Fallout 1 mod FO1 to FO2 conversion, for real

Discussion in 'Fallout General Modding' started by Dude101, Nov 27, 2007.

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  1. Sduibek

    Sduibek Creator of Fallout Fixt Moderator Modder

    Oct 27, 2010
    I've implemented a voting system, so that people can submit ideas of what they do and don't like, similar to what is being done with Wasteland 2 kickstarter. Having a Bug Reports & Suggestions wiki is good, but in the long-term I think this will be much more useful in seeing the trends of what the fans want.

    Link to Engine Conversion topic: http://www.google.com/moderator/#15/e=20e860&t=20e860.41

    Note there are 5 topics/categories, they can be accessed on the left.
     
  2. .Pixote.

    .Pixote. Venerable Relic of the Wastes
    Modder

    Sep 14, 2009
    Voted... :P
     
  3. Sduibek

    Sduibek Creator of Fallout Fixt Moderator Modder

    Oct 27, 2010
    I hope the way I phrased those things doesn't make people think those are my personal feelings, because some of them I think are bad ideas. Lol oh well.

    I just tried to phrase them in a way that people could easily say "Yes I agree" or "Oh no!"
     
  4. NovaRain

    NovaRain Casual Modder Modder

    Mar 10, 2007
    Voted. I skipped only a few options since I'm fine with both Yes/No.
     
  5. CPL

    CPL Still Mildly Glowing
    Modder

    Mar 16, 2013
    Just voted. I like these ideas you have, and really looking forward to see this come to life. Hopefully, it can and without too much issue. From following this forum for years, I know what a pain in the arse working on these things can be sometimes.
     
  6. Sduibek

    Sduibek Creator of Fallout Fixt Moderator Modder

    Oct 27, 2010
    Thanks, all of you.

    And yeah, sometimes things you thought would take an hour take a day or week :roll:


    EDIT: I'm going through this thread from when I entered it (~page 11) and linking all useful posts into my Status post (link in my sig). Should make my work easier going forward so I don't have to hunt down posts :roll:

    EDIT2: Done going through the thread. ToDo/Issues post is now "finished" and messy as hell :mrgreen:

    EDIT3: Oh I'm liking this Google Moderator voting system very much. :clap:
     
  7. JimTheDinosaur

    JimTheDinosaur Vault Dweller
    Modder

    Mar 17, 2013
    Hey, Sduibek, I like the voting idea, but I think the agree/don't agree format is a bit impractical for a lot of these questions. After all, as you can see, of course everyone likes the Post It note: the real question is, do they want us to prioritize it?

    I recommend adding a separate poll (if that's possible) that has all the items of the to do list in it, and asks people to list them in terms of priority. After all, a lot of these features (like the Post It note) aren't strictly necessary for a FO1 playthrough, and by knowing people's priorities, you can figure out what it is exactly that people do consider essential for such a playthrough.
     
  8. Sduibek

    Sduibek Creator of Fallout Fixt Moderator Modder

    Oct 27, 2010
    Good points. What type do you think the new entries should be filed as... Google Moderator allows them to be "Questions", "Ideas" or "Suggestions". Mine is currently set as "Ideas".

    Would the new format perhaps be: "Vote only for features you deem to be absolutely necessary for an enjoyable playthrough" ?

    I already got some good data though. I didn't realize people would be okay with things like keeping the FO2 perks.
     
  9. JimTheDinosaur

    JimTheDinosaur Vault Dweller
    Modder

    Mar 17, 2013
    I just made such a ranking poll, but once I'd finished it I realized that the conversion really already has a very clear demarcation of essential (ai, party members, random encounters) and non-essential features (post it, etc.), so there wasn't really a point to it after all.
     
  10. Sduibek

    Sduibek Creator of Fallout Fixt Moderator Modder

    Oct 27, 2010
    Okay ;)

    Well either way I'm liking the votes, this will be a useful process going forward.
     
  11. Sduibek

    Sduibek Creator of Fallout Fixt Moderator Modder

    Oct 27, 2010
    quests.msg is done, quests.txt is like..... half done. I need to plug in the gvar values and limits.
     
  12. Sduibek

    Sduibek Creator of Fallout Fixt Moderator Modder

    Oct 27, 2010
    @Darek: Huh, I can't seem to find the posts, I guess maybe I'm looking into the wrong thread... You were testing the encounters and got it working with the Fallout 1 scripts, but were annoyed (and rightly so) by the erroneous encounter messages that Fallout 2 has to generate.

    Well I don't know why I didn't think of this before -- Why can't we just use a generic message? Like in Wasteland it said "From the depths of the Wasteland appears a hostile adversary." Setting up a generic message like that would be fine I think, then the Fallout 1 message (You encounter a patrol, etc) would display after it.

    Obviously we want to eventually get everything proper in Fallout 2 format but this would allow a sooner release I think.
     
  13. Darek

    Darek is currently unavailable

    Jan 7, 2008
    @ Sduibek

    Here's the two relevant map scripts and the worldmap text.

    The worldmap text may need some work though or at least some adjustments.
    Code:
    enc_00=Chance:82%
    enc_01=Chance:3%,Counter:1,Special,Map:COLATRUK,Enc:Special1, If(Global(605) < 1)
    enc_02=Chance:3%,Counter:1,Special,Map:TALKCOW,Enc:Special1, If(Global(606) < 1)
    enc_03=Chance:3%,Counter:1,Special,Map:FOOT,Enc:Special1, If(Global(607) < 1)
    enc_04=Chance:3%,Counter:1,Special,Map:USEDCAR,Enc:Special1, If(Global(608) < 1)
    enc_05=Chance:3%,Counter:1,Special,Map:TARDIS,Enc:Special1, If(Global(609) < 1)
    enc_06=Chance:3%,Counter:1,Special,Map:FSAUSER,Enc:Special1, If(Global(610) < 1)
    In the above you may need to change the percentages of the encounters and maybe also the global variable if they clash with something else. In the bottom section where the tile info is you may have to change some of the "Uncommon,Uncommon,Uncommon" if the likelihood of getting a random encounter is too high or low. Hard to know what the original is.
    Also, according to Per's guide the special encounters can happen in all terrain types, so I added them to all. If this is incorrect that need to be changed too.
     
  14. Sduibek

    Sduibek Creator of Fallout Fixt Moderator Modder

    Oct 27, 2010
    Sweet, thanks. :notworthy:

    Not much to change here... I'll see if there's a not-lame way verbiage for / way to do the generic message like I talked about above, and I'll need to change the GVARs and %chance, and a few table calls, but that's pretty much it.
     
  15. Oppen

    Oppen FIXT n°1 fan

    Dec 26, 2011
    Any news on this front?
     
  16. Sduibek

    Sduibek Creator of Fallout Fixt Moderator Modder

    Oct 27, 2010
    Nope, not really. I had planned to devote all time to this instead of current incarnation of FIXT, but chasing down bugs proved to be more time-consuming that I'd anticipated, and I've had fun adding new features too.

    It's easy to avoid working on this because it's so huge, it feels really overwhelming. I'll get it done, just not sure when.

    To be fair it's not far from "playable"... need to finish AI, finish PIP-Boy verbiage (quests, movies etc) and do random encounters. But it's many many many hours from full-function like we want.
     
  17. SorgFall

    SorgFall Still Mildly Glowing

    Jul 2, 2007
    It's just your contribution's impressive.
     
  18. Sduibek

    Sduibek Creator of Fallout Fixt Moderator Modder

    Oct 27, 2010
    ^ Agreed.

    ---

    As far as this project, no progress yet, but I do plan on focusing this next. I need to see if I can take care of a couple crashes still happening with Fixt.

    I decided it will probably be best to just release it as each milestone is reached. In other words, the first "official release" of Fo1->Fo2 will probably have a bunch of broken stuff, but I think people will like the Take All button and all the various other stuff.

    Plus maybe I'll get lucky and a Fallout2 modder will join forces and do some of the work :D

    It will take me a bit to refamiliarize myself with the engine and process, but from what I recall, the main issues were just text not matching up -- i.e. Pipboy entries havnig the old junk listed -- and no random encounters. For the time being we can just use old random encounter scripts like Darek and Cubik2k worked with, just to get a release out. I think I'd really rather release a subpar version than have this thing just sit around for years without anyone being able to play it. I'm bummed that it's already been like 3 years and it's not public-ready yet.
     
    Last edited: May 18, 2014
  19. Jack C. Dan

    Jack C. Dan First time out of the vault

    Dec 8, 2008
    I think that's a very good idea. I'm following the forums on and off for some time now and always hoped this project would see the light of day somewhen. Your approach seems promising. I'm suprised that none of the FO2 modders jumped in already.

    One quick word of appreciation: What you (and of course all the other modders here) have done for the falloout-community is just amazing. All that time and energy dedicated to the cause!

    ___:nuclear: ___
    :notworthy::notworthy:
     
    Last edited: May 19, 2014
  20. Sduibek

    Sduibek Creator of Fallout Fixt Moderator Modder

    Oct 27, 2010
    I think the first installer release of this might take Fixt from alpha to pre-beta. GASP!

    @JimTheDinosaur @Darek @Cubik2k @Nirran @Lexx I might bug you guys some more about further certain specifics of this new-engine-functionality stuff, going forward. But hopefully not, as I've probably over-drawn that bank account already :P
     
    Last edited by a moderator: Jan 9, 2016
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