FT Improver - a way to improve Fallout Tactics

Hey Jarekfall, I think you put the old exe files on the installer but anyway, this is awesome!

I tested new ammo types, weapon sounds and they work; I can't say the same about armour types, they just don't seem to be getting patched.

I made sure there was nothing wrong with the config and data files, re-downloaded v1.1.0.2 but still new armour types are not working.

After checking the executables, it appears they are all from version v1.1.0.1. :(
 
Hey :D

The difference between versions 1.1.0.1 and 1.1.0.2 refers only to information in "Readme.htm" file. I added text written on green colour.

Armour patch requires names without any space characters. Did you use space character? I'm writing about this because one person informed me that armour patch doesn't work, but he used space character in armour type name. FT Improver accepts names with space characters, but the game doesn't allow use them.
 
No, I only tested the existing samples, vault and sarge. Unfortunately they did not show up on the armour type list when I loaded the editor.

I tried changing the setting through BoSEE but noticed as soon as I loaded the armor on the editor the setting had been changed to 'none'.

I'll give it another try soon see if it works but thanks for making this tool available, is definitely going to bring new life to the game.

BTW, some suggestions for future patches; is there any way of preventing NPC and recruit tag names from being stripped when you leave a map on the campaign?
What about vehicle turrets, turrets and critters, any way of making them use the sound of the weapon they are armed with instead of the default attack sound for the sprite?

This last one I don't know if its possible, shotguns have always been one of my big dissapointments; solid slugs should not spread in a cone and have longer range than shot. I usually get around this by giving the weapon 2 attack modes: shot and solid giving the later bonus damage and more range. This poses a bit of a hassle however, specially with autoshotguns which require 4 attack modes. Ideally the spread should be a setting also defined on the ammo which overrides the weapon. Additionally would be nice if some ammo gave you bonuses to range or accuracy, another option is make shotguns that only fire either shot or slugs making these different ammo types but I don't know if there is any way to get around this with a patch or if its really worth the hassle.
Well still got lots more things I would like to see fixed in the game but don't want to bug you too much. Keep up the good work!

Just tested it again but the new armour types still don't show up on the editor. :(
 
Thank you for the interest in my program and for the suggestions.

What text editor do you use? Some text editors change data encoding type.

Please send me an archive with your files: BOS.exe and FT Tools.exe. You may have different compilations of executable files.

Corpse said:
is there any way of preventing NPC and recruit tag names from being stripped when you leave a map on the campaign?
I have this already in my plans.

Corpse said:
What about vehicle turrets, turrets and critters, any way of making them use the sound of the weapon they are armed with instead of the default attack sound for the sprite?
This is already possible, but you will have to add a new attack sequence to sprite. If you're not going to add new sequence, then currently this is not possible. I have already in my plans a patch for the UniqueOther race that will allow to add new attack sounds that depend on used weapon type. I've written in the readme file that UniqueOther race can produce new sounds with new armours, but I currently noticed that it refers only to armour impact sound, but not refers to walk sound.

What spread type would you like to have for solid slugs? Spread type: straight? The patch from the third suggestion may be difficult or easy to create, but at this moment my knowledge, about hardcoded special meaning of ammo types is little.

You can make more suggestions, I would like to know them all, I will choose at first these easiest to create. :D
 
jarekfall said:
What text editor do you use? Some text editors change data encoding type.

I use plain old notepad.

jarekfall said:
Please send me an archive with your files: BOS.exe and FT Tools.exe. You may have different compilations of executable files.
FT Tools.exe is v.1.26 and BOS.exe v.1.27, still haven't tried running the game with improver, so far I have just tested the editor. If you want I can send you the exe files so you can check them.

jarekfall said:
What spread type would you like to have for solid slugs? Spread type: straight? The patch from the third suggestion may be difficult or easy to create, but at this moment my knowledge, about hardcoded special meaning of ammo types is little.
Yes, solid slugs should use the straight spread type and should have longer range than shot. I figured this is one of those things which may not be possible but who knows, you might find a more convenient way around it than having so many fire modes or separating slugs and solids into different ammo types.

jarekfall said:
You can make more suggestions, I would like to know them all, I will choose at first these easiest to create. :D

Awesome, I didn't want to be rude and pester you with too many unrealistic suggestions but here are some more: :mrgreen:

- This first one ties in a bit with the third suggestion regarding shot vs solid. Some weapons like grenade / rocket launchers, tank guns use a blast radius; like the spread thing this is a setting which should be defined in the ammo variant used. Say for example if you want to have buckshot rounds for your 40mm launcher or anti-personnel canister rounds for your tank gun; every shot that gets scattered in the cone is going to have a blast radius equal to the explosive round, I am sure you can see the flaw in this. Can you make certain ammo types disable the blast radius of the weapon?

- Second, impact sounds on weapon fire mode. Not sure if this has already been done but can you make it possible to add new impact sounds?

- Vehicle passenger capacity, I think the maximum passengers a vehicle can take is 7 (8 inc driver and 9 if vehicle has a gunner).
Any chance this limit could be increased or removed?

And last (for the moment) removing the recruitmaster limit of 6, I really hate limitations on games, specially hardcoded ones.

EDIT
Ok, I got some more; some may not be possible at all but you may find a way around them, here they go:

- Ammo variants: give you the ability to add new types of variants, and control over their damage and penetration values. How about making it possible to give some of these ammo variants (rather than types as I mentioned previously on this post) the ability to disable or better still override the weapons default blast radius settings, spread type; and give points or percentile bonuses / penalties to range, accuracy, etc. with values you can specify. For example, a new ammo variant defined as 'shot', would be set to use the cone spread, reset the blast radius (if the weapon has one) to 0 and modify the range of the weapon reducing it by a percentage you can specify (this means shotguns could have by default the spread set to 'straight' and a bit more range, that is the range of the solid shot which would be reduced when loaded with buckshot). Same for explosive rounds, you could have ammo types that modify the blast radius giving some ammo variants more 'bang' than others when fired through the same weapon.
This means you could set the blast radius on some weapons like launchers to 0 so they can fire other types of projectiles that do not do splash damage such as non-lethal rubber batons, buckshot, etc. or armour piercing sabot rounds for some rocket launchers and the tank gun.

-Weapons: some items give you bonuses to stats and skills when equipped on one of your hands, this is not the case with weapons. This would be handy to give scoped rifles bonuses to perception if you like to have weapons with ranges greater than 50 squares. I usually set the range of sniper rifles between 60 and over 100 depending on the caliber used by the weapon, unfortunately my guys can't take advantage of this long range as they are limited by their perception.

-Items and armors that give bonus perks (overriding level requirements) if carried on your inventory or your hand, for example, night vision goggles could give you the night vision perk as a bonus when carried or some armors could give you this perk or another when worn.

-Death animations: lasers and plasma both do energy damage but randomize the death animation from cutinhalf to melt. How about give you an external setting where you can select which death animation you want a weapon to use overriding the one set by the ammo?

This would be useful to have new energy weapons that use the common energy cell but trigger different death animations. Another setting that lets your weapon override the default ammo damage type would too be useful.

-New Death animations: there are two already which could be added and exist in most sprites, the electrify and fire death could be used as new animations if their respective electric and fire overlays could be disabled by some external setting.

- UniqueHumanoid and UniqueOther races: not sure if this is already done but how about a patch to set animation sound used by different sprites on walk / run / stand, for example cyborg general uses its default animation sounds for its attacks but its walk, run, stand sounds seem to default to the one defined by uniquehumanoid race. How about another setting that lets you specify their target zar?

-Portable containers: any way of changing containers so some can be carried in your inventory like an item? would be cool to be able to store things in backpacks, bags, etc like in the original fallout. How about lights with visible sprites you can carry, switch on and off and face the direction you face? would be useful to have torches with directional lights or flares, break-lights, and other stuff you can carry in dark places without having to resort to map triggers. On the subject of lights how about giving some vehicles headlights?

- Campaign triggers: any way to set some external trigger system that allows you to move tagged npcs or units not in your team from one map to another, allow you to change their player index settings etc? This would be handy to leave team members in maps and have them meet you in other maps later and rejoin keeping their current level, skills, kill counts, etc which you would lose if you just set another entity of the same npc in another map.

-Poison / Radiation damage: weapons and ammo entities let you give your weapon these extra damages, any way to let you also control the poison points / rad count and damage it does per second or turn?

-Explosives and traps blast arc: all seem to be set to use a blast radius by default, could you give some an arc which you can specify on degrees (like directional lights) which faces on the direction you are facing when placing the trap? This would be useful for claymores so you can place them in a specific facing and have them do directional cone spread damage.

-Chemical and smoke rounds: any way to make ammo that causes damage on its target area for a specific amount of time? How about have a delayed light / fog effect you can select to linger where the round exploded for that specific amount of time or reduce visibility in that specific area? The later would be great to have smoke rounds you can use for cover.

-On the possibility of some dialog option trigger system: how about some basic dialog options that let your main dude talk to your squad members and have them leave or rejoin your team at any location any time?

-Rank: on single missions, your main dude's rank is always changed to initiate, and in campaigns I don't think you can have any squad members with civilian rank which is lower than initiate. Any way to make the game not change the rank specified on the entity without affecting rank progression?

Ok, That's it for now. Sorry to bug you so much! :mrgreen:
 
MS Notepad from WinXP is OK. Please, send me both executable files.

Everything is possible to change, but some patches may be too difficult or too time-consuming to create. Yes, ammo variant should modify many of weapon parameters. For example, the patch can check what ammo type or ammo variant is being used in the given moment and it can modify in real time weapon parameters (I have to find data of weapon entity in memory and modify them).
Corpse said:
Can you make certain ammo types disable the blast radius of the weapon?
At the moment I'm not able to answer.
Corpse said:
- Second, impact sounds on weapon fire mode. Not sure if this has already been done but can you make it possible to add new impact sounds?
This should be easy to patch. By the way, I noticed that there aren't any sound files for "shotgun" impact sound.
Corpse said:
- Vehicle passenger capacity, I think the maximum passengers a vehicle can take is 7 (8 inc driver and 9 if vehicle has a gunner).
Any chance this limit could be increased or removed?

And last (for the moment) removing the Recruitmaster limit of 6, I really hate limitations on games, specially hardcoded ones.
These suggestions should be easy to code, but it may be hard to locate the place where the patch should be applied.

Thanks for your suggestions, I hope I will find enough free time to implement them. Expect my reply to these remaining suggestions. :shock:
 
-Poison / Radiation damage: weapons and ammo entities let you give your weapon these extra damages, any way to let you also control the poison points / rad count and damage it does per second or turn?

Poison and radiation are for "long-time" effect. It's only use is to harm you or your party members AFTER battle, so you need to be more careful and (yeah) use those nasty Rad-Away. On other hand, your enemies WON'T live after battle, so no sense in it :roll:

-Weapons: some items give you bonuses to stats and skills when equipped on one of your hands, this is not the case with weapons. This would be handy to give scoped rifles bonuses to perception if you like to have weapons with ranges greater than 50 squares. I usually set the range of sniper rifles between 60 and over 100 depending on the caliber used by the weapon, unfortunately my guys can't take advantage of this long range as they are limited by their perception.

Well, sniping weapons require some skill to deal with them. It's not supposed, that greeny and blind recruit can use powerful 100 range sniper system to blast enemies. Btw, gifted Farsight (PE9, Sm.guns 150%) shots 90-95% on maximum distance of XM151 sniper rifle (made in my mod). It has no bonuses to accuracy or PE, just 80 range and "scoped" type :wink: I would give some PE bonus to heavy weapon (remember FO2 Bozar, that have scope and no single nor aimed shot? :lol: ), so HW specialist with PE 7-9 can use it effectively to "destroy enemy bunkers from far" © Stein

Uh sorry, i'm overzealous about balance :oops:
 
TwoEyedYum said:
Poison and radiation are for "long-time" effect. It's only use is to harm you or your party members AFTER battle, so you need to be more careful and (yeah) use those nasty Rad-Away. On other hand, your enemies WON'T live after battle, so no sense in it :roll:

And?

TwoEyedYum said:
Well, sniping weapons require some skill to deal with them. It's not supposed, that greeny and blind recruit can use powerful 100 range sniper system to blast enemies. Btw, gifted Farsight (PE9, Sm.guns 150%) shots 90-95% on maximum distance of XM151 sniper rifle (made in my mod). It has no bonuses to accuracy or PE, just 80 range and "scoped" type :wink: I would give some PE bonus to heavy weapon (remember FO2 Bozar, that have scope and no single nor aimed shot? :lol: ), so HW specialist with PE 7-9 can use it effectively to "destroy enemy bunkers from far" © Stein

We're not talking about greeny blind recruits here, we are talking about levelled up veterans with high PE and weapon skill.

And yes, I remember the Bozar...
A sniper rifle that bursts only, how brilliant! :clap::lol:

TwoEyedYum said:
Uh sorry, i'm overzealous about balance :oops:

Sorry but IMO balanced systems are stagnant, predictable and boring... oh well, each to their own! :mrgreen:
 
We're not talking about greeny blind recruits here, we are talking about levelled up veterans with high PE and weapon skill.
Recruit with PE 9-10 does fine even without Sharpshooter. "Weapon" bonus will be obsolete in that case (do i remember right, that human capped at 12 for stats?). PE 9 and 150% small guns _IS_ enough for firing in any situation. Someone with PE6 _CAN'T_ be sniper at all, except you want to use THAT bonusing weapon only, which is weird.
oh well, each to their own!
You are right :wink:

Btw, i've played same version of FO2 for year, and thought that my version bugged - the only reason for sniping weapon to fire burst only :mrgreen: :mrgreen: :mrgreen:
 
Your both executable files are OK. We have identical "FT Tools.exe" files. "BOS.exe" files differ in one place, but this is normal, the difference refers to CD CHECK protection. Just to be sure I tested your BOS.exe file and everything works correctly.

What Windows system do you use?

Did you modify or just save (by using Ctrl+S) the "ArmourTypes.txt" file?
 
TwoEyedYum said:
Recruit with PE 9-10 does fine even without Sharpshooter. "Weapon" bonus will be obsolete in that case (do i remember right, that human capped at 12 for stats?).

Yes, but you can change this by modifying races.txt on core\tables.

jarekfall said:
What Windows system do you use?

Windows XP Home Edition

jarekfall said:
Did you modify or just save (by using Ctrl+S) the "ArmourTypes.txt" file?

I modified it, here it is if you want to check it:
// { ... },

// SoundFilePrefix - if is set to "0" prefix will not be created and armour will use sounds of nonarmoured character,
// if name is specified, for example to one of existing prefixes, for example "Pow", then your armour will use
// sound files intended for armour of type Power, you can also define your own names, but then you will have to add
// new sound files
// Gender - indicates whether character appearance has to be gender dependent, 0-not, 1-yes
// Race - restrict to race, currently not used

ArmourTypes = {

// Don't modify nor move these definitions!!!
{ "None;0;0;0" },
{ "Leather;Leath;1;0" },
{ "Metal;Metal;1;0" },
{ "Environmental;Metal;0;0" },
{ "Power;Pow;0;0" },
{ "Raider;Leath;1;0" },
{ "Reaver;Metal;1;0" },
{ "Ghoul;Leath;0;0" },
{ "Mutant;Metal;0;0" },
{ "Brahmin;Leath;0;0" },

// Place here your armour type definitions!!!
{ "Raider2;Leath;0;0" },

// Example definitions:
{ "MyArmour1;Leath;1;0" },
{ "MyArmour2;Pow;0;0" },
{ "MyArmour3;sndMyArmour;0;0" },
{ "Vault;0;1;0" },
{ "Sarge;Pow;0;0" },

}
 
Windows XP Home is OK and the file contents are OK. I assume that word: "add" is commented otherwise you would get an error message informing that you have a syntax error in your "ArmourTypes.txt" file.

The last what I can do for you is to take a look at text file contents in HEX editor. Again, please, send me your "Improver_data" directory contents. If the files will be OK, then it must not be any bug in the program nor in text files.

Are you sure you use proper shortcut?
In the FT Tools main menu, do you see an information: " Fallout Tactics (TM). v1.26, May 17 2001 - improved to v1.32 by jarekfall" ?
 
I am using the only shortcut I got and no, I get " Fallout Tactics (TM). v1.26, May 17 2001 - improved to v1.31 by jarekfall".

It seems to be what I thought originally then, I downloaded the setup file twice from two different sources.
Here is the file info for the executables:

FT Tools Improver.exe
File Version: 1.1.0.1
Date Created: 29/10/2009

FT Improver.exe
File Version: 1.1.0.1
Date Created:31/01/2010
 
The mystery has just been solved! :wink:

This information is placed in Improver_shmem.dll library. You preserved the old version of this library for some reason (check its version - you should have 1.0.0.1, but should be 1.1.0.1). When you uninstall previous version of FT Improver you have only to backup your text files from Improver_data directory. Use uninstaller, it deletes all program files.

The file creation date is unimportant. Important is only file modification date.

Your text files are OK and setup.exe is OK.

I'm glad I could help you. :D
 
The Improver_shmem.dll on the improver directory was current but I found an old version on the fallout directory which I deleted. Improver kept crashing after deleting this file but I copied the current dll from the improver directory and this seems to have solved the problem.

Thanks for your help and look forward to future releases! :D

BTW, got one more suggestion that I keep forgetting about.

Reload action point costs: weapons don't give you an option to select different reload APCTs.
Having an option to select custom reload action point cost would add the possibility to have black powder weapons and muskets that require lots of APs to reload. The only way to have these weapons atm is by giving them a high AP cost on its fire mode which is not really how they work, firing should cost no more APs than other weapons.
Also revolvers (with no speed loader), shotguns and pretty much any weapon with a tubular or integral magazine (magazine is part of the weapon and you have to load it shot by shot) could also be modeled better by having a high AP cost dependent on the number of rounds you load into it.
 
I'm sorry you've had to wait for my reply, I'm a bit busy.

Corpse said:
Reload action point costs: weapons don't give you an option to select different reload APCTs...
Yes, possibility to set a reload AP cost for a weapon sounds interesting. The game would be a bit more realistic. I imagine myself that it would be especially interesting in early missions, where player can choose only from white weapons or firearms like Pipe Rifle or distance weapons like crossbow. With knife you can perform many attacks in a round but this attacks aren't very dangerous. With firearm you can perform, for example one shot in round, but this attack can kill unarmored person.

But reload AP cost doesn't have sense in the game's campaign until it will be rebalanced, because I remember this situation:
In the first mission my PC with MP5 stands next to a raider and shoots at him with burst attack. It's annoying because I couldn't kill him even after several burst attacks and this attacks do less damages than a strong guy with knife.

requiem_for_a_starfury said:
Corpse said:
Is there any way of preventing NPC and recruit tag names from being stripped when you leave a map on the campaign?
Sounds interesting can I ask how?

Any thoughts on a way to make silenced weapons?
Currently I can only guess how will I realize this patch. To make this patch, the hardest part (as always) will be locating a place where the patch should be applied. When I will understand how the triggers and tag names "work", the rest is just an ordinary programming.

Currently I have one way of realisation in my mind.

At the end of a mission I should search for all actor entities in the memory and preserve their tag names, for example if the tag name has name starting with two letters CN (from campaign). But, how will I assign preserved tag names to corresponding actors?
I could preserve actor positions and their tag names, but where are stored actor positions? In my opinion it would be easier to use something which is certainly preserved between missions. I think I could use actor entity field named "Display Name". I could add to this name a tag name at the end of a mission. When the player will begin this mission for the second time I should remove tag names from display name field and should insert them to a tag name field. Sounds easy but may be hard to realize.

The easiest way to make silenced weapons is to use triggers. I realize that I shouldn't even think about game combat code modification. At this moment it's too complicated. First I should understand how existing triggers work. As to "WeaponModeEquals" condition, it's implemented in the editor, but at this moment can't tell whether it's implemented and being used in the game's main loop, I don't have time for testing.

There may be other possibility to have silenced weapons, for example weapon entity fields: "display name" or "tag name" (I'm not sure with the tag name) are preserved between missions. If I could connect to a code that provides information about currently used and fired weapon I could save its "display name" or "tag name" or just set some mission variable to some value. For example every mission could have a variable with special name, I could set this variable to appropriate value to specify whether certain weapon has been used for shooting. Then modder can analyze whether a NPC has been wounded or killed and then check the special variable to find out whether silenced weapon has been used.
 
jarekfall said:
Yes, possibility to set a reload AP cost for a weapon sounds interesting. The game would be a bit more realistic. I imagine myself that it would be especially interesting in early missions, where player can choose only from white weapons or firearms like Pipe Rifle or distance weapons like crossbow.

Thats great to hear and yes, it would make the game more realistic and interesting indeed.

jarekfall said:
But reload AP cost doesn't have sense in the game's campaign until it will be rebalanced, because I remember this situation:
In the first mission my PC with MP5 stands next to a raider and shoots at him with burst attack. It's annoying because I couldn't kill him even after several burst attacks and this attacks do less damages than a strong guy with knife.

Well, the weapon system is absolute crap IMO; shotguns that do less damage than a 9mm? WTF?

Its not surprising considering the designers can't tell the difference between a biohazard and radiation warning sign; if you don't believe me just check the reactor sprite on Mission 22. :lol:
 
jarekfall said:
At the end of a mission I should search for all actor entities in the memory and preserve their tag names,
Actually the game already preserves the tag names between missions, the cause of the problem is spawning on a map. Every time your squad enters a map the tag name field of the spawn point is applied to each character, which is great for giving the main dude a tag name (at the start of a campaign) without limiting the player to a prefab character but causes all sorts of problems. Some times the triggers don't fire presumably as the game is having to choose between the two tag names, even if the spawn point's tag name field is left blank when placed in the level editor. Things are further complicated when you save and reload as it doesn't appear to save either tag name.
 
Corpse said:
Its not surprising considering the designers can't tell the difference between a biohazard and radiation warning sign; if you don't believe me just check the reactor sprite on Mission 22.

Very funny, I have never noticed this, maybe I was focused on a play. :D

requiem_for_a_starfury said:
Actually the game already preserves the tag names between missions, the cause of the problem is spawning on a map...

Thank you for the information. It looks I need more information on this topic.

requiem_for_a_starfury said:
Every time your squad enters a map the tag name field of the spawn point is applied to each character, which is great for giving the main dude a tag name (at the start of a campaign) without limiting the player to a prefab character but causes all sorts of problems.

Is this tag name applied to a main PC or to an entire player squad?

The tag names are lost after game state save. Could you tell me whether it refers to both PC (PC have tag names specified through spawn point) and NPC (NPC have tag names specified in the editor)? If a PC is a prefab PC, does it lose its tag name after game save?

If every PC could have its own tag name specified through trigger editor, would it be useful in modding?

requiem_for_a_starfury said:
Some times the triggers don't fire presumably as the game is having to choose between the two tag names, even if the spawn point's tag name field is left blank when placed in the level editor.

Do you mean that exist two identical tag names and this causes the problem?

If the spawn point have empty tag name field, then it clears PC tag name field or its inversely (if the spawn point's tag name field is empty in the editor then spawn point's tag name field is filled with PC tag name in the game)?

Look what I've just found. :D
WeaponModeis.jpg
 
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