Fallout 1 mod FO1 to FO2 conversion, for real

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Sduibek said:
Personally I hate the Dx9 mode (no offense, just it always runs shitty for me. maybe drivers or something :shrug:)
None taken. There's a reason I said relying on it would be a bad idea. :p (Which is a shame, because in dx9 mode you can use avi movies and other fancy things, on top of a few extra script functions. :/)

Are you trying to use it together with the high res patch though? That's normally what kills the performance. Using the gpublt option can help.

Sduibek said:
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?)
Not at the moment, but give me half an hour and it will be able to. :p Will have to wait till I'm back from work though.
 
Timeslip said:
Not at the moment, but give me half an hour and it will be able to. :p Will have to wait till I'm back from work though.
Is it possible to restore/add back the dotted trail effect like in FO1?
Honestly that's the first thing I miss when I played FO2 in the first time. :P
 
Timeslip said:
Sduibek said:
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?)
Not at the moment, but give me half an hour and it will be able to. :p Will have to wait till I'm back from work though.
Nice. Thanks! :D

NovaRain said:
Timeslip said:
Not at the moment, but give me half an hour and it will be able to. :p Will have to wait till I'm back from work though.
Is it possible to restore/add back the dotted trail effect like in FO1?
Honestly that's the first thing I miss when I played FO2 in the first time. :P
Oh that's right. Forgot about that one somehow, it's added to the list now.
 
SorgFall said:
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...

Plus, I've liked overall the screens in F1 a lot more than in F2. I suppose that a conversion would have to do with the more tribal lookout, instead of the original?
But that's just being my usual nit-picking now... :P
 
When you say "screens" do you mean the visual user interface? Because that all will look the same. I've copied over all the ones from Fallout 1, and the handful that can't just be copied over, we will simply make them ourselves.
 
Sduibek said:
Nice. Thanks! :D
ok, uploaded sfall 2.19. It actually took 40 mins... I overran a little. :/

You need to add MainMenuOffsetX=xxx and MainMenuOffsetY=yyy to ddraw.ini to move the text and buttons around.

NovaRain said:
Is it possible to restore/add back the dotted trail effect like in FO1?
Honestly that's the first thing I miss when I played FO2 in the first time. :P
That's harder. :/ If the code is still there inactive somewhere then it would be easy, if only I knew where to look. If it's not, it'll be pretty complicated...
 
Timeslip said:
Sduibek said:
Nice. Thanks! :D
ok, uploaded sfall 2.19. It actually took 40 mins... I overran a little. :/

You need to add MainMenuOffsetX=xxx and MainMenuOffsetY=yyy to ddraw.ini to move the text and buttons around.
:notworthy:


EDIT: Current Issues post updated.

EDIT2: What are your thoughts on this? Would it be hard to support the start-year of Fallout 1 in this feature? Also is there a mostly accepted "best" way to apply this setting? I assume -3?

;Time limit in years. Must be between -3 and 13
;Set to 0 if you want to die the instant you leave arroyo
;Set to -1 to remove the time limit, and automatically reset the date back to 2241 each time you would have reached it
;Set to -2 to remove the time limit without resetting the date. The game will lock up on 8th of March 2255
;Set to -3 to remove the time limit, automatically reset the date, but override fallouts GetDate function to return the correct year
TimeLimit=13
 
Sduibek said:
EDIT2: What are your thoughts on this? Would it be hard to support the start-year of Fallout 1 in this feature? Also is there a mostly accepted "best" way to apply this setting? I assume -3?

That's for the time limit. You probably don't want to mess with that. As lexx said, the ddraw.ini lines you need for changing the start date are

StartYear=2161
StartMonth=12
StartDay=5

the dates mentioned in the time limit setting will automagically fix themselves to match. From a better safe than sorry perspective, I would advise against removing the 13 year time limit by default. It might interact badly with any scripts that pay attention to the current time. But if you do want to do it, -3 is the 'best' setting.
 
Timeslip said:
the dates mentioned in the time limit setting will automagically fix themselves to match.
Ah! Fantastic.

EDIT: Automagically, haha. I love that one. :mrgreen:

Timeslip said:
From a better safe than sorry perspective, I would advise against removing the 13 year time limit by default. It might interact badly with any scripts that pay attention to the current time. But if you do want to do it, -3 is the 'best' setting.
Fair enough and thanks for the suggestion. Maybe I'll put it as optional checkbox in the installer, with note in the installer and readme/FAQ that it can cause issues if they enable it (disable the limit).
 
Does anyone know if Fallout 2 has certain Global Variables "reserved" as hard-coded?

I ask because the global var (Vault13.gam) file from Jordan is kind of crazy. There's thousands of entries, most of which say "RESERVED", and the numbers differ from Fallout 1 (which only uses 1 through about 630)

I guess what I'm asking is, if I just use 1 through 630-something like F1, would that cause issues? I don't think it should, but.... :shrug:
 
Nope, they are only what they are called: reserved variables. I'll guess they did this for later patches, bugfixes, possible addons, etc. because as soon as you are adding a new global var, your savegame isn't compatible anymore (if I remember correct). So these reserved variables would be the way out for such situations.
 
Timeslip said:
Sduibek said:
Nice. Thanks! :D
ok, uploaded sfall 2.19. It actually took 40 mins... I overran a little. :/

You need to add MainMenuOffsetX=xxx and MainMenuOffsetY=yyy to ddraw.ini to move the text and buttons around.

NovaRain said:
Is it possible to restore/add back the dotted trail effect like in FO1?
Honestly that's the first thing I miss when I played FO2 in the first time. :P
That's harder. :/ If the code is still there inactive somewhere then it would be easy, if only I knew where to look. If it's not, it'll be pretty complicated...

Good Job

MainMenuCreditsOffsetX=-5
MainMenuCreditsOffsetY=0
MainMenuOffsetX=395
MainMenuOffsetY=27

https://dl.dropbox.com/u/69453016/scr00002.JPG

But I like it

https://dl.dropbox.com/u/69453016/scr00003.JPG
 
Here is a quick question, do you plan to make it possible to continue playing after the end using the function that does this in fallout 2 or at least plan to make this optional in your release? Also assuming you do this will it be simple to put a trigger which then freezes the invasions at which ever stage they had reached when you completed the game.

i.e. have the followers and Necropolis destroyed but so Junktown and the Hub stay uninvaded indefinitly since the master and VAT's have been eleminated?
 
Sduibek said:
When you say "screens" do you mean the visual user interface? Because that all will look the same. I've copied over all the ones from Fallout 1, and the handful that can't just be copied over, we will simply make them ourselves.

Oh...I had no idea, sorry! :shock:

Wow...I mean I could never even begin to think that a total conversion was even theoretically possible (save if you've got an army of professional programmers behind your back).

Congrats :clap: on your efforts so far and best wishes whatever whenever you decide; you've made a very bold move. [/i]
 
Nineeva said:
Here is a quick question, do you plan to make it possible to continue playing after the end using the function that does this in fallout 2 or at least plan to make this optional in your release? Also assuming you do this will it be simple to put a trigger which then freezes the invasions at which ever stage they had reached when you completed the game.

i.e. have the followers and Necropolis destroyed but so Junktown and the Hub stay uninvaded indefinitly since the master and VAT's have been eleminated?
Playing after the game ends should be easier I think, since Fallout 2 did this whereas Corpse had to make a script-&-dialog hack for it.

On your other thing, that's a good idea, I'll add it to the list.
 
1) Anyone modders who are familiar with it-- can the endgame prompt be customized? I assume it's just triggered by certain meta flags or global variables. Thanks. I guess I could make the Vats and MB use the same global variables as the ones that trigger endgame in Fallout 2...

2) Also, the Can_Rest_Here entries in worldmap.txt, are these seriously a boolean? Why can't we set it that the player can't rest there unless all non-allied critters are dead? Fallout has always done really weird shit with this setting and it never made sense to me.

3) What do we think of changing location size circles like Fallout 2 does? For example the Vaults would probably be Small (because it is a tiny cave entrace or shack, repectively), smaller towns would be Medium circle size, etc.

1y658h.jpg
 
Looks good to me. But the colors of your screenshot are really off.
 
Lexx said:
Looks good to me. But the colors of your screenshot are really off.
LOL yeah. Been lazy, haven't properly set up f2_res and ddraw with it yet. :roll:
 
Setting those entries in City.txt to "On" doesn't work. For example if i set all four to On for Vault 13, once I leave the cave and come back, I don't have the options, it just drops me in the Cavern Entrance.

Then the *next* time I visit it, I get the option of all four levels.

So, as far as I can see this is either a map file issue, or just some internal quirk that, I assume, can be circumvented with the Sfall scripting stuff?

Code:
[Area 00]                
area_name=Vault 13
world_pos=823,72
start_state=On
size=Small
townmap_art_idx=469     
townmap_label_art_idx=481
entrance_0=On,214,309,V13ENT,0,25936,0
entrance_1=On,283,288,VAULT13,0,14104,0
entrance_2=On,304,243,VAULT13,1,22504,0
entrance_3=On,321,210,VAULT13,2,17312,0

-----------

Where do we edit the text for Archives (movie) entries in Pipboy? I can't find them.

-----------

Current Issues post updated.
 
Sduibek said:
Nineeva said:
Here is a quick question, do you plan to make it possible to continue playing after the end using the function that does this in fallout 2 or at least plan to make this optional in your release? Also assuming you do this will it be simple to put a trigger which then freezes the invasions at which ever stage they had reached when you completed the game.

i.e. have the followers and Necropolis destroyed but so Junktown and the Hub stay uninvaded indefinitly since the master and VAT's have been eleminated?
Playing after the game ends should be easier I think, since Fallout 2 did this whereas Corpse had to make a script-&-dialog hack for it.

On your other thing, that's a good idea, I'll add it to the list.

Great, that would be awesome and really appreciate the hard work you guys are putting in to this for everyone else!
 
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