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View Code? Open in Web Editor NEWFallout 1 to 2 engine conversion
Home Page: https://nma-fallout.com/threads/218045/
Fallout 1 to 2 engine conversion
Home Page: https://nma-fallout.com/threads/218045/
Minor but somewhat annoying issue:
Unlike in Fo1, the Fill_W
flag in Fo2 (set in worldmap.txt) doesn't uncover zones up to the very end of the left screen side.
This is some odd behavior, as it doesn't look consistent... Here is the Fo1 worldmap with the zones and how they will uncover right now: https://i.imgur.com/vjz4BJi.png
As you can see, everything works fine until we are reaching the zone row at the height of the cathedral location. There suddenly Fill_W doesn't reach to the map border anymore.
That gets worse once more in the very last row.
Maybe there is some engine limitation going on here?
Anything we can do about this?
Don't really care how it would be enabled, i just need something to repeat specific encounter(s) over and over again on runs with debug stuff enabled. Both fluff and non-fluff should be supported.
Just started a new play-through and noticed the text that appears in your display monitor re large amounts of rat faeces in the second cave of the starting area doesn't appear.
Also the door control is described as destroyed when hovering over it, not w/e the blurb is in FO1.
Various additions/tweaks/improvements related to repository Actions. Updated from time to time to not forget about something.
README.md
files renamed to README.txt
and tweaked a little to get rid of some markdown/html syntax
[path](path)
-> path
NEWS.md
as default textrepository_dispatch
scenarios to workflow_dispatch
repository_dispatch
triggersChange the name for the global script changing the barter formula to f1, the script name must have the prefix z gl_z_...
in order for the script hook to be executed first.
Need a small new tool: Merge / Swap map elevations in a map file.
Map files can be saved and loaded in .txt format. Merging is possible to do manually, but it's a real bitch, because the file can become really, really long and it's easy to lose track.
The merge tool doesn't need to be complicated. I'm thinking about:
Swapping elevations in the same map file is even easier. Just have to rename elev: 0
etc. with a simple search&replace. Having this feature available in the same tool would be a tad more convenient, though.
More details about merging here:
https://falloutmods.fandom.com/wiki/Merging_maps
Example map file (huge, takes a while to load):
https://fodev.net/pastebin/?p=73
Obviously this would also be useful for other Fo2 mods.
Gizmo corpse phase 2 is a container object with animation (flies around the decomposing body).
The game sees this animation as "open/close" and thus will open/close the "container" constantly, which makes it impossible for the player to access the loot interface.
A workaround for this currently is to instead use the stealing skill on the container to access the loot window. Need to find some effective way to fix this (preferably something that doesn't involve making an extra fly-animation).
Likely not a bug from this mod itself , but coming back to JunkTown later in the game (after killing Gizmo, etc.) is as if no JunkTown citizen remember the Vault Dweller. The dialogues even include an option to ask who is Gizmo, when everyone should actually know that it is the Vault Dweller who killed him.
Apologies if I am missing something out but I have no music background or virtually none (I think I heard some in Shady Sands once or twice randomly).
How to activate the background music? Could there be an issue with the music files path?
Is there maybe even a music mod addressing this issue?
For example in the Hub everything completely silence except for the random bird noise. I just arrived in Necropolis and complete silence again.
I'm running the latest v1.3
Talking to Killian Darkwater or downloading Ms. Stapleton's holodisk no longer reveals the location of Necropolis on the world map.
https://i.imgur.com/M39fZIg.png
Funny enough, skin restored after defeating Garl and saving... no, not save+load, saving alone :>
When entering Raiders for first time, fake Tandi shows up near entrance to building. Disappears if you gently touch her with cursor.
https://i.imgur.com/n3vPlZy.png
https://i.imgur.com/ivn6NEU.png
Title says it all, need to fix this at some point.
Bit of a weird issue. As far as I can tell, all the Fo1 reaction macros are working as intended. Yet instead of "Neutral", all characters start with "Good" mood faces.
I did some tests on Aradesh: Base reaction is 45, and thus his reaction level is 2 (Neutral).
If I disable the get_reaction
macro, all values are 0 and Aradesh reacts negative, as it should be.
The mood value in start_gdialog()
isn't doing anything either, no matter the value I type in.
tl;dr - To me it seems like there is a bug in the engine and instead of showing the neutral face, it is always the smiling face?
Can be reproduced as well: Just insult Aradesh a little bit, then talk to him again... he will be smiling, no matter what the players reaction values are.
If you're helping to deal with Kenji, there's a chance one of guards (most likely the one near window) misses and hits player ("Oops!"). Once Kenji is done everyone in store attacks player's party even if there's no reason to be so rude (player hides weapon after dealing killing blow, none of party members missed during fight).
When trying to enter location for a first time, char is put into empty desert map.
I am experiencing a reproducible crash/memory corruption when accepting to assist Blades/Razor with the Adytum takeover and the actual fight starts. Sometimes the crash occurs right away, sometimes after some NPCs making their moves. Might be just a regular FO2 engine bug, but reporting here anyway. If I take the route of NOT assisting Blades, everything seems to work just fine.
Version is release v1.0.1700. FO2 version is the GOG/EU one, if that matters. I am playing under Linux, with Wine 4.0.3 (Debian package).
I've not encountered any other issues with Fo1in2 yet, very impressive work 🥇
Savegame attached right before the choice to talk to with Razor -> help with fight.
I talked with Seth about the Radscorpions and after doing various things in Shady Sands i no longer have the options to go to the Radscorpions cave, how is this possible?
Attached the associated saved game (please let me know if more info is needed).
SLOT03.zip
I am interested in having a very few options from FIX
. From what i read the Fo1in2
mod already takes care of all the bugs corrected by FIXT
and even takes care of the bugs introduced by FIXT
so i would like to absolutely avoid re-introducing bugs.
I am interested in activating the following options:
[FIXT]
; Does Agatha exist in Shady Sands?
GVAR_AGATHA_IS_ENABLED=1
; Able to have intimate relations with Lorri?
GVAR_BOS_LORRI_SEX_ENABLED=1
; Do the "active" hookers exist in The Hub's Downtown?
GVAR_ENABLE_HOOKERS=1
But it is indicated that "Most of [these] settings will only work if GVAR_FIXT_ENABLED=1
(cf below), which may reintroduce bugs i'm afraid. So what is the best way to activate the options above? Put GVAR_FIXT_ENABLED
to 0 or to 1? Or should none of the options above be activated to avoid bugs?
[FIXT]
; Enable / Disable all Fixt additions?
; Most of the following settings will only work if this is set to 1!
GVAR_FIXT_ENABLED=0
Unlike Fallout 1, there are no red dots marking the path traveled in Fallout 2.
This feature requires some serious hacking skills, which makes it very unlikely to get implemented.
Still keeping the issue ticket, though, just in case.
Caleb's Dialog (Chief Guards in Adytum) has some wrong references after one spoke to Zimmerman.
Since the dialogue file is literally the same as vanilla, I smell a script bug? Hopefully it's one of the very last scripts to fix for LA, at least an easy one, I know how... "wild" the scripts for LA where originally ^^"
Line 1 references: {140} answer {145}, should be: {142} answer {145}
Line 2 references: {141} answer {146}, should be: {143} answer [146}
Line 3 references: {142} end dialog, should be: {144}
See also Screenshot w/ german translation applied
Line 1 references line {140}{}{Alright, I get the picture. I'll go talk to Zimmerman.}, wich is the PC End Dialog option before talking with Zimmerman, but answers with {145}{}{They're all to the north of here. You won't be able to miss their stench. Anything else?}, wich is the answer to {142}{}{Where are the Blades?}
Line 2 references {141}{}{So, Zimmerman gave you the scoop on the Blades. Whatever. I'm sure he'll want to know when you've done the job.}, wich is his greeting after speaking with Zimmerman, but answers with {146}'Cause its a waste of our time. I got better things to do than get out there and kill a few skags. Take more time showerin' up afterwards than dealin' with them. Anything else?, wich is the answer to {143}{}{Why haven't you guys taken care of it yourself?}
Line 3 references {142}{}{Where are the Blades?}, which is the PC End Dialog line, which should be {144}{}{Yeah, I'll be back when the job's done.}
I am at the Cathedral and Lasher gave me the red badge. I also have the required robe (from Boneyard). Normally the Nightkins should not attack me however they do even when i have the robe, the badge and i left my companions outside the cathedral (except for the dog, i cannot tell them to wait so i told they could leave).
According to this post this is due to a bug in the game because of the dog. Is there any chance to fix the bug? Also i assume telling the characters to leave will have the same effect as them waiting (i.e. they will stay at the same place permanently and we can tell them to join us back even after many days).
fix to
if sfall_rotators then begin
...
end
After following the installation procedure using german versions of Fallout 1 and 2, it crashes while showing the "Get Ready" splash screen.
Crash message: "An integer divide by zero was encountered at address 006fe75c"
Using both english versions works fine.
Also, how do you use Fallout1in2 with your Uncut patch (http://fallout-files.de/index.php?c=details&f_id=8). Or is it not necessary?
So i was thinking... maybe we could take some standalone mini-mods, pack them, and attach to releases? None of optional mods is bigger than 1MB, yet to get mini-mod only you need whole repo/package or download files one-by-one - that's stupidity on wheels.
Sure they can be packed by hand etc., but they'll be much easier to find/link (even if they don't get any updates) than digging in modding board.
https://nma-fallout.com/threads/fallout-et-tu-beta-release.218045/page-13#post-4351645
https://www.winhelponline.com/blog/zip-error-0x80004005-extract-copy-unspecified-error/
The above error messages appear if the .zip file is compressed or encrypted using an algorithm which Windows doesn’t support. Windows supports Deflate, Deflate64 compression methods.
If the .zip file was originally compressed using BZip2, LZMA, PPMd or any other mechanism, Windows’ default compressed files handler will throw the error 0x80004005 as it doesn’t know how to unpack those files.
In Fo2 when the player is on the worldmap and enters a local map on his own, the game will always load map [000] (from Maps.txt), which is a desert terrain.
To get the intended Fo1 behavior, I have added a map script to map 0 that checks the current terrain and then teleports the player into the correct terrain-based map (desert, mountains, etc). This works, but on some hardware the transition between these maps is noticable.
It would be good if we could override the default map 0 with a custom one (read/write byte?) to circumvent this and move the player into the correct map right from the beginning.
We are already tracking the player on the worldmap in gl_worldmap.ssl, so additionally overriding the default "player encounter"-map on the run would be a non-issue. We just need to be able to override it.
(If current terrain == mountains then set map 000 to mountains, etc)
Very excited to start using what looks a fabulous work, however cannot start playing Fallout 1 with the InterfaceUpscaled mod (infamous warning
message appears).
My screen resolution is 1920 x 1080
but the game appears to be 800 x 680
.
The steps i did were:
Fallout Classic Collection
v1.1.1946
release (by startingUNDAT.EXE
, etc. as described in the instructions)ddraw.ini
to uncomment the PatchFile4=mods\InterfaceUpscaled
lineHowever as soon as the game starts with my character on the screen i get a warning message saying the resolution is too low. When i looked in the file f2_res.ini
i could see that i got the following parameters:
GRAPHICS_MODE=2
; Set the Fullscreen resolution here.
SCR_WIDTH=1280
SCR_HEIGHT=720
Note that i have Windows 10, i.e. native DirectX 12
Any help would be greatly appreciated.
Dogmeat speaks english in the party member control panel: Clicking "use best weapon" or "use best armor" will pick a random dialog line from the proto.msg file (670 to 676).
The canine companions in Fo2 are using lines 677 and 678, but as this isn't set in script, I'm assuming this behavior is hardcoded (proto based?). Also couldn't find anything in the party.txt or ai*.txt files.
In any case, as of now I don't think I can fix this on my own.
ZSPNCHBG currently plays the hand animation (use object) and then the attack animation.
Tried overwriting the "use object" animaton via useanimobj
hook script:
procedure useanimobj_handler begin
variable
critter := get_sfall_arg,
target := get_sfall_arg,
use_anim := get_sfall_arg;
if (obj_pid(target) == PID_PUNCHING_BAG) then begin
if (get_script(target) == SCRIPT_ZSPNCHBG) then begin
set_sfall_return(-1);
end
end
end
This works, but only the first time unless the player moves move away after running the code. Standing on the same hex next to the object and "using" it again will now play no animation at all.
This is a bug that is also present in Fallout 1.
When entering the map with the Master for the very first time, his graphic is shown on the wrong position. It is necessary to run animate_stand_obj(self_obj)
on map_enter to correct this (Fallout 1 is doing it this way). However, this takes a few seconds and if the player gets moved to him via (as example) Morpheus, it is very visible and ugly.
He will also correct himself after a while without running animate_stand_obj() but that takes even longer.
Thought about adding an extended black-fade period to fake it away, but script-wise I really don't want to, because it can lead to some horrible shit. :x Besides, the fade isn't necessary the same speed for every player anyway.
I'm assuming this is a "simple" animation issue, but after toying with the *.frm offsets for a couple hours I felt defeated and gave up.
At this point I don't know how to fix this. It's not super important, but maybe some day...
The game title track ("A Kiss to build a dream on" / AKISS.acm in Fo2) will start playing once the credit screen is visible. However, in Fo1 the music starts earlier: once the vault dweller movies are playing.
As far as I am aware, there currently is no way of playing music earlier - and if there is, then it likely will collide with the music from the credits... because it would have to blend into the next following ambient music track.
No idea what to do about it. It's not a super serious issue, but watching the player character walk away with nothing but silence over it is kinda shitty.
Meaning that old stuttery running animation, it's still this way in final version. Fixed it myself by using hmmaxxat.frm from killap, just thought I'd let you guys know. Really amazing work so far!
The current Fo1 barter formula is working as intended, but the problem is... it's highly flawed.
Prices are easily fucked up, and it's pretty common to be able to buy items cheap and re-sell it at the same merchant for a higher prices. Best example for this is Mitch in the Hub: You can buy a Geiger Counter for ~500 caps and sell it back for up to 650 caps.
This is a big no-no.
The question now is:
At the end of the day, the price calculation will not be "vanilla Fo1" anymore. It's just a matter of how to best approach this issue.
There is an issue with storming Boneyard with the help of the Blades gang after outfitting them with laser guns and combat armour. When the first of the blade members shoots a Regulator the whole game crashes every time. There is no way around it that I can see.
Just a reminder for future selves to check if scripts compiled with -O2
aka Full optimization
breaks anything. ToDo on next full run, whenever it gonna be.
22:31 < lexx> i'm pretty sure there is a reason why i have not set it to full
After a party member levels up, he will get "stuck without a weapon."
Example:
How to fix this ingame / workaround:
Talk to the party member and command to either put away the weapon, or use the control panel to "use the best weapon."
This is a vanilla Fo2 engine issue.
Maybe refreshing the critter frames after a levelup could solve it? Or force holstering the weapon.
I am running Fallout mods on my mac using crossover (...) Unfortunately I can't get past the installation step where I have to extract undat.exe (Command return 255 - no idea what this means....)
In the endgame sequence, when the Overseer is walking away from the player, there are a few issues:
Not sure how to handle this. Maybe doing some script magic via Hook Script?
Hello! Not sure this is an issue with Fo Et Tu, but maybe?
I have an item with the exact image as "Junk" (that I found in the Deathclas section in the LA Boneyard, I think), however, for me the item is called "Pump Parts", not "Junk". I have not found any parts/junk in the sewers of Necropolis. Inspecting the "Pump parts", gives instruction "These parts could probably be used by Miles to fix the hydroponic farms". So is it the wrong item?
Standing in front of the broken water pump in Necropolis, I want to repair it. I'm bad at repair, only 17% according to skilldex. I have Tool.
When I try:
Sooo.... hmm... what am I doing wrong? Do I have the wrong item? Should the item be named "Junk", but unfortunately they share the same image, and unfortunately this incorrect item has the misleading name "pump parts" (which really sounds promising, right?).
Or is it a bug in Fo Et Tu?
I downloaded the version "Fallout1in2 v1.1.1946" from Github.
Create comfy codecave(s) for custom asm
While using _defam
is safe now, it still requires rfall and custom hooks to prepare/restore that memory area. Once we have a better place for all of our stuff, we can move on to other points.
Port VirtualProtect
stuff to codecave(s)
This is currently written to ___begtext
during rfall initialization, and used by at least one of voodoo macros, so it has to be done sooner or later.
Tweak existing voodoo macros to use codecave(s) instead of _defam
With sfall-asm this shouldn't take much time, i think; minor edits to some of patchfiles, regenerate macros/procedures and update voodoo header. Once this point is done, mod should be vanilla-friendly already. Features which still needs rfall are experiments and does not affect gameplay in any way.
Re-visit voodoo macros and officially ask sfall team to support required features :)
This one is kinda optional - even if we fail all speech checks here, previous points will ensure that mod will continue to work with vanilla sfall without loosing any of our beloved features.
VOODOO_location_discover_radius
sfall-team/sfall@e7e5da8VOODOO_fill_w
sfall-team/sfall@eddefd6VOODOO_dialog_money_fix
-- sfall-team/sfall@4487bbfVOODOO_display_win_redraw
(sfall-team/sfall#282)VOODOO_CAVE
-- rejectedwrite_byte(address, value, lenght)
VOODOO_disable_YouEncounter_message
VOODOO_rest_till0600
VOODOO_dogmeat_pm_dialog
VOODOO_remove_circle_name
I'm setting milestone for this one to v1.2 as v1.1 is around the corner i wouldn't want to delay it if we won't be able to finish all what's needed before deadline, for w/e reason. So battleplan is:
I consider vanilla compatibility important enough to justify separate release, even if it won't introduce anything visible to players. Feel free to disagree.
In particular, skill cost and max. I think F2 way is better.
I'm currently translating various Fallout 2 mods (UPU,RPU etc) from BGforgeNet to german. The translation is done via Weblate, a web based translation tool, at https://tra.bgforge.net/. After you connect your git repo to it, everyone, who is registered, can help with translating string by string, without caring for the formatting of the source files.
Since you ask for help and this project surely gets more popular in the future, I think it could be a good idea to consider this opportunity.
Info on how to set this up can be found here: https://forums.bgforge.net/viewtopic.php?f=9&t=26
For whatever reasons, the global script (gl_destroy_armor.ssl) keeps failing at times, and won't destroy armor of killed critters. I have no idea why, and don't know how to make it 100% fool proof.
My idea is to simply delete the mod + edit critters in all maps and remove their armors the easy way... just delete them and call it a day.
These armors aren't good for the game anyway. They ruin the game balance within the first few hours, the player will swim in money, and never has to buy any set of armor in the first place.
In a way, it's worse than the Turbo Plasma Rifle.
Thoughts?
This feature is not impossible to implement, but also requires advanced skills to pull off.
We started experimenting with it, but so far nothing serious has been accomplished.
At this point it's not very likely to happen anytime soon (or at all), though.
Status:
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