Fallout 1 mod FO1 to FO2 conversion, for real

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Jordan said:
Sduibek said:
If you could elaborate here please. I tried getting the scripts into proper "Fallout 2 format" with both TeamX int2ssl and Noid's decompile/compile exes, both neither of those methods works. int2ssl does nothing useful in that case, Noid does the proper work but removes all comments (which is not okay). What did you use?

I used a preprocessor for your. 961 compiled script.

Here's a link to the archive.
http://narod.ru/disk/59679176001.1827905611ec8e948eecd7c8756ddd43/FalloutFIXTScriptSource.7z.html

The archive source scripts.
To compile the script click compile.bat
What is this site? It's asking to install a toolbar to download the file. That's ridiculous.

EDIT: Nevermind, after the fifth try it went through. Odd. Thank you :)


@Master92: Lookin' good! Some day it would be cool to get the Deathclaw cave, Vipers, Irwin's Farm etc on the world map as locations. One of the many cool things about using Fallout 2 engine :clap:

Darek said:
Also, I took the liberty to borrow your blank.mve to get around the dream movies, hope that's OK. Hopefully there will be a proper way to fix it though.
I believe this can be done through sfall. If not, a code edit to the exe also fixes it. But then I guess that would break the CRC check from Sfall. Do you see yet why I really hate CRC checks? :roll: sigh

---

It's awesome to see the work you guys are all doing on this :)
 
Don't do code edits to the exe, you can do pretty much everything with Sfall. Editing the exe itself should be the really, really, really, really last option.
 
Lexx said:
Don't do code edits to the exe, you can do pretty much everything with Sfall. Editing the exe itself should be the really, really, really, really last option.
This is good news. The vast majority of really cool shit you might want to do in Fallout 1, would require code/hex/asm/c++ edits/jumps/injections/patches.

Sfall solution much better :cool:


(old topic--) And, yes, with Jordan's scripts (thanks again, you're awesome for all your work here) comments are gone as were with mine. So looks like my after-the-fact suspicions are correct -- since comments are not actually compiled into the INT, it stores no record of them at all, meaning all commenting must be re-added for every script manually.

Welllll no one said engine conversion would be easy.

[cracks knuckles] MY WORK BEGINS, wish me luck. lol

Does this mean you all can work on doing the sfall stuff while I work on scripts? :mrgreen: Actually to be honest I'm really good for doing the tedious stuff, I've done lots of it, so I'll do the scripting and Encounter tables. Once I'm done with all those I'll see what ya'll haven't tackled yet, and begin work on those. I'm also going to drop Timeslip a line about helping us out.
 
Sduibek said:
[cracks knuckles] MY WORK BEGINS, wish me luck. lol

Do you realise if you drop this project half way through certain people will track you down and give you a massive wedgie. :mrgreen:

wedgie-229x300.gif
 
I've updated, modified and added to the Current Issues post (link also in my sig). It's now better organized and marks which things are being worked by what person.

The entire "need assistance" list (bolded) is not being worked on by anyone (that I'm aware of) so please grab them if it's something you can handle.

Or, if it's something like a text file edit, just point me in the right direction and I'll do it.
 
3) Player will be able to reach level 99. Fallout 1 only went to level 21 and should be kept that way.

Sfall allows you to define your own xp and level range. Just replace your stuff in the ddraw.ini with the stuff from my Fo2 mod:

Code:
;Uncomment and set to a comma delimited list of numbers to use a custom xp table.
;Players level is capped once the highest specified level is reached
XPTable=1000,3000,6000,10000,15000,21000,28000,36000,45000,55000,66000,78000,91000,105000,120000,136000,153000,171000,190000,210000

5) Vault 13 submap links don't work (if clicking on the world map, only option is cavern entrance) [No one currently working on this]

I don't have the mod files right now, but you only need to change all entrance point entries in /data/CITY.TXT from "off" to "on" - if the entry points aren't there yet, you need to add them. That means, adding the entrance points in this file and the text description to text/language/game/worldmap.msg file.
 
5) Vault 13 submap links don't work (if clicking on the world map, only option is cavern entrance) [No one currently working on this]
This is working for me. Remember, you have to have visited a place before it shows up there.

I'm mostly done with the elevators (only tested half). I can't find one of the Glow elevator frames (el_mil4) in sfall like I said earlier, and also there is some weird graphic glitch with one elevator also in the Glow. When I step into the elevator the level indicator has some weird static and then goes back to normal (only happens on the lowest level). Tried switching elevator frames but still had the same problem.

I've started with adding in F1 numbers in the AI text but its tedious as hell. I also thought of adding music to the maps text, but then realized the sfx needs to be added as well. and it's better to add them first. The problem is there is no list (that i could find), so do we have to go from map to map and try to listen what sfx are there? Not something I would like to do.
 
Darek said:
5) Vault 13 submap links don't work (if clicking on the world map, only option is cavern entrance) [No one currently working on this]
This is working for me. Remember, you have to have visited a place before it shows up there.

I'm mostly done with the elevators (only tested half). I can't find one of the Glow elevator frames (el_mil4) in sfall like I said earlier, and also there is some weird graphic glitch with one elevator also in the Glow. When I step into the elevator the level indicator has some weird static and then goes back to normal (only happens on the lowest level). Tried switching elevator frames but still had the same problem.

I've started with adding in F1 numbers in the AI text but its tedious as hell. I also thought of adding music to the maps text, but then realized the sfx needs to be added as well. and it's better to add them first. The problem is there is no list (that i could find), so do we have to go from map to map and try to listen what sfx are there? Not something I would like to do.
I can take care of the music and AI don't worry about those.
 
Player will be able to get 300% in skills. Fallout 1 went to 200% and going to 300% is absolutely unacceptable. It serves no useful or logical purpose in the game unless the entire Skill system is revamped, or every skill-check and skill-checking script is significantly changed.
This one is also trivial with sfall. Add 'set_skill_max(200)' into a script somewhere that will run once per game load. (I suggest a global script with no if(game_loaded) block)


Perks and traits are also modifiable with sfall, but anything particularly complicated will need scripting, so not quite as trivial.
 
2) Water chip quest (pipboy post-it note) and timers (warning movies about water running out) don't work. [No one currently working on this]
Caused about a videos - perhaps in Fallout 2 could be disable some Hakunin dreams and assign different time intervals for the rest.
3) Player will be able to reach level 99. Fallout 1 only went to level 21 and should be kept that way.
Haha, I have long made ​​it for Fallout of Nevada, and I can be set to any desired level. Engine.
4) Fallout 1 went to 200%
Done, but perks can actually raise skills above 200, although this will not be visible.
5) Many many Perks need to be modified, removed, added.
This is easy to do
6) A few Traits need to be modified as well.
Not as easy as it perks, but also possible. Practically any parameters.

All of which I personally did in engine, without using sfall. :wink:
 
Of course it is possible in other ways- but Sfall is the best solution, imo. Don't try to reinvent the wheel. All stuff required is there, so there is no need to make it more complicated than necessary. Plus, Sfall will be needed anyway, simply because of the HighRes patch.
 
Sfall is the best solution, imo.
Best solution — Fallout 2 source code, not outer DLL's. :P

There are actually a lot of global issues, but sfall not solve them - it adapts to the existing base.
Many bug fixes and more interesting things better to do directly, imo.

Global necessaries — global solutions, but sfall is the local solution now.

I have great respect for work TimeSlip and all those who help improve sfall, but I think, it isn't best solution for the problems Fallout 2 engine now.

sorry for small off-topic, I'm mad russian «reverse-engineering» fanatic. :|
 
Timeslip said:
Player will be able to get 300% in skills. Fallout 1 went to 200% and going to 300% is absolutely unacceptable. It serves no useful or logical purpose in the game unless the entire Skill system is revamped, or every skill-check and skill-checking script is significantly changed.
This one is also trivial with sfall. Add 'set_skill_max(200)' into a script somewhere that will run once per game load. (I suggest a global script with no if(game_loaded) block)


Perks and traits are also modifiable with sfall, but anything particularly complicated will need scripting, so not quite as trivial.
Awesome. Sfall may very well be the coolest thing ever.

Any thoughts on the pipboy issues?
 
Sduibek said:
Any thoughts on the pipboy issues?
The movies can just be played by script. The post it note is harder. It's possible that the standard fallout window script functions could do it to, but I've never touched them so no idea what they're capable of. There are two very hacky ways to do it with sfall; using the file functions to mask and update the pipboy frm, or to use the graphics functions to add an overlay on top. I really wouldn't recommend either method though...
 
Timeslip said:
Sduibek said:
Any thoughts on the pipboy issues?
The movies can just be played by script. The post it note is harder. It's possible that the standard fallout window script functions could do it to, but I've never touched them so no idea what they're capable of. There are two very hacky ways to do it with sfall; using the file functions to mask and update the pipboy frm, or to use the graphics functions to add an overlay on top. I really wouldn't recommend either method though...
What is wrong with doing the overlay method? That could work.

Other hacky ways could be some kind of pop-up message box, or when the player hits the ? key (to print in-game time) it also gives a readout of how many days, if chip isn't returned. Or an update each day or maybe once a week (just a display_msg from script)


Master92, do you feel like tackling this? You know you want to :mrgreen:
 
Sduibek said:
What is wrong with doing the overlay method? That could work.
sfall's graphics functions require you to be running in dx9 mode. Not a good idea if you want to be high-res patch friendly.

Sduibek said:
Other hacky ways could be some kind of pop-up message box, or when the player hits the ? key (to print in-game time) it also gives a readout of how many days, if chip isn't returned. Or an update each day or maybe once a week (just a display_msg from script)
Yup, either of them would work fine. They just wouldn't look as good. :p
 
Timeslip said:
Sduibek said:
What is wrong with doing the overlay method? That could work.
sfall's graphics function require you to be running in dx9 mode. Not a good idea if you want to be high-res patch friendly.

Sduibek said:
Other hacky ways could be some kind of pop-up message box, or when the player hits the ? key (to print in-game time) it also gives a readout of how many days, if chip isn't returned. Or an update each day or maybe once a week (just a display_msg from script)
Yup, either of them would work fine. They just wouldn't look as good. :p
Oh, good point. Personally I hate the Dx9 mode (no offense, just it always runs shitty for me. maybe drivers or something :shrug:)

And yeah. But, hey, as long as things works, I'll let someone else make them pretty ;)


Current Issues post updated. Only thing left that we don't have taken care of is moving the main menu to the right side of the screen (Timeslip can Sfall do this?) and the Pipboy post-it note. As far as I'm concerned, that's good enough.

In other words, this project is literally just a matter of time until it's done. Sweet 8-)

Unless someone wants to do it for me, (and please let me know if you're working on it so I can update the post) anything in that post I'll take care of.

Darek said:
5) Vault 13 submap links don't work (if clicking on the world map, only option is cavern entrance) [No one currently working on this]
This is working for me. Remember, you have to have visited a place before it shows up there.
Not exactly true, at start of Fallout 1 vanilla, all levels of Vault 13 are "explored" because player came from Vault.
 
Sduibek said:
Darek said:
5) Vault 13 submap links don't work (if clicking on the world map, only option is cavern entrance) [No one currently working on this]
This is working for me. Remember, you have to have visited a place before it shows up there.
Not exactly true, at start of Fallout 1 vanilla, all levels of Vault 13 are "explored" because player came from Vault.

This can be fixed by tweaking the options in city.txt in data/data.

Code:
entrance_0=On,340,300,Den Business 1,0,19052,3
entrance_1=Off,220,300,Den Business 1,1,19862,3
entrance_2=Off,280,330,Den Business 2,-1,-1,0

As you can see, each entrance is marked with an "On" or "Off" tag. Just edit all of them to "On" and all shortcuts will be "explored".
 
Sduibek, seeing as you are now working on the AI, maybe it would be easier if you just continue on what I already did. Only thing left is the END numbers for the floats (did some of them), and also run_away mode if that should be added. Link

I also updated/added some of the files to the conversion (patch/teamX and interface art, elevators). I'll package it and put up a link soon. Done, here you go.

Sduibek said:
Darek said:
5) Vault 13 submap links don't work (if clicking on the world map, only option is cavern entrance) [No one currently working on this]
This is working for me. Remember, you have to have visited a place before it shows up there.
Not exactly true, at start of Fallout 1 vanilla, all levels of Vault 13 are "explored" because player came from Vault.
You sure about this, cause I don't see it in my vanilla?
 
Sduibek said:
SorgFall said:
I was referring to the conversion.

I think you'd just be putting yourself into a lot more work...despite the obvious advantage of attracting more modders for F1.
Fair enough, but I think the advantages are worth it.

Once it's working, modding for Fallout 1 will not only be much easier (Fallout 2 uses text files and whatnot for it) but also we will be able to do things never possible with Fallout 1, because very few persons (myself included) wish to mess around with Scary Hex Editing And Other Crazy Shit Like That (tm).

Assuming awesome folks like Darek can figure out the data file situation, and we can get some help from Timeslip, this is as good as done. All the other stuff just involves putting a bunch of crap in text files, .h files, script conversion, map editing and sfall edits. Lots of work yes, but I think the results will be worth it.

Aren't there some hardcoded bugs with F2 (beyond the reaches of even Killap himself), that do not exist in F1 (I haven't played F1 and F2 for quite a long time, since I was last active in the forum to tell the truth, so I'm reaching out over here)?

Also, I've found the tell me about button in F2 just plainly missing. I know that it did not compose a crucial part of the game in F1, but it was still a very nice touch into adding a dose of realism to the game. It's as if obvious that the button was cut just before the release of the game; the files are still there from what I hear for F2 (there're even recorded speeches, such as for Hakunin in Arroyo), but it seems that killap didn't introduce the button.
Not to mention the bunch of unused dialogues, or simple freedom to write explanations while remaining spiritual to the canon (where they're logical) remains with that button...
 
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