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

Ardent said:
Sduibek said:
2) I don't suppose there's anything we can do about this?: (ugly black borders on small maps, because they literally aren't big enough to fill the screen)

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You can expand the maps. That's what .Pixote. did for the RP and I think the effects are seamless.
If anyone can link me to those or do a screenshot that'd be great. I can include them in FIXT.
 
Ardent said:
Sduibek said:
2) I don't suppose there's anything we can do about this?: (ugly black borders on small maps, because they literally aren't big enough to fill the screen)

[spoiler:684e753381]
2zq97kh.jpg
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You can expand the maps. That's what .Pixote. did for the RP and I think the effects are seamless.

I wouldn't call them seamless. I had to remove the bottom cliff, which saddened me greatly. :( One day I'll build a new larger bottom cliff and fix that. Grab the latest RP and checkout the mountain maps. :wink:
 
Mash said:
Sduibek said:
Umm... why does f2_res make it no longer possible to hit F10 on world map?

I really hope that's not a "feature" :shock:

Not on purpose, weird I'll check it out.
I can confirm this issue with the latest high res patch.

Also curious on the timetable for the next update. Just planning the next RP beta. :D
 
Sduibek said:
I assume we don't need panels.ini any more?
Ditched the panels.ini several versions back. One of my deadend ideas.
Sduibek said:
1) If IFACE_BAR_MODE=1 then the Create Character screen is affected. Which looks silly ;)
Fixed for next release.

Sduibek said:
2) I don't suppose there's anything we can do about this?: (ugly black borders on small maps, because they literally aren't big enough to fill the screen)
The ugly black borders were all Pixote's idea :D. I just emulated in software what he was doing with chunks of black scenery art for the RP. Personally I can't think of a better solution aside from adding more scenery.

Sduibek said:
Your caves edgefile cuts off part of the left side of the map needlessly. My fixed version:
http://www.mediafire.com/?4uiddcif8qmpaic
Thanks, will add it to the next release.


Sduibek said:
Umm... why does f2_res make it no longer possible to hit F10 on world map?
Fixed for the next release.


killap said:
Also curious on the timetable for the next update. Just planning the next RP beta. :D
I really wanted to have the next version out a week ago, I'm just real bad with setting deadlines. The truth is, it's nearly impossible to tell how long something is going to take before you do it.
I've halted work on some of my more ambitious ideas for now, and am concentrating on small stuff and bug hunting . So hopefully not to much longer, I'll tentatively set the release date for next weekend but you can probably take that with a grain of salt.:P
 
Mash said:
I'm just real bad with setting deadlines. The truth is, it's nearly impossible to tell how long something is going to take before you do it.
I know exactly what you mean. Story of my life. :)

Mash said:
So hopefully not to much longer, I'll tentatively set the release date for next weekend but you can probably take that with a grain of salt.:P
No problem, I was just curious. Hopefully the RP beta will be ready then as well. This way both the RP and the high res patch can get some good user testing in. As always, thanks for your hard work.
 
Better late than never, the Fallout2 Hi-Res Patch version 4 is available for download. Links in my sig and change log in my first post. The Fallout1 patch still needs a bit of work but should be up by next weekend.

For non english versions:
Text for the hi-res patch settings window has seen a few additions. I've spliced english text into both Chinese & Russian translations for the time being until the new text is translated.

Lots of new stuff in this one, so I'm expecting a few bugs to crop up let me know if you find any.
 
@Mash

Awesome stuff! The RP will be getting some beta testing soon and I'll make sure this is part of it. Many different system setups, so it'll be a good test.
 
@Mash
The new windowed mode is awesome! Is it possible to bind some key to release mouse pointer from the window, like VMware or Virtualbox? So that I don't have to keep pressing a key for scrolling maps. :P
BTW, what are pros & cons about DirectDraw 7 mode comparing to DX9?
 
Ah, exciting news! I'll be taking this baby for a spin as soon as I have a drop of free time. I'm especially hyped for the fog of war options :drools:

Great work, Mash, you deserve a marshmallow :P
 
NovaRain said:
@Mash
The new windowed mode is awesome! Is it possible to bind some key to release mouse pointer from the window, like VMware or Virtualbox? So that I don't have to keep pressing a key for scrolling maps. :P
Good idea, I'll make that an option.
NovaRain said:
BTW, what are pros & cons about DirectDraw 7 mode comparing to DX9?
No real difference from a user perspective. One may work better than the other depending on your hardware. I do have some ideas for expanding the DX9 mode, but that's for a future release.

gvx said:
Fallout2 High Resolution Patch v4.0.0 version does not support my Chinese version
I will see what I can do, I'll PM you if I run into trouble.

I'm interested in getting some feedback on the Fog of War addition once you guy's have had a chance to mess with it. I haven't had the chance for a long game time test myself. There are a few issues with some wall blockers that I've noticed, eg. some of the temple walls use the see through wall blockers while various fences use the non-see though version. Not sure if there's a good reason for this from a mapping perspective.
 
@Mash: First off, I just LOVE the fog of war option. It gives the game a whole new dimension and the exploration bit is greatly enriched by this new feature! Excellent idea and great work!

One issue so far:

* I enabled the fog of war and left the original darkness setting (4) through the .ini file, before launching the game. It worked fine. However, I then decided to set to a lighter tone and exited the game back to main menu. I opened the screen settings window. I set the fog of war darkness setting to 6 and pressed Done. When I chose my character and the game was supposed to start (after the intro movie), it crashed with the "Instruction at 77ca7267 referenced memory at fffffffa / The memory could not be read from". It also crashes if I try to load a game, instead of starting a new one.
This has happened to me for four consecutive times, each time after I changed the fog of war brightness/darkness through the main menu options screen. Also, after each crash, my game would start with the psychedelic colour scheme that happens when you run Fallout on Win7 in the 8-bit mode.
For the record, my screen mode is normally set to 8-bit, and I'm running my game on Vista and usually don't have such graphic glitches.
I was testing it on an MR build, but I don't think there should be any issues with the build itself, because the game launched fine as long as I didn't alter the fog of war darkness settings. I also had no problems if I altered the fog of war settings before launching a new or a loaded game for the first time, or when exiting the game completely and changing the settings through the .ini file.

Suggestions:

* The fog of war doesn't affect roofs of buildings - they are lit up as if they were known by the player. It's nothing serious, but in case it's fixable, I think it'd look consistent if they were shaded by the fog of war like the other tiles. This will be especially important (aesthetically-speaking) for buildings with the illusion of extra floors achieved by placing some roof tiles in conjunction with scenery and regular walls.

* I'll be asking Timeslip about it, but you should know about it too. I think we need a new script command: "ignore_fog_of_war". When enabled, the target object (critter or not) would ignore the fog of war and be visible at all times. I can already think of a couple of places I'm gonna need this in MR - e.g. when there are cutscenes and the Player's line of sight might be obstructed, which would result in a lack of vision of the events/characters taking part in it.

I think that's it for now. I'll write again when I have some more feedback. But overall - fantastic work, as usual :)

EDIT: I also noticed a significant drop in frame rate when the fog of war is enabled. It's not unplayable, but it's certainly slower. I will test it some more and get back to you. EDIT 2: Actually, there's a drop in framerate regardless if the FoW is enabled or not, and no matter which display setting is on (8, 16 or 32 bit). This happens on bigger maps, and I don't think I experienced it before. I'll test with DD and DX9 too.

EDIT 3: One more suggestion: I think the objects from the Misc palette should be visible in the fog of war too. These objects are projectiles and exit grids, and I do believe seeing where the exit grids are located is important for navigation.
 
Bad news first, looks like my computer has died.
Good news, the hi-res patch source code is intact. And I've commandeered my sisters computer until the end of the weekend. Which should hopfully be enough time to get the fallout1 patch out and a small update for fallout2 hi-res patch.

@Ardent:
Excellent thanks for the feedback.
*I'll check out that crash, sounds like I've goofed up somewhere.

*I sort of neglected the roofs on purpose for the FOW's first outing. They could be problematic and I wanted to get the basics working first. I will tackle them eventually though.

*Scripting FOW stuff could be difficult as I cant think of an easy way to get sfall and the hi-res patch talking to one another. Leave it with me though, Ill look into it.

*The FOW will cause some slow downs. It should mostly be limited to when the PC moves to a new hex tile, as this causes the whole visible map area to be redrawn.
Objects drawing works a bit differently in this version of the hi-res patch. Previously the game would look for objects to draw within a rectangle a little larger than the screen. In this version of the hi-res patch all objects on the level are checked for drawing. In my own testing this didn't cause any significant slow downs but I suppose this may have more of an effect for those with older systems. Increasing the resolution kind of messes up the old way anyway.
Although I've yet to check this out myself, the new hi-res patch probably gets rid of the old art size limit. Where large art would be corrupted when scrolling in and out of view.

*Setting the Misc stuff visible makes sense.

@Pixote:
If you "ok" passed the error does the game still start? If not do you still see the splash screen?
 
The new version of the Hi-Res patch for Fallout1 is now available for download. As well as a minor update for my Fallout2 patch.

I've removed the need to hold down a button in windowed mode. Now the mouse is only locked to the window when the map view screen has focus. Opening the in game menu or any other panel will allow full mouse movement.

For Fallout2 I've added support for gvx's multi language mod. The width of text doesn't seem to be calulating properly and it crashes when I open the dialog screen, but this may be because I'm not using the correct font or language.

For Fallout1 I've added an option for double-click running.

As usual links in my sig, and further details in the first post.
 
Awesome, you rock! :clap:

I'd really like to see someone box the Character screen like Continuum did for the Dialog screen. That would be cool.

EDIT: Holy shit are our site's stats correct? It says your F2 version of hires has been downloaded 485756 times. :crazy: :crazy: :crazy:


EDIT2: Is it possible to stretch-fit the worldmap exploration screen, even just a little to 800x600? That's the only thing I don't like about higher res... sort of lowers the immersion when the world map is all tiny like that.
 
Sduibek said:
Holy shit are our site's stats correct? It says your F2 version of hires has been downloaded 485756 times. :crazy: :crazy: :crazy:
Yep it's pretty cool 8-) . You do have to keep in mind that that number isn't reset when I release a new version, so at least a few of those are the same people re-downloading. But that's also pretty cool.

Sduibek said:
Is it possible to stretch-fit the worldmap exploration screen, even just a little to 800x600? That's the only thing I don't like about higher res... sort of lowers the immersion when the world map is all tiny like that.
I don't like the idea of scaling it to much but making the window bigger so you can see more of the worldmap sounds like something to look into.
 
Oh hey, the ScrnSet.msg in folder "Extras" is identical to the one in the dialog folder structure of your installer, so you can just get rid of the "Extras" folder.

EDIT: Why does the config exe default to Windowed mode? :(

Also, just to clarify, NumPathNodes is not for critters, it's for the Player so that you don't get the situation where you click halfway across the map and the cursor's just a red x. Right?
 
Sduibek said:
Oh hey, the ScrnSet.msg in folder "Extras" is identical to the one in the dialog folder structure of your installer, so you can just get rid of the "Extras" folder.
I suppose your right, it's a carry-on from my fallout2 patch where everythings stored in a dat file and harder to get at.

Sduibek said:
Why does the config exe default to Windowed mode? :(
It just goes off what's set in the ini. I went with the window mode this version to encourage people to give it a go. Feel free to change any default settings for Fixit.

Sduibek said:
Also, just to clarify, NumPathNodes is not for critters, it's for the Player so that you don't get the situation where you click halfway across the map and the cursor's just a red x. Right?
Yep, that's the idea. While it's been part of the patch for a while I still wouldn't mind some feed back from those who've used it. I still class it as experimental.
 
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