Fallout 1 mod FO1 to FO2 conversion, for real

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

Thread Status:
Not open for further replies.
  1. Marionettetc

    Marionettetc Banned

    May 15, 2013
    Started my write up not long ago, will have my detailed report on your desk within a few hours Boss.
     
  2. JimTheDinosaur

    JimTheDinosaur Vault Dweller
    Modder

    Mar 17, 2013
    My guess would be that it has to do with (slight) differences between FO1 and 2 map file formats: http://falloutmods.wikia.com/wiki/MAP_File_Format

    specifically:


    and:



    Not sure how you would go about addressing it though...

    Do the maps work properly to begin with? Do exit grid work etc.?
     
    Last edited: Jul 7, 2015
  3. phobos2077

    phobos2077 Mildly Dipped
    Modder

    Apr 24, 2010
    No, when exactly each of this errors occur? Are you using worldmap.txt from FO1 in FO2 engine?
     
  4. Sduibek

    Sduibek Creator of Fallout Fixt Moderator Modder

    Oct 27, 2010
    Maps work.
    Long list of errors occurs at very beginning when executable is run.
    The party errors occur every map load.
    Fo1 didn't have worldmap.txt
     
  5. Sduibek

    Sduibek Creator of Fallout Fixt Moderator Modder

    Oct 27, 2010
    Last edited: Jul 14, 2015
  6. .Pixote.

    .Pixote. Venerable Relic of the Wastes
    Modder

    Sep 14, 2009
    How about a blow job instead...:notworthy:
     
    • [Like] [Like] x 2
  7. Jerico

    Jerico First time out of the vault

    Nov 30, 2006
    Um......why does it say "Banned"under Sduibeks user name?
     
  8. Oppen

    Oppen FIXT n°1 fan

    Dec 26, 2011
    He said he needed some time away, so he probably auto-banned himself for this given time to make it easier not to come.
     
  9. CPL

    CPL Still Mildly Glowing
    Modder

    Mar 16, 2013
    Yeah, because that wouldn't be a good thing for him to be banned seriously. I couldn't see why he would, anyhow. Unless he flipped and went on some bizarre rant over in the general conversation section and pissed off the mods. :razz:
     
  10. JimTheDinosaur

    JimTheDinosaur Vault Dweller
    Modder

    Mar 17, 2013
    I already asked about this once and it's a joke by him using the innovative medium of custom user titles ;)
     
  11. Delewis1987

    Delewis1987 First time out of the vault

    Oct 2, 2015
    Hello, i see the to do list and alpha is up, is this thread/project still active? Just read like all 8 years of posts in two days. I wanted to help. Not a modder, but I am a professional developer c/c++/objective c (plan on eventually putting this on iPad) :), will to learn anything, but art or do tedious stuff if needed. I guess the league seems set, but can I least qa?
     
    • [Like] [Like] x 5
  12. Sduibek

    Sduibek Creator of Fallout Fixt Moderator Modder

    Oct 27, 2010
    Help is always greatly appreciated! I'll check and see if there's anything I can find for you to help with. :D

    From the to-do list (first post of this thread) a bulk of the remaining work is not programming per se, rather working with data and/or text. For example adapting Fallout1 encounter data into the Fallout2 Worldmap.txt encounter tables format.

    If you check the list though, some of things will require programming. sfall will probably be needed for some, and sfall is coded in C/C++ so you might be able to do some of those! Let me know if any sound interesting to you.
     
    Last edited: Oct 9, 2015
  13. phobos2077

    phobos2077 Mildly Dipped
    Modder

    Apr 24, 2010
    This is a semi-official repository of sfall (one of them anyway). It needs some features for FO1 support. I think implementing countdown message on pipboy via some ASM hacks would be a start :) You know asm, right?
     
  14. Sduibek

    Sduibek Creator of Fallout Fixt Moderator Modder

    Oct 27, 2010
    @Delewis1987 How's everything going?

    At everyone: if all goes according to plan, I'll be able to get back to work on this December 5th.

    I'm also holding myself to my previously discussed schedule, so no matter what happens, I'll be releasing something on or before January 5th (six months since last release)
     
    Last edited by a moderator: Jan 9, 2016
  15. burn

    burn Mildly Dipped
    Modder

    Apr 22, 2012
    Hm, I checked some "current issues" and I'm not sure why are they listed as issues. Such as 200 skill limit, skill cost past 100, perks, level limit, dotted line, etc. I thought the whole point of the conversion was to play FO1 as if it was FO2.
    What will be left of FO2 if all this gets implemented? Just "take all" button?
     
  16. Lexx

    Lexx Background Radiant
    Moderator

    Apr 24, 2005
    Companion interactions incl. the better menus (barter screen, take all button,..) and easier time with modding the game. Modding Fo1 is highly limited.

    Playing Fo1 "as if it was Fo2" wouldn't work very well, imo. The game is too small / short for that. Not that the skill limit would really matter a lot, though.
     
  17. burn

    burn Mildly Dipped
    Modder

    Apr 22, 2012
    I don't know... Companion barter screen, who even uses that. "Take all" is already done in sfall. I didn't know that Fallouts differ much in terms of modding, though.

    I really hope that when it gets finished, all these FO1 quirks will be optional upon installation. I'd rather see FO1 content simply wrapped in FO2 engine.
     
  18. Lexx

    Lexx Background Radiant
    Moderator

    Apr 24, 2005
    Barter screen also means being able to trade more than 999 items. Companion interaction includes the menu for setting prefered weapon, armor and combat style.
     
  19. Sduibek

    Sduibek Creator of Fallout Fixt Moderator Modder

    Oct 27, 2010
    Beyond the overall ease of modding being significantly increased, meaning we could potentially form a Fixt Dev Team instead of just me, I think as far as specifics to me personally the Push command and companions is the things I'm most excited about. Imagine being able to quickly and easily change so Ian never does Burst fire, etc. The specific advantages may not be overtly noticable at first, it's really intended as a significant long-term investment/upgrade. Also, I personally am excited to have Ask Me About be a dialogue option instead of the button with mysterious hidden query options.

    Once it's moved to FO2, I don't think it's unreasonable to expect to see some contributions by people like JimTheDinosaur, phobos2077, etc., which will be great and much-welcomed.

    Plus to some degree it's "We can, therefore we shall" ;)

    And yeah, many aspects of it, as with the current incarnation, will be optional. And since various of them are done through Sfall, they should be reasonably easy to cusomize.

    @Lexx Speaking of which, I'd really like to allow customization in-game. Do you recall if we decided on a way to do that without completely ruining game immersion? I think it was discussed that possibly the terminal in V13 straight ahead of the main entrance door (so the one between the Medic and elevator) could be some kind of "V.A.T.S. Customization Station" or something like that. I think that's a reasonable compromise between no in-game customizations (LAME) and carrying around the Vault Dweller's Survival Guide or a similar "mod customization item" (LAME).
     
    Last edited by a moderator: Jan 9, 2016
  20. Lexx

    Lexx Background Radiant
    Moderator

    Apr 24, 2005
    Well, you can't get back into the vault before you walked around a while. Adding some kind of one-time item or a dialogue screen to Ed outside seems a lil more appropriate to me. Somewhat like the rock at the beginning of Fallout 2 in the RP.
     
Thread Status:
Not open for further replies.