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

Mash said:
This one shows unexplored regions of a map.
(...)
Critters remain invisible unless in line of sight of the PC. (Note bar patrons missing)
I'm sure that is a lot of work and kudos, but I hope this feature will be optional when you finish it?
 
Looks nice. Tensed to see more. Not much a fan of the fog, though. I personally don't see a big need for it.
 
Lexx said:
Looks nice. Tensed to see more. Not much a fan of the fog, though. I personally don't see a big need for it.

It will encourage me to rummage through all those cabinets for the thousandth time, and give a sense of exploration back to the game.

Looks great. Good stuff :clap:
 
Mash said:
Critters remain invisible unless in line of sight of the PC. (Note bar patrons missing)
Wow, that's a lot of new features! One question - will the feature above only go on PC LOS, or will it also go on NPC LOS? Given that the game is party-based, it seems like it might make sense to include NPC LOS, but given that you only control the main character (though I think one of the SFall options is supposed to offer full party control; never tried enabling it), I can see a good argument for not including NPC LOS.

Just curious. Kudos either way!
 
Lexx said:
Looks nice. Tensed to see more. Not much a fan of the fog, though. I personally don't see a big need for it.
Well it's not really a Need thing, IMO. I would wager Mash probably doesn't see it that way either (correct me if I'm wrong of course) -- it's a cool feature to add realism and a lack of Clairvoyance to the game. I mean knowing always *exactly* what you're up against, in terms of how many opponents, exactly where they're standing, etc., is kinda lame if you think about it. This will add an "Oh shit!" Factor to the game in cases where you open a door and find something you didn't recall or didn't expect. I like it.

I've always used being able to see inside buildings just by standing next to them to my advantage. Now that cheat won't work.

An example is the [spoiler:11adcaaedc]BoS prisoner in Old Town -- as it stands, you can see everything before you open the door.

Or the Military Base. Or the Master's Lair....[/spoiler:11adcaaedc]
 
Fog of War is a nice extra, people don't have to use it if they don't wont. Can the shadow strength be adjustable?

Critters remain invisible unless in line of sight of the PC. (Note bar patrons missing)
I find this odd. But in-game it could be interesting. I thought having the roof tiles block the view of the interior already accomplished that. It would make combat tricky...

Mash any news on when we will get our hands on these tasty upgrades. :wink:
 
.Pixote. said:
I thought having the roof tiles block the view of the interior already accomplished that
Nope, see my post above. All you gotta do is stand next to the building.
 
I'm glad this has gotten so many responses. Now to answer some questions and fill in some details.

Firstly, the Fog of War addition is of course completely optional and disabled by default. I've wanted to do this for a while to bring back some of the mystery and urge to explore that the hi-res took away by allowing you to see a much larger area at once.

Now to what you can see and what you can't..
Floor, walls and scenery are always visible but darkened until discovery, you can adjust how dark they appear in the ini. All other object types are invisible until discovery, so you wont know what useful items are in a room until you walk into it or peak through a window. You also wont be able to interact with anything using the mouse that hasn't been discovered.
There is also a light version of the mod which allow normal lighting for floors, walls and scenery and allows you to view their details with the mouse. But still leaves other objects invisible until discovery.
In combat you no longer see critters beyond your LOS (yellow highlighted), party members are always visible though.
@ kungfujoe: I might take a look at party member LOS during combat, I think it would cause problems during normal play. Also I just tried out sfall's party control mod and it seemed to work reasonably well, (no less buggy than usual) with the visibility of stuff changing depending on the selected party member.

As for when the next release will be. I still have a bunch of small stuff to do (tweaks and such) and there are a couple of bigger things I'd like to try to include that I won't mention at this point due to their lack of development. Ideally I'd like to get it out before the end of Winter(Summer for all you Northerners).
 
For some reason I hadn't used the AlternateAmmoMeter until today. Very nice! I like :clap:


Sduibek said:
If I try to run f1_res with non-English languages the game crashes. Any ideas?
Huh, if I rename the main DATA/ART/INTRFACE folder it works. (no changes or renames to the DATA/[language]INTRFACE folder necessary) I'll track down which file is crashing it and post here when I have more info, in case anyone else stumbles across the same issue.


Alt+F7 (to take screenshots sequentially of the entire map) is broken if using Mapper2_hires. No screenshot files are created.
 
What do you think about "border" in dialogue window? Original one was designed for fullscreen 640x480 and looks shitty in higher res. I'll need to randomize that border due to recycling of the same art.

scr00000.gif



-----------------------------------EDIT


Another version with that thingies in the corners moved before frame (left isn't touched - no highlights and bolts). Also, Loudspeaker is moved to the left (to prevent being covered by frame).

scr00002.gif


-----------------------------------EDIT2

Would be super cool to move glass thingy little to the bottom (to center it border <=> rectangle where NPC's text is displayed), but this will require some exe hackery, I guess... or move border to the top, but again - exe hackery will be needed, I guess...
 
I wished those particular screens went 'full screen' when you used them, but people using wider screens might get a funny stretched image...I don't know. :shrug:
 
How about painting a new border around the dialog screen? We are able to paint new graphics on the screen via script, so maybe it is possible to make the border a unique graphic that is shown on screen as soon as we enter dialog mode. I will see if I can get something like this to work.
 
.Pixote. said:
I wished those particular screens went 'full screen' when you used them
Yeah, would be pretty cool to have expanded both player's and NPC's text boxes where text is displayed (similar to already expanded message window) because there's no point of adding useless art pieces just to fit window into the screen. But expanding ALLTLK itself could be little tricky even for 800x600 (higher than that make no sense at all) - a lot of space to fill on the sides (right/left). Of course, ALLTLK 800x600 would need a border (for > 800x600). Dunno how barter (that sliding window) would look in fullscreen 800x600 though. Anyway, border I've added already makes huge difference 8-)
 
killap said:
How can I get my hands on this for the RP?
When done I'll upload image. In the meantime maybe Mash will consider moving glass thingy little to the bottom (I'll make necessary changes in ALLTLK.FRM) to make it looking even more superb :P Here's a draft with centered glass thingy:

scr00002.gif
 
Continuum said:
killap said:
How can I get my hands on this for the RP?
When done I'll upload image. In the meantime maybe Mash will consider moving glass thingy little to the bottom (I'll make necessary changes in ALLTLK.FRM) to make it looking even more superb :P Here's a draft with centered glass thingy:
I can do that. Looks great by the way, Once you've uploaded the finished product I'll make the adjustments and happily incorporate it into the next release.


@hasnogames:
Sfall for fallout1 was abandoned before release of the hi-res patch. Consequently the two don't work well together(the window stuff anyway). The next version of the hi-res patch will have a window mode if you can wait a few more weeks.


@Sduibek: Must have missed your last post, is the non English language problem still an issue?
Yep the whole map screenshot thing is broken in the mapper hi-res patch, thanks for the reminder I'd forgotten about that one.
 
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