Fallout 1 mod FO1 to FO2 conversion, for real

Status
Not open for further replies.
I have a button on my interface that I am refreshing all the time, this way it stays on top. Though, indeed, this probably won't work on the pipboy screen, as the text would flicker.
 
Yeah I remember discussing that GUI implementation with Lexx. In the long term we'll definitely need to do something like that. For now I'm just going to do the hack, because it's easy and will let me get the release out ASAP.

Speaking of which, I haven't had much time to work on it. I realize I'm already a week behind schedule.

I just finished clearing out the various copies and duplicates (well most of them anyway), so now I can get to the actual work on stuff like random encounters and AI and converting the scripts. In theory, most of this stuff actually shouldn't take too long. We'll see.

btw Lexx I grabbed a couple files from your Shattered Destiny mod to eventually use in this. The vaultsuit item and the premade-char portraits :D
 
I think the vault suit item graphic was originally created by Lich... but I don't really remember anymore. It's like 8 years since I've released the mod. Damn. And no new Fallout 2 mod ever since.
 
I think the vault suit item graphic was originally created by Lich... but I don't really remember anymore. It's like 8 years since I've released the mod. Damn. And no new Fallout 2 mod ever since.

Wait you mean you haven't released a Fallout 2 mod in 8 years, or the entire community hasn't? :crazy:
 
I didn't. There had been other Fallout 2 mods in the past years. Not many, but still.
 
Options for engine conversion approach:

1) Extract all the data from the Fallout 1 critter.dat & master.dat, repack in Fallout 2 format, then install Fixt data on top of it. EDIT: technically we don't have to repack in Fallout 2 format, but then the installion takes up like 1GB.

PRO: User absolutely must already own the proper data files; legal issues avoided.
PRO: Fixt installer downloads stay about the same size as current.

CON: Lots more space needed. Something like 3GB would be needed as sufficient overhead to account for failures during installation. (i.e. large temporary data not removed) If we're being OCD-cautious, should advise 3.5 to 4 GB instead.
CON: User has to wait for unpacking & repacking processes. These are not quick processes.
CON: If unpacking process breaks during Fixt installation due to some kind of incompatibility issue, they won't be able to play at all. This issue is important as people have already had some issues with Fixt installation during the parts that run command-line actions. If we are unpacking/repacking data via command-line, and it breaks, they won't be able to play at all.

2) Provide the Fallout 1 critter.dat & master.dat already repacked in Fallout 2 format within the Fallout Fixt installers:

PRO: Less space needed since no temporary space-requiring actions.
PRO: User doesn't have to wait for unpacking/packing process, just the process of copying the *.dat from the installer to their Fallout folder.
PRO: Almost no chance of fatal failure during installation -- you'd literally just be copying a *.dat file from the Fixt installer to the target location.

CON: Fixt installers would all increase in size by 500MB.
CON: Legal concerns. We would be including a fully-functional version of Fallout 1 including its data, albeit using the Fallout 2 engine. Isn't this piracy? *Note: to be fair, they'd only be able to be read by Fallout 2 versions of the main game executable. But that executable will be provided with the mod, so we're still technically providing the player a game rather than a mod from a legal standpoint, aren't we?

I don't honestly know which option is better.
 
Last edited:
Why repack? Make an installer that extracts the Fo1 master.dat and critter.dat and be done with it. Who cares about 3gb space? We live in 2015, my god, I have 3TB of hdd space available.
 
Why repack? Make an installer that extracts the Fo1 master.dat and critter.dat and be done with it. Who cares about 3gb space? We live in 2015, my god, I have 3TB of hdd space available.
Probably for easier management?
Personally I'm fine with repacking DATs, better than tens of thousand of small size files scattered in my game folder.
Or just offering the repacking option in the installer?

Option 2 is definitely a big NO, you don't want Beth's lawyers sending you legal mails.
 
Last edited:
Why repack? Make an installer that extracts the Fo1 master.dat and critter.dat and be done with it. Who cares about 3gb space? We live in 2015, my god, I have 3TB of hdd space available.

Seconded. Option one, all the way. We have thousands of gigabytes at our disposal, and we know Bethesda's legal team are dicks.
 
The next concern would be converting the FO1 maps and proto files to FO2's format, man. In the weapons' case, is it enough to just reuse some of them? I can't say I have anything against the 1 extra AP nerf for the turbo plasma rifle in FO2.
 
The next concern would be converting the FO1 maps and proto files to FO2's format, man. In the weapons' case, is it enough to just reuse some of them? I can't say I have anything against the 1 extra AP nerf for the turbo plasma rifle in FO2.

This is actually pretty easy. Fallout2 format for the items and critters (*.PRO) you just add 4 bytes to the file size, and for the maps you just gotta open it in the mapper and save it.
 
Wasn't this already done ages ago? I remember having played a very early version of Fo1 in Fo2 and it had all the maps and stuff already working.
 
Fixed an issue of crash upon savegame that was driving me crazy last night. Hooray! The issue was pretty simple so now I feel stupid. :|

Scripting was finished yesterday; converting all global variables into their named equivalents while maintaining all my comments in the scripts, updating VAULT13.GAM & GLOBAL.H, and making sure all three match each other.

^ You don't want to know how long this took. Seriously you don't.

NEXT UP: Random encounters (ugh, kill me), confirming correct PIP-Boy/holodisks/etc text, confirming correct text and flags for slides/endings/deaths. <-- Most of the text besides these is done already.

Also, unless anyone has good objections, I'm going to eventually delete the https://github.com/Sduibek/fo1tofo2 repo and merge the pertinent data from it into https://github.com/Sduibek/fixtsrc - rationale is most of the fo1tofo2 repo contents are "work in progress"-type stuff, and once engine version is complete, any Fo2 stuff will be part of Fixt anyway.
 
Last edited:
NEXT UP: Random encounters (ugh, kill me), confirming correct PIP-Boy/holodisks/etc text, confirming correct text and flags for slides/endings/deaths.

Sorry if I'm misremembering, but didn't @Darek handle the random encounters a couple of months ago? Or only partially?

Also, in general I'd keep in mind that random encounters are a major case of FO2 having improved on a barebones implementation in FO1, as with party members. What I mean is, you'd literally have a better implementation of random encounters if you changed nothing at all in FO2's WORLDMAP.txt. Sure, the random encounter types would be a weird fit for the location you are, but they'd still be more fun than the "you're thirsty" nonsense literally nobody would miss.

I know my words are falling on deaf ears because you're a FO1 fanatic and want a completely faithful conversion (which is fair enough), but I'm just trying to prevent you from you overworking yourself, chief ;).
 
Last edited:
He did mostly yeah, which I'm using as my base.
But the "You encounter: " messages are hard-coded, or at least the reference to those line numbers. So you can make them just say "An encounter!" and "Encounter begins..." but that's pretty lame especially then because declining encounters would just say "An encounter" and you'd get "An encounter!" in addition to whatever normal encounter message.

line 1 "You encounter:" <-- vanilla Fo2
newline "<Encounter name>." <-- vanilla Fo2
line 1 "Random encounter!" <-- lame workaround
newline "Encounter begins..." <-- lame workaround
line 1 "You encounter: <Encounter name>." <-- how it should be

Although I guess declining "An encounter" wouldn't be so bad, since in Fallout you didn't know what it'd be beforehand :shrug:

The further issue with that is you'd actually then have *three* messages for each encounter. The default generic ones shown above as lame workaround, plus the normal message from Fallout 1. So that's super lame.

Anyway, the goal is most certainly to use a proper worldmap.txt, no disagreement from me that it's a superior (or at least more flexible) system.


Couldn't we have a talented person like @Crafty override the code reference so that we can concatenate the strings? i.e. "You encounter: X" as one line. I dislike the Fallout 2 encounter messages being split between two lines, it's unnecessary and looks silly. See the example above that says "how it should be". This applies to the proper worldmap.txt system, not any workaround that I create.

EDIT: Actually I'd drop the "You encounter: " entirely. I prefer creativity and customizable of verbiage and having 100% of encounter start with "You encounter" is annoying. We know we encounter something, it's a goddamn random encounter


Lastly, just to clarify, I don't necessarily want a faithful conversion as you phrased; what I want is "a better Fallout" basically. Plenty of people actually already avoid Fixt, even the 'Fixes Only' version, because it's too feature-heavy for their taste. Feedback is always welcomed, especially from other modders :D
 
Last edited by a moderator:
Status
Not open for further replies.
Back
Top