Fallout 1 mod FO1 to FO2 conversion, for real

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Sduibek said:
TarkinMX said:
Yep, this is definitely gonna take a while.
On the plus side I think we can do a lot of copy and paste for it - i.e. the encounters in Fallout 1 really don't differ that much, so once we have a "template" for things like the scorpion or mutant encounters, they can be copied over and will be almost identical. So luckily it's not like typing the 840 squares out manually each time, mostly just lots of pasting with a few tweaks of specifics.... but still a lot of work.

I tested last night and I know the process for setting it up so I'll send you that if you'd like. Although, for now I'd rather work on the encounter tables on my own, because I want to see what's the easiest way I can tackle it before jumping into it as a whole.

On that note, Cubik2k sent me some scripts for a potentially alternate way of doing encounters so I'll let you know once I've figured out which direction I'll be taking.

I was thinking the same thing and had planned on trying that out once I had gotten to that point. Still working on the things you asked about in the launcher. Haven't had as much time as I'd like to b/c of family and what not.
 
Where is a good place to get started with how to script using Sfall?

I know how to script in Fallout 1, and there's lots of info available on Fallout 2, but I don't know how to start learning how to use all the new Sfall functions. Thanks.
 
Sduibek said:
Where is a good place to get started with how to script using Sfall?.
Honestly, there really isn't one. The best bet you got is to look at the examples that come with the sfall modders pack or to decompile sfall scripts from other mods that use them, such as mine. Reading the text files in the 'sfall scripting' directory (in the modders pack) is also a immense must.

Other than that, just ask when you have a question.
 
Cool, thanks guys.

Yeah I need to bug Nirran again because he said he'd be willing to do all the Perks and Traits that need to be modified/removed/added, for this engine conversion.
 
Who do you guys know that's good enough at modding to take a crack at restoring the Pipboy "Days Left" post-it note?
 
Timeslip.


But I am pretty sure it can be faked with some simple Sfall script commands, at least as a workaround. Though, it probably work wonky the way I have in mind right now...
 
Lexx said:
Timeslip.


But I am pretty sure it can be faked with some simple Sfall script commands, at least as a workaround. Though, it probably work wonky the way I have in mind right now...
Pretty sure Timeslip said she isn't sure how to do it, in the Sfall thread :(

Well if someone other than me could do the hacked version that would be cool, I'm so new to Sfall that it would probably take me a long time to figure out how to even start doing that.
 
gvx said:
Schedule?
Not sure, I think it is at least a year away. Maybe a couple years. It really is hard to say.

I would prefer it sooner of course, but between schoolwork and working on the current version of FIXT, I don't have any time to work on the transfer to Fallout2 engine.

Once I've gotten FIXT to the point where I have a "Fixes Only" install option, at that point it will be functional and "finished" enough that I'll be happy to start working on just the engine transfer.


----------------------------


Regarding water chip counter:

It's kind of a lame workaround, but what about just replacing the counter with a static image?

In other words, the "To Do!" post-it with the Days Left counter will, instead of displaying a # of days, just display the in-game date at which water will run out. "Get the water chip by X"

What do you guys think?
 
In other words, the "To Do!" post-it with the Days Left counter will, instead of displaying a # of days, just display the in-game date at which water will run out. "Get the water chip by X"

What do you guys think?

Doesn't work. What if I get +100 days from the Water Merchants?

#####

We can display our own images in the game via script. What we could do is show the numbers that way.

Example:
I disabled the pipboy resting and created a new resting-system for my Fo2 mod from scratch. The interface also displays the current day and time.

9Az5l5.png

(I can add as many new options as I like, which is super cool. Like, if you have a follower then allow "rest with guard duty" or "rest until event x happens" etc. Also the resting interface can only be used in certain spots like hotel rooms or your own camp.)

The time & date is scripted out of single images (1, 2, 3, 4,... JAN, FEB, ...) and works like a charm. If I remember correct, the digits on the water chip day counter are single images too or at least can be splittet to them. So yeah... I would simply script that if water chip timer = active, show the graphic on position x + the day counter.

It's easy. Now you'll just have to hope that the new graphic is *always* shown *over* the pipboy interface and not *under* it... which can happen. Painting graphics on the interface directly is messy shit. :/
 
Okay, thank you, sounds good.

I just cruised through the files in the latest Sfall release, and WOW. You can do pretty much anything and everything with Sfall now.

So I think that means I'm good to go for the engine conversion, pretty much. Now it's just a matter of many boring hours of coding and building various kinds of data tables. Weeee!

I'm extremely excited about getting the conversion finished, I think it's going to be fucking awesome, but it's definitely daunting because I know it's going to be many hours of work to finish it:

Traits, Perks, Party Members, Random Encounter Table, Tell-Me-About dialog tree integration...
 
I've just recently started playing the FO1 in FO2 engine converstion linked in the first post (files found here http://falloutmods.wikia.com/wiki/FO2_converted_to_FO1 still hosted).

Is there a difference between that and the version you guys are talking about making changes to? I thought the guy making this disappeared? I came in here and started reading seeing if there was a fix or something I missed, because sometimes when I take ladders (ie Necropolis in front of where Harry accuses you of not being a ghoul) my character disappears and I can't move. When I take an elevator (Necropolis vault) the button screen doesn't come up and the game freezes.
 
NinjaAssassin said:
I've just recently started playing the FO1 in FO2 engine converstion linked in the first post (files found here http://falloutmods.wikia.com/wiki/FO2_converted_to_FO1 still hosted).

Is there a difference between that and the version you guys are talking about making changes to? I thought the guy making this disappeared? I came in here and started reading seeing if there was a fix or something I missed, because sometimes when I take ladders (ie Necropolis in front of where Harry accuses you of not being a ghoul) my character disappears and I can't move. When I take an elevator (Necropolis vault) the button screen doesn't come up and the game freezes.
What we're working on is taking what you linked to -- Jordan's original work -- and building on it, to get to the point where it's fully playable.

Many folks here have helped but at this point it's pretty much just me, so progress is slow.
 
Sduibek said:
NinjaAssassin said:
I've just recently started playing the FO1 in FO2 engine converstion linked in the first post (files found here http://falloutmods.wikia.com/wiki/FO2_converted_to_FO1 still hosted).

Is there a difference between that and the version you guys are talking about making changes to? I thought the guy making this disappeared? I came in here and started reading seeing if there was a fix or something I missed, because sometimes when I take ladders (ie Necropolis in front of where Harry accuses you of not being a ghoul) my character disappears and I can't move. When I take an elevator (Necropolis vault) the button screen doesn't come up and the game freezes.
What we're working on is taking what you linked to -- Jordan's original work -- and building on it, to get to the point where it's fully playable.

Many folks here have helped but at this point it's pretty much just me, so progress is slow.

If there's something that doesn't imply a huge amount of knowledge and you can point me to some reference to read from, I could give you a hand. Specially in the most mechanical tasks.
 
Sduibek said:
What we're working on is taking what you linked to -- Jordan's original work -- and building on it, to get to the point where it's fully playable.

Many folks here have helped but at this point it's pretty much just me, so progress is slow.

That's amazing! I looked for the conversion for a long time before finding it, only to be disappointed when I found it was discontinued at I got stuck in the Necropolis.

I'm willing to put in any kind of help I can. I've never modded FO1/2, but I'm rather knowledgeable in the games, and I used to create RPG maps for the Fallout Tactics community like 10 years ago.

I've also got a web server and do graphic/web design if you have any use for webspace, a webpage, wiki, or whatever else you can think of that might be handy.

One of the problems you seem to be facing is that nobody knows about this. Even though I'm used to searching for fallout stuff, it took me a long time to find the original post to this thread, and only found out when you replied that someone was still working on this. Everything across the web is gone or just states it has been discontinued.

If we come up with a name for this project that will stand out and google well, I'll throw a site together that people can find and find information and update news on.

I'm ecstatic that you're still working on this! Please don't lose your ambition! :clap:
 
Sduibek, have you thought about how you are going to handle the hard coded dream sequences in Fallout 2?
I don't know if there is any better way to do it than replacing the movies with a blank one (like was done in Shattered Destiny).
You can set global variable 494 to 3, that will skip the first 3 movies, but I don't know of a way to skip the last one.

There is a big problem with the conversion in regards to the dream movies, after the fourth movie, the starting map will be removed (Arroyo originally, Vault 13 now) and be replaced by the broken bridge map (if it exists, otherwise nothing).
I'm not sure how other mods deal with this, or if they are even aware of it, but I suggest adding an identical Vault 13 area in the same spot.

My idea for a fix:

Code:
To stop dream movies from playing in Fallout 1 conversion:
global_var 494 Fallout_2     // set to 3 to fast-forward to fourth dream sequence and then make the 4th a blank movie.
If done on exit in map script of first map the movie will be played upon leaving map to worlmap, and will be hardly noticed (just a quick fade out).
Should also add a "mark_area_known(0, 12, 1);" in the map script for the new location, or the world map will display "unknown" and the fast travel button will be missing..

Add following:


City.txt:

[Area 00]
start_state=Off    //only need to change this, leave the rest as is. The world map is slow to refresh so old V13 location will be visible for a while without this.

[Area 12]          //just a copy of the original Vault 13 area
area_name=Vault 13
world_pos=823,72
start_state=On
size=Large
townmap_art_idx=469     
townmap_label_art_idx=481
entrance_0=On,214,309,V13ENT,0,25936,0
entrance_1=off,283,288,VAULT13,0,14104,0
entrance_2=Off,304,243,VAULT13,1,22504,0
entrance_3=Off,321,210,VAULT13,2,17312,0


Map.MSG:

{1512}{}{Vault 13}         //under Short City names


Worldmap.msg:

# Vault 13                 // under Town map entry-point selection names
{320}{}{Cavern Entrance}
{321}{}{Entrance}
{322}{}{Living Quarters}
{323}{}{Command Center}
So basically you will start out with two Vault 13 areas in the same spot, but as the first one will be removed when you hit the worldmap for the first time it will never be noticed.
 
Darek said:
Sduibek, have you thought about how you are going to handle the hard coded dream sequences in Fallout 2.
Didn't Timeslip add an option for Sfall to turn them off?

Otherwise, are they intervals at which they occur hard-coded? If the intervals can be changed, we can just point to the Water Level Warning videos instead, for the first two anyway. But I was told that scripting those videos in Sfall script language would probably be the best.

I get the feeling that more and more issues (small or larger) will come to light in this engine conversion, but I don't plan on abandoning it. It's going to be so awesome when it's finished -- Fallout 1 can be played with all the neat stuff like Take All, Push command, NPC/Hireling combat orders menu (love this one, it's excellent), and then of course all the modding possibilities - things like addictions and other Karma easily added, as are restored endings and loads of other things. If I made a list of each individual improvement on doing Fallout FIXT in Fallout2 engine versus Fallout1 engine I'd probably have a list of fifty things, easily.

@Oppen, @NinjaAssassin: Thank you so much for your offers to help :clap: I am busy working on Fallout FIXT (in the Fallout 1 engine) for the July 1st release.

However, after July 1st, I'll take a look at all the things needing to be done for Fo1-in-Fo2engine and see what can be helped with.

There's a few text files that just need lines copied over or changed, I think maybe we'll start with those, but I'll let you both know either way after July 1st.
 
Sduibek said:
Darek said:
Sduibek, have you thought about how you are going to handle the hard coded dream sequences in Fallout 2.
Didn't Timeslip add an option for Sfall to turn them off?

Otherwise, are they intervals at which they occur hard-coded? If the intervals can be changed, we can just point to the Water Level Warning videos instead, for the first two anyway. But I was told that scripting those videos in Sfall script language would probably be the best.
No, with sfall you can skip the 3 opening movies, and you can set what movie is being played (as in swap an old movie or replace with a new movie).
So you can change what movie is being played, but you can't set it to not play any movie at all. At least that's what I understood by looking at the ddraw.ini file.
The intervals are 23 Oct 2241, 21 Jan 2242, 21 Apr 2242 and 20 Jul 2242 For Fallout 2, or adjusted for Fallout 1 the first one comes 05 Mars 2162, and you can just count the rest from there.
 
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