Fallout 1 mod FO1 to FO2 conversion, for real

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The legal situation is clear now: to run this patch you need to have the master.dat from Fallout 1 and that means copy of the game.
 
This version of the mod master.dat fallout1 not needed. But you can make a version that will decompress the files from master.dat fallout1. In this mod will weigh little, but the player will receive video and sounds. The law is not violated, because the player needs to be fallout1. And he will not be able to play without mod fallout1. And then mod can be spread without fear of persecution by the author. Or I am wrong? Uploading this mod I break the law?
 
This sounds better to me. :)

A kind of "please insert the Fallout 1 disc", if you want to install the mod. Or a easyer install, without setup, where you have to use a *.bat file.
 
Jordan said:
Uploading this mod I break the law?
It's not a law breaking. You don't spreading the warez or you don't making a crack. It's the mod that allows you to play Fallout 1 in better engine (Fallout 2).

Just do what you're doing.



Also, one more time:
Brother None said:
No worries, I don't think it falls under our warez rules either.

In fact, I'm taking Wild qwerty's advice and newsposting this.

The legality is a bit difficult, but let's consider two things here:

1. You do indeed need the English files from Fo1 to run it.
2. Fallout 1 isn't actually produced seperately from Fallout 2 anymore. That means anyone who buys Fallout 2 now automatically buys Fallout 1 anyway.

Silencer has the last word in this, but I'm tentatively calling it ok.


Enough this discussion about law breaking.
 
Nice Mod. Made me want to try out Fallout 1 again. Not sure if this will help any one but could be useful...

Couple of notes:
  1. If your startup screen has Russian in it and you want English. Delete (or rename) your Text directory and then extract the English files again from the english text rar along with the patch and it should work better (at least for me).
  2. Keep encountering "Error" random encounters. Probably due to the world map. But game seems to function ok otherwise.
  3. Mod does not work well with Fallout2Patcher. Some maps appear all black.
  4. Mod does seem to work ok with D3DWindower.exe.
  5. One of the most frustrating parts of F1 was that you could not push NPCs out of the way when they blocked you in. F2 sort of fixed that but I found in this port the problem is potentially back.
    [list:e0985dfe9a]
  6. This can be fixed (on a creature by creature basis) by adding the following script to the relevant SSL files:
    Code:
    procedure push_p_proc begin
    end
  7. Of course you need recompile those: I'd hit IAN, KATJA, DOGMEAT for starters just in case it strikes again.

[*]Talking heads and voiceovers don't seem to work even with copying the files from the master (no real surprise there)
[/list:o:e0985dfe9a]
 
sonil

The Chinese version a mod is necessary to you?

If yes. To me are necessary a folder text fallout1 and fallout2.


patch.exe

What patch is necessary to you?
 
:D hi Jordan

i downloaded your mod which is english version,
and already do some works to made it work for my chinese version,
but i dont know what has been changed in the fallout2.exe,
i just change the start position x,y and the start map
u know that the chinese version has a big different offset with others.

"patch.exe "
i made a mistake ,its "patcher.exe" in your zip file,

this is the chinese version TEXT,u can download it here:

http://www.zshare.net/download/13051391f80b12b2/
 
offsets_CN
hope it help for you


-------------------------------------------------------------------------------
[BIG5 1.02]
Feature Memory Fallout2.exe Number Original
Offset FilE Offset Of bytes Value

Enable PipBoy 495DC1 0861C1 1 0x75 →[EB]
REmove City Limit 4BE06B 0AE46B 1 0x74 →(EB)
Male Start AppEarance 5102D4 0FB8D4 6 hmwarr
Female Start AppEarance 5102DC 0FB8DC 6 hfprim
Male Default AppEarance 5102C4 0FB8C4 6 hmjmps
Female Default AppEarance 5102CC 0FB8CC 6 hfjmps
Starting Map 5292B8 1148B8 12 artemple.map
DAT Name 5123B8 0FD9B8 13 patch%03d.dat
Mod Name (Main Menu) 51E8B0 109EB0 19 FALLOUT II %D. %02D
Fallout2.cFg 5127F0 0FDDF0 11 Fallout2.cfg
Start Year 4A206C 09246C 2 C108 [7108]
Start Month 4A2082 092482 1 06 [0B]
Start Day 4A2056 092456 1 18 [04]
Disable Movies 44DDE0 03E1E0 1 53(C3)
No Dream 4A240F 09280F 3 0F8594(E99500)
4A2414 092814 1 00(90)
4A24B7 0928B7 1 75(EB)

Start city X 4BB8B8 0ABCB8 1 AD[2103]
Y 4BB8BD 0ABCBD 1 7A[32]

Dead city X 4BB640 0ABA40 1 AD[2103]
Y 4BB645 0ABA45 1 7A[32]


World Viewport X 52DC1C 11921C 2 0000[3702]
World Viewport Y 52DC20 119220 2 0000
 
Hi Sonil

For testing of the Chinese version the Chinese fonts for game, *.aaf and *.fon are necessary to me


In mod is fallout2.exe the English version 1.02d, it will not approach?
 
the chinese language mod of FO1 made by some gorillas (;p)

is surely a bit different from the kind of mod

you described because of the way of the leader

maker's programming method (For example:*.aaf and

*.fon is the same as the english version)
.........................................................................
what Sonil did is:

he attached "english language mod" to zhe

chinese verson Fo2,then

copy zhe text in "chinese language mod" of Fo1 to it.

the last step,he modified Falout2.exe to launch zhe game.

and working~
 
hi Jordan
the problem is that the CN exe file is different from others,
uk 1.02 ------ 1.13MB
cn 1.02 ------ 1.18MB

this makes your patcher.exe write the wrong offset in the CN version exe.

TEXT file has never been a problem,it works fine on my version,
what i need is a patcher.exe which can modifie my .exe in a right way.

:oops: sorry for my poor english
:mrgreen: whatever,you do a great job,and what's new about the mod?
 
:( i known noting about the elevators,....can't help you~
:wink: You can do anything if you put your mind to it,fighting!
 
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