Installing Killap's Patch release Final B (US) on a Mac

sdlotu

Which vault is this again?
I looked through the FAQ and forums but haven't found an answer to this yet, though I did see that someone was successfully using the Killap's Patch release Final B (US) on a Mac just recently (a couple of months ago).

After reading the install instructions, I determined that I needed the B version because the A version requires replacing the EXE, which obviously won't work for Macs. I installed according to the instructions, but the game was not changed.

I then did a little digging and found that the files I put in the Applications/Fallout folder really belong in the ~/Library/Application Support/Fallout 2 folder instead. So, I reinstalled Fallout 2 and the 1.02 patch, renamed the original Fallout 2 folder in Application Support, then installed the Killap's Patch release Final B (US) into the folder noted above.

I launched the game successfully, created a generic character, but when the game completes the cutscene, my character is on a black screen with the sound playing. If I move, my graphics are smeared all over the screen.

By switching out the normal and modded folders I can "toggle" the game from working to not working, so I am sure that it is not the application itself.

If someone has successfully installed the Killap's Patch release Final B (US) for a Mac, please let me (and the other Mac user's, if any) what you did.

Thanks very much in advance.
 
I have no experience with using this patch with Macs, however, even though version A of my patch comes with an .exe I suggest using that patch and just not copying over the exe. Be sure to then use whatever .exe related file comes with the Mac patch. Not sure if it will fix your problem though...
 
Thanks for the suggestion. Just tried it out:

No change in behavior at all.

I suspect that the game is not reading the map files correctly, since the viewscreen is black and I can run in any direction forever.

I also have no spear as I should for the Temple, which means items are not loading.

Nor can I save the game (not that it would be of any value, but it is informative to try).

I will have to see what is missing or misconfigured with a more detailed test. I will run a normal game through the temple and one village quest (I'll rescue Nagor's dog) and then see what the resulting file and folder changes are.

If anyone has other ideas in the meantime, I welcome them.

Of course, once this is figured out I will post the correct method for everyone to see and for inclusion in the patch notes.

UPDATE:

Here's what happens on a Mac when the game is installed:

The executable goes in the Applications folder.

Upon first launch of the game, a folder called Fallout 2 is created that is placed in the ~/Library/Applications Support folder. This folder contains the fallout2.cfg file, which is game settings/preferences.

In addition, another folder called DATA is created. Inside this folder are two folders, maps and proto. These are empty on launch.

I played through the Temple, killing a few ants and defeating Cameron. Along the way I picked up two wooden poles from traps I sprung. I then collected the quests for Hakunin's garden and Nagor's dog. I picked up a Broc flower and then completed Nagor's dog quest but not Hakunin's quest. I saved several times during this process.

When now examining the DATA folder, I find a maps folder, which after this short start is still empty. There is also a proto folder, with critters and items subfolders. The critters folder has a lengthy list of files, totalling 24. The items folder has only one item: 455.

Also in the DATA folder is a SAVEGAME folder, which has 5 folders for the 5 saves I did. The first save, SLOT01, performed before going into the temple, has an ARTEMPLE.SAV file, an AUTOMAP.SAV file, a SAVE.DAT file, and a folder called proto.

In this proto folder are the same two subfolders, critters and items. Critters again has a list of 24 critters, while items has only item 455.

Looking at the last save, SLOT05, there are now maps called ARCAVES.SAV, ARVILLAGE.SAV, AND ARGARDEN.SAV in addition to those above. The SAVE.DAT file is there, and the proto folder.

In this second proto folder, after collecting spears and flowers, there is still only one item in the items subfolder: 455. No indication that other items have been added in subsequent saves. The critters folder has the same 24 files listed that were present in the /DATA/proto/critters and that were present in the /DATA/SAVEGAME/SLOT01/proto/critters.

I will now test the "A" patch and see what changes are made comparing the download folder structure and the game folder structure after trying to play the early game.

COMPARATIVE TEST OF PATCH A AND GAME FOLDERS

Here are the changes in the active files, as compared to the downloaded "A" files, after the first launch and a failed load, with the reported black viewscreen and no spear in inventory.

The main DATA folder has one new file, worldmap.dat added.
There is also one new folder: SAVEGAME, and inside SAVEGAME is SLOT01 folder, which contains a proto folder, and proto contains two empty folders, critters and items.

All the other subfolders inside DATA have had their modification time stamp updated to when the program was launched. Except for the one noted below, all folders are byte for byte identical, and thus unchanged. I measure this by getting the total byte count for the comparable folders. This includes Art, Data, Maps, Scripts, sound and Text.

The downloaded Proto folder was 96KB. The one in the game is now 8KB.

Comparing folders, I see that the game Critters folder is now completely empty. The game Items folder has only the file items.lst.

Clearly, when the game launches, the program deletes data from the proto folder, apparently to reset the contents to what it expects.

I then set the proto folder and all its contents to read-only and launched again. This time the files are not deleted, but the game still starts on a black viewscreen and with no spear in inventory.

I am open to more suggestions.

I have taken some time to look at the current short list of Mac mods currently available here. In particular, I have noted the JonaMod makes many similar changes to the game that the killap mod does, but it is not current and unlikely to be updated.

More importantly, I have noted that the JonaMod actually changes the application package itself. On the Mac, applications are actually folders (called a package) containing various other folders with executables and data.

Inside the generic Fallout 2 app on the Mac is a file called patch000.dat, which is apparently the patch file that is referenced in the killap installation instructions.

JonaMod replaces the original 2.2 MB patch000.dat file with a much smaller 32 KB file. Seeing this, I suspect that the killap instructions for the Mac will need to include modification of the Fallout app package directly, perhaps deleting the patch000.dat file among other changes.

So far I have not been able to get the JonaMod to run, but I'll be testing more and will report back here once I have some conclusions.
 
sdlotu said:
JonaMod replaces the original 2.2 MB patch000.dat file with a much smaller 32 KB file. Seeing this, I suspect that the killap instructions for the Mac will need to include modification of the Fallout app package directly, perhaps deleting the patch000.dat file among other changes.

My instructions do mention deleting the patch000.dat if it is found in your Fallout 2 directory.

Other than that don't know where to go from there with Macs. 8)
 
I've been playing the Mac version of Fallout 2 with Version A of Killap's patch installed for the last month or so, so getting it to work is certainly possible. You'll definitely need to ditch or replace the patch000.dat inside the app, although I seem to recall the game choking (resulting in the graphics glitches described previously in the thread) on the items.lst & critters.lst included with the patch, possibly they need to be placed elsewhere for this override approach to be successful. In my case I ended up applying the patch to the master data itself using various PC Dat/UnDat utilites; first extracting master.dat, applying the files from the patch over the extracted files, then making a new patched master.dat, and then burning it to disc. Might save some time if I ever need to reinstall.

Edit: Oh, and thanks a bundle for all your hard work fixing Fallout 2, Bear Dude! :D
 
Many thanks for the insight into the possible variations for the installs. I have indeed made a little progress, but am not sure yet if it is meaningful. Here's what's new:

I opened the Fallout application package, then deleted the patch000.dat file. I installed all of killaps patch A files into the respective folders in the application package this time, and launched the game with a new Application Support/Fallout folder.

Now the game launches normally. However, there is no rock in the area between Clint and the Temple of Trials stairs, so I cannot confirm that the data is being loaded correctly.

I quit the game without saving, then copied the killlap files from patch A into the Application Support/Fallout folder that was created just now by the modded app. When I launch this, the black playfield with multiple images returned.

Now I suspect that the presence of the patch000.dat does not cause the graphical problems. I create a clean copy of Fallout, delete patch000.dat, and install the killap patch A files in the Application Support/Fallout folder instead of directly in the application.

Sure enough. Installing the patch A files in the Application Support/Fallout folder will cause the black playfield whether patch000.dat is present or not. The conclusion then is that the patch A files cannot be installed in this folder, but must be installed in the Fallout application package itself.

All this confirms the comments by zimziki above, so I am reasonably certain that the solution lies entirely within the Fallout application itself. I don't have the utilities he mentions so I am at the moment unable to duplicate his solution.

I will continue with the working version above to see if the game is indeed using the new data and post again. There are a few items in Arroyo I should be able to check will minimal game play time.
 
I have now tested several more variations of locations for the killap patch A files, and have learned this:

No matter where I locate the patch A files in the Fallout application, when the game starts it immediately creates a set of proto folders (items and critters) in the Application Support/Fallout folder. Inside each folder are multiple files created on launch. These files are not present in the Fallout application package folder structure. They must be located within the master.dat file and called from within it.

As a result, I must conclude that the method suggested by zimziki above that modifies the master.dat file is the only correct one.

It would be most helpful if this working, modified master.dat file could be provided or a how-to posted for individuals to use for themselves.

Thanks again for everyone's helpful suggestions.
 
Shouldn't be that hard.

Save the old master.dat, repack it, use a binary DIFF tool to compare the old master.dat and the patched one, upload the created DIFF to NMA, done :-)

Here is the binary DIFF tool I've used for creating win32 DAT patches for FIFE. AFAIK this tool is also PPC Mac compatible (you'll prolly need to compile it from source with Xcode though):
http://sourceforge.net/projects/xdelta/
 
mvBarracuda said:
Here is the binary DIFF tool I've used for creating win32 DAT patches for FIFE. AFAIK this tool is also PPC Mac compatible (you'll prolly need to compile it from source with Xcode though):
http://sourceforge.net/projects/xdelta/
Interesting. I've gotten as far as compiling xdelta3; any more details you could provide about its use would be most appreciated. :)
 
I've used xdelta1 for FIFE as xdelta2 was linux only back then (xdelta3 was not available at this point).

I'll check out xdelta3 on win32 and try to come up with some ideas.
 
I also had the weird black screen problem (Mac G5). The cause was the presence of the file items.lst in ~/Library/Application Support/Fallout2/DATA/proto/items . According to JonaMod100a, that file should go in the .../Fallout 2.app folder. I'm also using the patch000.dat and modified Fallout2 executable from JonaMod100a, but nothing else. After copying killap's files into .../DATA/ (except for items.lst) you need to set the .../DATA/proto heirarchy to read-only otherwise the files will be erased.

I just figured this out (and then saw this thread, oh well). So I'm starting a new game as soon as I finish writing this post. If I run into any problems I'll add it here.
 
After several days of testing and off-line communication with the enormously helpful Zimziki, I have been able to get the patch working.

Zimziki took the time to combine the killap patch A files into a patch000.dat file which can be used in place of the patch000.dat file in the Fallout application itself.

I have run through several quests and have found the behavior (including the tell-tale rock in Arroyo) to be working consistently with the expectations set by the notes to the killap patch.

Since this single-file solution is much easier than the multi-part one, I offer the patch to killap for inclusion in his download, or for a Mac specific version of the patch. It is only 6.2 MB in size, so quite reasonable.

I personally don't have a file hosting service, and don't believe it would be best for me to have this in parallel with killap's work instead of him including it himself. However, it is small enough to email if needed.

Thanks to everyone (especially Zimziki) for getting me headed in the right direction and happily playing Fallout 2 "like it should have from the very beginning." :D
 
I always had intentions to just have a patch000.dat file for my unofficial patch but there were previous reports of issues in the unofficial patch dat file created by Seraph, so I have decided to just stick to the extracted version. However, since you say you got things to work for the Mac, I would appreciate if you could gather everything together and e-mail it to me. Please included all the needed files and sent them to the address found in the readme of my patch. Also, what patch version (A or B) was combined into this dat file?
 
File is on the way.

It is a packed version A, a single patch000.dat file which will be very easy to install and use. I certainly found it so.

Installation instructions included.

Credit goes to zimziki for creating the packed patch000.dat file.
 
Nice. Big thanks to zimziki and to you sdlotu as well. Your determination helped make this possible. I shall package all this up and make it available on my server by mid afternoon EST Friday. I'll also let an admin here know so I won't be the only one hosting it.

Thanks again! Finally Mac users can experience Fallout 2 "like [they] should have from the very beginning." 8)
 
Could someone possibly throw out a link to where i can download the mac os x version of grand patch? Cant seem to find it myself :cry:
 
Umm...yeah so I never got around to packaging this up. Perhaps I should get to that soon. Give me to Monday. Been a bit busy lately with family coming in to town.
 
You can download it here for now; I'll remove it as soon as Killap makes a properly packaged version available. To install: replace the 'patch000.dat' located inside the Fallout 2 application (select 'view contents' to um, view its contents :) ) with the one in the downloaded archive.

Edit: file removed since Killap's official version is now available.
 
Ok, Mac patch is bundled and up for download.

Grab it here.

NMA files section should be updated within a few days. Be sure to read the included readme file for the installation instructions.

Big thanks to zimziki and sdlotu for getting this patch to work under Macs
 
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