Jackalgunner
First time out of the vault
Go with what you feel is best, Sduibek! I'm with you either way. Whatever you choose.
Yeah I think you make a very good point. All the new features of FO2 engine were enough to have me smiling in about ten minutes of playtesting, and all the extra stuff that Timeslip's done would be that much awesomer. Plus, things like the AP Ammo issue could be fixed, global scripts are way easier (via sfall I believe, would be the best method).Dude101 said: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.
Are you referring to FIXT, FO2-engine-conversion, or both?SorgFall said:Don't switch. I've noticed there are issues with this mod...
Yeah. I don't like the F2 interface at all for Fallout 1. Do you think I can just copy over the files?.Pixote. said:Make sure you use the correct artwork - the main interface will need to be the bronze version, etc. Playing F1 with the F2 engine would make a lot of people very happy.
Erg. Yeah you're probably right. I'll figure something out.Dude101 said:Since FO1 is being sold as a separate game these days, you are going to have to make owning FO1 a requirement to release this mod.
I'm not sure how you can go about doing that though. Maybe you can set up the installer to check the MD5 hash whatever value of the FO1 Master.dat (renamed to something else), or make a batch file that extracts a critical file. I dunno. But I guarantee you a C&D if you don't do something though.
Jordan's mod was released before digital downloads when all the FOs were sold together, so he got away with it.
That could likely be done.Oppen said:Maybe the conversion can be scripted in the installation, so it checks for master.dat and critter.dat from Fallout 1 and extracts the files at the same time?
Ohhh that's right I forgot about that. Because tools usually specifically support either 1 or 2, but not both. How do I create a new dat file in Fallout 2 "format" though?Lexx said:Would that even work? While the names are the same, the file (type) is a tad different?
My suggestion on a first thought: Extract Fo1 master.dat and critter.dat and pack all files into a Fo2 master.dat and critter.dat version. Then compare the original Fo1 file with the new Fo2-type file. Then create a batch file, which reads the original Fo1 files, edits them with the differences (from the comparison of your new Fo2-ified file) and saves them as new Fo2-type *.dat files.
3) Most UI and GUI elements need to be replaced with Fallout 1 versions. Not sure if just copying them over will work.
9) Elevators don't work (for example, Vault 13 entrance) (can't we code this in a text file somewhere?)
10) Vault 13 submap links don't work (if clicking on the world map, only option is cavern entrance (can't we code this in a text file somewhere?)