Fallout 1 mod Fallout Fixt - next release will be some time in Jan 2020

Discussion in 'Fallout General Modding' started by Sduibek, Dec 15, 2010.

  1. Sduibek

    Sduibek Creator of Fallout Fixt Moderator Modder

    Oct 27, 2010
    Well then what does that say about killap, who is releasing the first new version of F2RP in two years? Ha ;)
    EDIT: killap we love you, don't hurt me ;)

    Don't worry though, I won't use your argument as justification to kill myself. Regardless of intent I processed as sarcasm and had a good laugh :D

    Fair enough, I like to keep on it though. Modding is so much fun!

    The main thing I'm excited about for the new version is not new stuff, but the ability to make it more optional, customized and modular. Pleasing a much wider portion of the fanbase is a good thing 8-)
  2. Sduibek

    Sduibek Creator of Fallout Fixt Moderator Modder

    Oct 27, 2010
    Some other stuff the next version will have -- entries in Credits (like killap did with F2RP) to give credit to everyone whose contributed to FIXT (including myself of course! ;))

    And another is a warning on some of the other options re: appropriateness. I know laws vary from country to country but I will add a warning about certain "adult" or "mature" things and user will have to click they understand before being able to even see the options. Don't worry it won't block install at all, just a portion of the list of optional stuff will be hidden until clicking "I understand and agree".

    Not sure why I didn't think of either of those sooner.
  3. killap

    killap Bear Dude Moderator Modder

    May 16, 2005
    I feel like he was talking about learning Illustrator/Photoshop, but either way, I ignore comments like this.

    Hah at your comment Sduibek. It's true, it's been quite the gap between my previous release. That's what RL will do to ya though.

    But anyway, good luck with your studies and keep up the great modding work. Just keep modding a fun pastime, don't burn yourself out or make it end up being a chore.
  4. Izo

    Izo First time out of the vault

    Apr 12, 2012
    Maybe you would finish this mod sooner if you wouldn't ignore this. (J/k - it was a joke, I wanted to motivate Sdu ;)).
  5. Gumby

    Gumby First time out of the vault

    Jan 20, 2013
    Howdy everyone, from another newbie.

    This project piqued my interest some time ago, as it is an ambitious attempt to join all the major Fallout mods from various authors. I later tried out the 5.3alpha and although I hate to be a spoilsport I must report that the amount of issues still present, including ramming into a particular show-stopping bug, put me off rather good. :D

    If it's not too much of a bother, I have some questions for the author, Sduibek:

    - is it possible that some of the mods you are trying to merge together may be incompatible with one another?

    - is there an ETA of when this project will go from 'alpha' to 'beta'?

    - is there a walkthrough for modded/additional content which would serve as a reference for players, so that they may verify what was supposed to happen actually did happen?
    Like for example this: http://hem.bredband.net/darek1/f2rp_wt.htm

    Such a reference point would likely be of much help with testing and bug reporting.

    I haven't read the entire thread and I apologise if the above has already been answered.

    From what I was able to surmise, you work on this project alone- are there any testers involved to help with the bug hunting? If not, I'd be delighted to help out with that if you'd be open to such a collaboration. But you would first have to indoctrinate me into the Fallout modding procedures. :P Although I do have some fleeting and sporadic experience with modding, I never did dive into Fallout much.

    Thanks for your time!
  6. Sduibek

    Sduibek Creator of Fallout Fixt Moderator Modder

    Oct 27, 2010
    Hey there!
    It's fun to see people register here just to talk to me about my project 8-)

    Details please -- any bugs present I wish to add to the wiki, as I can't fix issues unless I'm aware of them. Most importantly what was the big one you encountered?

    Hmm, not that I'm aware of. There are cases when I had to manually put together code from two different versions of a script, instead of just using the files from TeamX or whomever, but as far as I know many of the issues were present in those versions as well (the TeamX patched versions for example). Other issues have unfortunately been introduced by my mod but that is usually due to the scope (i.e. unforseen affects of changes) or an oversight (like forgetting i wasn't 100% finished with a certain thing before moving on to something else)

    Not really. I've been thinking about that lately. The technical definition of Beta is when it's feature-complete, meaning in this case, things like new things the user can do would be finished being added. Might not be Beta until I get it working in Fallout 2 engine. I'm really not sure. I'd like to stay true to the classifications of Alpha/Beta/Release but I also don't want to give newcomers the impression that it's super buggy and broken because I personally don't feel it is -- some people don't notice any issues at all when doing a playthough from start to beating the game.

    This is a good idea, I'll do that. It won't be anywhere near as long as the F2RP one, but yeah there's some new stuff I could add there for people who wish to look it up.

    Correct. I've gotten help from at least a dozen people here, maybe even twenty, but the vast majority of work has been done by myself. More recently I've been getting more help, primarily from TarkinMX and Nevill but the coding and scripting for example is pretty much just me. For the first year or two it was 100% my work.

    I have helpers but yes yes manpower is always welcome :clap:

    It's not a very exciting job but something that would be really helpful is to go through this thread from the beginning, and the Feedback thread (see link in my sig), and add all reported issues/bugs/ideas/suggestions to the Fallout FIXT Bug Wiki (also link in my sig). For me I'd rather spend the time fixing stuff, it would be fantastic if someone would transfer over all these reports to that page so they're in one easy-to-reference place.

    After that's finished, I have some other stuff you can do. So get to work! Haha ;)

    Thank you :D
  7. Gumby

    Gumby First time out of the vault

    Jan 20, 2013
    My PC was under alcohol intoxication and when the effects wore out during the world travel, the game crashed to desktop. All I could hear just before that was the sound of console text being displayed, so the crashing might be related to that. I'll give it a more thorough testing at the earliest opportunity and then get back to you.

    Oh dear, what has my big mouth gotten me into now? :o
    But I accept the challenge and will get onto it. It could take a while since I can really only dedicate a few hours during weekends, but no worries. This will feel like a vacation compared to the stuff I've been doing lately. Should I have any questions I'll contact you via PM, if that's okay.

    Well played, sir. Well played. :D
  8. Sduibek

    Sduibek Creator of Fallout Fixt Moderator Modder

    Oct 27, 2010
    Ah! Yes. No need to test further, that is already fixed (or should I say FIXT, ha!) in the upcoming version.

    Awesome, thanks!

    Good news is I've gone through most of the Feedback thread already. So go ahead and start on that thread instead of this one, starting with this post:
  9. Sduibek

    Sduibek Creator of Fallout Fixt Moderator Modder

    Oct 27, 2010
    Credits.txt for next released is finished.
  10. Skynet

    Skynet Mildly Dipped

    Jun 5, 2003
    I just started to check out this project. This may been have been asked previously, but is it possible to restore good ending for Hub and Followers Of The Apocalypse?
  11. Sduibek

    Sduibek Creator of Fallout Fixt Moderator Modder

    Oct 27, 2010
    It is possible but would be way too much work to be worth it.

    However, once ported to Fallout 2 that will literally take about ten minutes to set up. So it'll happen in time :wink:

    EDIT: I've made sure it's in the bugs wiki now.
  12. agris

    agris Still Mildly Glowing

    Jul 8, 2004

    Your posts seem to indicate that you tend to migrate this project to a fallout1-in-fallout2 engine, plus the fixes and restorations. Have you considered that, if the porting to F2 is inevitable, to focus on that before implementing any more fixes? Unfortunately, a lot of the code you're writing for FIXT in the F1 engine might not be compatible when it's executed in the F2 engine.. or be compiled with different / buggy results due to the F2 engine's own issues.

    Just a thought. It would be a shame to get FIXT to a near 'done' status, port to F2 engine, and find a bunch of your work needs to be RE-re-done.
  13. Sduibek

    Sduibek Creator of Fallout Fixt Moderator Modder

    Oct 27, 2010
    Yeah, it's kind of a bummer at the moment, because ideally I do want to do what you're saying, on the other hand I don't want the fans sitting on major bugs while I work on it.


    Most code should port over just fine, but I hadn't thought of the concept of it running differently... Shit. Good point.

    The other reason (besides concerns over current bugs) is because a lot of the stuff left to do for the port is really really boring and tedious. So it's harder to get motivated to work on that, versus say fixing bugs or adding cool stuff.

    The biggest hurdle though is going to be putting stuff back in the game that Fallout 2 didn't have -- we are losing the Days Left counter in Pipboy (water chip quest timer) and the Ask Me About button.

    The button can be rebuilt as dialog trees which personally I would prefer, it just is going to take a lot of work. The sticky note on the other hand, I have no idea how to do, and Timeslip doesn't either, so we're sort of stuck on that.

    So yeah it's a bit of a mess. Some things are relatively easy to get working in F2 engine, some things aren't hard but just require a lot of footwork, but other things at this point seem impossible which sucks.
  14. ziemeck

    ziemeck First time out of the vault

    Apr 9, 2012
    Regarding Tandi bug (hope you managed to reproduce it - I have checked - it is not dual Tandi - it appears that Tandi after being rescued and reward for the quest granted follows me to Khans; I talked with her about leaving Shady Sands after I got her back to Shady S.)

    New bugs:
    1. At Khans the male prisoner if gets released from cell before finishing up Khans - attacks me - he has wrong team assignment I guess. After Khanz are dead he can be safely released from cell and does not attack. Besides - noone in Junktown asks for the guy ... does he have any purpose?

    2. At Junktown if I try to purge Skullz at hotel Tycho attacks me despite he teamed with me against Skulz at the bar (Scum pit or likewise), where dialog with some bully leads to fight. Needles to say I recruited Tycho before barfight.
    Here's the save just before hotel fight:
    NOTE: even if you unteam Tycho at another part of Junktown, wipe the gang - he will attack as soon as he sees you.

    3. The waitress and the boxer lovestory:
    Minor bug - after killing Gizmo there are still dialog options for Boxer about his (dead) boss as if he was still alive.

    So much so far.

    Besides - I hate overpowered startpack. An option to beta-test without all the goodies would be appreciated.

    EDIT: typos
  15. Sduibek

    Sduibek Creator of Fallout Fixt Moderator Modder

    Oct 27, 2010
    re: items, if you examine your character there's a menu, the last option deletes all items from inventory.
  16. ziemeck

    ziemeck First time out of the vault

    Apr 9, 2012
    One more irritating thing with the debug version (5.4) I'm using: ALT+TAB does not work (on WinXP), in order to leave game without exiting it I must press CTRL+ALT+DEL ... I do not recall this in 5.3

    1. Another bug: Tycho has no "Change armor" dialogue option in "Discuss combat tactics".

    2. Bug in Cathedral:
    While walking inside cathedral (groundlevel) after discussion with Laura (I said password) I am getting randomly teleported outside the building. (I can provide save if needed).

    3. Maybe bug in cathedral:
    On killing nightkin (gatling laser one) behind the altar all Children get hostile, except the one that was in same room with Laura, he remains there. There's also the guy in leather armor pn left side of church (not far from Lasher's room), who does not join fight either. I don't recll killing of the nightkin turned all those guys ngry, but I might be wrong.

    4. Suggestion
    Maybe on killing the shopkeeper his inventory should be accessible on the table he used to stnd next to. This might regard all thaders anyway.

    5. Question
    Should UFO encounter take place in early stage of the game on road from Brotherhood to Hub?
  17. pipboy-x11

    pipboy-x11 It Wandered In From the Wastes

    Jan 6, 2004
    Hi there,

    Running 5.3 here. I'm not sure if this a bug or I've just messed the game somehow - that woman, Blades leader in Boneyard, has misteriously disappeared from the building. She was in the room and next time I arrive there - she simply isn't here.

    Next, somehow Smitty doesn't offer to upgrade my power armor. I've finished Miles quest, even upgraded plasma rifle but I've returned with a set of power armor - and he doesn't even talk to me (no dialog opens up, just some message like "Hello, nice to see you").

    If those are bugs - I could provide a save.

  18. MosAnted

    MosAnted First time out of the vault

    Jan 29, 2013
    Miles is the one who upgrades the armor, not Smitty.

    Speaking of which, I've run into an annoying bug. After completing miles quest, I try to get Smitty to upgrade my rifle, and the game keeps crashing to desktop with a "The memory could not be read from" error. I've tried loading a previous save and i keep getting the exact same error in the exact same place. I'm running Alpha 5.3 on Windows 7 Ultimate 64bit.

    Edit: Crash is no longer happening. I was using the Junk I found in the Radscorpion cave near the beginning in order to finish the quest. After picking up fro ma previous save, i went to the Deathclaw's map and got the Junk there, and used it to finish the quest again, and was now able to get the Turbo Plasma Rifle without the game crashing. Not sure if that's the cause.
  19. Sduibek

    Sduibek Creator of Fallout Fixt Moderator Modder

    Oct 27, 2010
    re: the last three posts, I'll respond more in depth when I have more time.

    For now, if you all could please add the bugs to http://falloutmods.wikia.com/wiki/Fallout_FIXT_bug_reports I would very much appreciate it.

    You can pretty much just copy & paste what you wrote here. If you are willing to link a save file that is great, if not that's OK too.

    Thank you! :D
  20. MosAnted

    MosAnted First time out of the vault

    Jan 29, 2013
    Yet another crash, same error message, but now happens when I'm trying to set the Military Base's self-destruct sequence. Will add this to the bug reports page.