Fallout 1 mod FO1 to FO2 conversion, for real

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I think there are tutorials on adding party members in one of these locations:

NMA Modding Guide
TeamX archives
Vault-Tec Labs wiki

If I give you my source files from Jordan it won't matter because they are just blank entries.

I wrote one myself even ;) a crappy one, but still...

Right, was hoping for the FO1 source scripts actually, and all the links on the first page are dead so I wouldn't even know how to test what I'd produce... sorry if all of this is a bit obtuse.
 
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@Sduibek, could you perhaps upload the conversion as it stands today? The links in the original post are of course already long dead, and even if they weren't dead they wouldn't include the later improvements of you and @Darek such as the random encounter tables. You could also put it up in GitHub and then add the FIXT sources to it later or something, that way people could at least try it out and get to work on it.
 
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I totally agree with Jim. Projects like that should not die because of one person lack of time. FO1 conversion is too important for the future of this community, IMO.

To be fair Sduibek was the one who suggested uploading his FIXT sources to GitHub in the first place via PM; I just wanted to make sure he'd upload the whole shebang once he got the time to do it.
 
Sounds good, I need to get familiar with GitHub anyway. I'll post them this week, maybe not until the weekend though.
 
Sounds good, I need to get familiar with GitHub anyway. I'll post them this week, maybe not until the weekend though.
There will be my in progress files, the files from Darek collected from this thread, and then the current downloadable state of the actual project.
 
I now have a GitHub account, hooray! So far I'm very pleased. Their welcome email subject line was "Sduibek + GitHub = <3" lol.

And it looks like I have the original playable zip file still, so I'll upload that. 360mb or something but you can extract and play the Fo2 engine proof of concept.

Backups and Dropbox are handy :)

Lastly, I've decided I'm going to release Fixt by March 30th no matter what state it's in. 6-month repeating release schedule thereafter.
 
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Okay it's here, although has redundancy and not very good organization at the moment:

https://github.com/Sduibek/FO1toFO2engine

It also still needs the ~300mb "install", once I find that.

With GitHub, are things normally separated into "industry standard" directories such as bin, src?
 
Just out of curiosity @Sduibek..
How are You going to handle Radiation resistance cap in fo2 engine?? it's hardcapped at 95% if i remember right and original engine had 100% cap..
it might not seem important but considering we have The Glow in Fo1 then here comes the problem... because with 95% rads protection One is going to suck up rads and that may turn pretty ugly when wanting to visit more than first flor of that facility ?

EDIT:
typo fixes.. damn i haven't had a single drink yet and already typos...
 
Just out of curiosity @Sduibek..
How are You going to handle Radiation resistance cap in fo2 engine?? it's hardcapped at 95% if i remember right and original engine had 100% cap..
it might not seem important but considering we have The Glow in Fo1 then here comes the problem... because with 95% rads protection One is going to suck up rads and that may turn pretty ugly when wanting to visit more than first flor of that facility ?

EDIT:
typo fixes.. damn i haven't had a single drink yet and already typos...
I hadn't thought of this. Maybe @JimTheDinosaur or @phobos2077 or @Timeslip has info on this question? If accurate, that does change this location quite a bit.
 
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As in that you actually get irradiated while descending into the most irradiated location on earth? ;)

Isn't the radiation limit before actually dying ridiculously high?
 
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