Hi-Res Patches for Fallout1&2 & the BIS Mapper

FalloutW.exe (Fo1 again) crashes with a fatal error if trying to run at a 16x9 resolution. Are these currently not supported?
I never would have cared before, but my new laptop's widescreen now and i'd love to be able to run at 854x480.


Also, f1res causes this error to come up periodically in the debug logs:

Code:
Error: map: attempt to center out-of-bounds!
 
Tested the resolution, doesn't work for me too. 1280x720px works, though.
 
Lexx said:
Tested the resolution, doesn't work for me too. 1280x720px works, though.
Not surprising... Like I said i'm probably the only one out there that likes to play Fallout at its original native res ^_^
 
Sduibek said:
FalloutW.exe (Fo1 again) crashes with a fatal error if trying to run at a 16x9 resolution. Are these currently not supported?
I never would have cared before, but my new laptop's widescreen now and i'd love to be able to run at 854x480.
It's down to what resolutions your monitor supports. In fallout2 you can get around this using sfall to scale up to your monitors native res but you don't have that option with fallout1.

Sduibek said:
Also, f1res causes this error to come up periodically in the debug logs:

Code:
Error: map: attempt to center out-of-bounds!
It's probably nothing to worry about, it seems to relate to centring the screen on the PCs position. This isn't possible alot of the time with the hi-res patch and in which case it just gets as close as it can. If you think it's causing a problem in game though let me know.
 
New versions of both the Fallout1&2 Hi-res patches are available for download.

Highlights:
The Interface-bar is now 800 pixels wide by default allowing for a wider console monitor (art edited/created by Continuum). You can revert it back to 640 in the ini if you wish.
I've also been messing with the ammo metre a bit. It always annoyed me in fallout2 that it was drawn over the top of a couple of rivets so I shifted it a little to the left. I've also made an optional version of the ammo metre that's wider and changes colour, that you can enable in the ini.
And I've squashed a few bugs including fixing the inventory/loot screen positions that Sduibek mentioned above.

Links updated in my sig and the first post as always.
 
Thanks Mash - I'm curious to see what Conti came up with... 8-)

................

I found a bug - if you use the expanded display text box (I tested it at 800x600), when you point at scenery objects it describes them as:

- You - A - Some - If - Definitely -

They appear to be the first words in the full objects description.

...............

The alternate ammo meter doesn't work independently of the expanded display text box, which is a shame.
 
.Pixote. said:
I found a bug - if you use the expanded display text box (I tested it at 800x600), when you point at scenery objects it describes them as:

- You - A - Some - If - Definitely -

They appear to be the first words in the full objects description

Try as I might, I'm not seeing this at my end. Does this happen all the time? Can you post a screenshot?

.Pixote. said:
The alternate ammo meter doesn't work independently of the expanded display text box, which is a shame.
I can set that up next release, any other suggestions on it's appearance and function are welcome. I kind of knocked it together at the last minute as I had to replace the function which drew it anyway.
 
This was tested with the RP 2.1.2b at 800 x 600.


030scr00000.gif


Only the first word appears when you run the cursor over something.

Could the ammo meter have a few extra colours - these colours are from the Fallout colour palette. Are they too bright / colourful?

031colourtest.gif
 
.Pixote. said:
Only the first word appears when you run the cursor over something.
I look into it tonight. It's annoying I can't replicate it myself, makes tracking down the problem harder.

.Pixote. said:
Could the ammo meter have a few extra colours - these colours are from the Fallout colour palette. Are they too bright / colourful?
Looks OK to me, should be able to do that.
 
The shifting of the UI to the right feels really weird at first but I think once gotten used to, the added space for text will be AWESOME.

^ For example, one part of my mod is to restore descriptions to monsters that were removed, and add when they didn't exist, to add more flavor. Now I don't have to count characters for every. damn. entry. in the entire. text. file. Sweeeet

PS i'll let you know if any of the windows have weird centering like before.

You da man :salute:

EDIT: I don't suppose there's any way to make 640x480 support the extended text box by scaling down the rest of the UI bar in that resolution specifically...?
 
Great job on the new HiRes patch, Mash! :clap:

.Pixote. said:
This was tested with the RP 2.1.2b at 800 x 600.

Only the first word appears when you run the cursor over something.

I tested it with a Mutants Rising build, 1280x800 and it works perfectly for me.
 
Senpay said:
.Pixote. wrote:
Only the first word appears when you run the cursor over something.

1024x600 Fallout1 same problem
I've made alot of small patches to existing functions and the problem's buried amongst them someplace (still haven't experienced it myself). I'm currently rewriting those functions entirely which will hopefully bypass the trouble altogether.
Hopefully get it done before the weekends out.

Sduibek said:
EDIT: I don't suppose there's any way to make 640x480 support the extended text box by scaling down the rest of the UI bar in that resolution specifically...?
It's probably possible but I think it would look to cramped.
 
Awesome work as usual, Mash. I come out of hibernation at a good time. I haven't had the chance to test all these latest changes yet, but rest assured your latest version will be included in the next RP update due out at the end of this year.
 
Mash - I got your message the patch works fine...I couldn't message you because of some error. :?
 
Thanks Pixote,
Your PM made it but email notification seems to be down. I'm working on fallout1 at the moment and It'll probably take me another day before I release the next update. So if it does something weird in the meantime let me know.
Also I updated the ammo bar, what do you think of the colours?

@Killap: Great to have you back. :D
 
Mash said:
I updated the ammo bar, what do you think of the colours?

Nice - could you make a version (just a test) where the 5 colours are on display all the time, and only the meter lowers as you use up ammo. It might look crappy, but it might look pretty effective also, testing in game is the only way to know for sure. Thanks Mash. :wink:

By the way what was causing the display problem?
 
.Pixote. said:
Nice - could you make a version (just a test) where the 5 colours are on display all the time, and only the meter lowers as you use up ammo. It might look crappy, but it might look pretty effective also, testing in game is the only way to know for sure. Thanks Mash. :wink:
I'm adding that and a couple of other options in the next release which I should get uploaded tonight(AEST).


.Pixote. said:
By the way what was causing the display problem?
Not entirely sure to be honest. I'm pretty sure the problem was with a particular function which was responsible for adding a new message to the console text buffer. I'd made a lot of small adjustments to that function and it was difficult to figure where I'd gone wrong. In the end I decided it was better to just rewrite the whole function.

EDIT:
New versions of the Hi-res patches for Fallout 1 & 2 are up. Links in my sig.
 
Great stuff Mash, everything seems to run beautifully, is there any news regarding future mapper updates... :wink:
 
Yep, it's time to devote some time to the mapper, so long as the hi-res patches remain stable.
Not a lot of progress to report so far. I'm getting close to getting the map moving function sorted, as it turns out there was more than one reason why it was crashing. A couple other things are half done, I'll keep you posted.
 
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