graphics. What would you say?
While I imagine there's plenty of people that would enjoy it, no I won't be working on that engine. It looks and feels a lot different than Fallout.

Fallout 2's engine pretty much just added a bunch of great convenience features, both for players and developers, whereas Tactics feels like, looks like, (and is) a different game.



Differences in FO2 engine that are better:
Per said:
Things that will bug you severely if you've played Fallout 2

There's no "take all" button (argh).
You can't move more than $999 at a time.
You can't use Page Up and Page Down in your inventory (aaargh).
New items go to the bottom of your inventory instead of the top (don't they have playtesters to catch this sort of thing?).
You can't barter freely with party members.
You can't tell party members to move out of the way (or anyone else). [Push command ~~Sduibek]
There's nothing in the way of combat settings for party members. [This still applies because TeamX's mod is a clever hack, not a replacement for a real AI combat system ~~Sduibek]
Your destination on the world map is reset every time you have an encounter.
"Rest until morning" only goes to 6.00 even though a lot of people in the game consider 7.00 or 8.00 to be the start of business hours, which is usually what you're waiting for.
You "take damage" when earning a level (because your current HP level doesn't go up).
You need a perk to get green outlines around your NPCs in combat (oh yeah, that's worth a perk. How about you need a second level of the perk to get yellow outlines for critters outside your line of sight?).
Money isn't displayed in dialogue.
Carry Weight isn't displayed in inventory.
If you try to use something during combat, like opening a door or searching a corpse, your character will walk slowly up to it even if you have "always run" on.
There are very few reputations, no special perks, very few ways of improving your character except for perks.
You can't choose whether to avoid random encounters or not.
As previously expounded, random skill checks and static skill starting values tend to reduce the difference between character types.
Excessive looting is pointless since there's little to invest in (excessive looting should always be rewarded).
You'll finish the game well before reaching the highest character levels unless you devote time exclusively to xp hunting.
Applying to me me personally, as a modder Fallout 2 is MUCH easier to mod. I can do things in Fallout 2 engine from simple editing a text file, that in Fallout 1 would literally only be possible from editing the exe itself. Which I cannot do at this time because I'm not a good enough programmer.

For example I could add Perks like Dermal Plating or Wasteland Herpes in literally minutes. For Fallout 1, that would requiring editing the table in the exe that holds the entries, and potentially other crazy shit in the exe that I hope to never have to mess with.
 
Are you going to release another fixed for FO1 then officially move over to this, or are you still playing with the idea?
 
Dude101 said:
Are you going to release another fixed for FO1 then officially move over to this, or are you still playing with the idea?
Not sure yet. What do you think? Most of the long-timers probably know better than I do what's a good plan of action or whatever.

I'll definitely be releasing Alpha 5 within a month as planned, without any of the Fallout 2 business. The good is news is that even if I switch over from then on, I'm pretty sure with a little footwork it won't be hard to "convert" my scripts, and since almost all of my changes have been scripting and dialog...

My real concern is the community. I personally think being in the FO2 engine is friggin awesome, and I know many that feel the same way, but I wonder if some people are going to say it doesn't feel the same or whatever. Obviously the painfully non-Fallout1 things like the visual interface need to be fixed, that's not arguable. But the Combat Settings option and all that. You never can know for sure how picky people are about their game not being touched. So I don't want to ruin it for people.

On the other hand, I really don't want to be doing a Fo1.exe and Fo2.exe version of the mod, that would be just a lot more work. If I switch, it's a total switch and a switch for good. It will either be Fallout 1 Classic or Fallout 1 Fallout 2 (heh), but not both. I am heavily leaning towards the latter of the two.
 
My opinion is kind of invalid. I always thought FO1 modding was impossible. You're the only game in town and if you are more comfortable modding FO1 I reckon you should stick with it.

Saying all that though... other modders could build on your work if you switched to FO2, whereas I can't see anyone adding to your FO1 work. I think it would be very popular (relative to the tiny community), and again referencing my biased opinion I think it would be better because of the ease of modding plus the latest SFall.
 
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