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Fallout Fixt by Sduibek

Sduibek

Creator of Fallout Fixt
Patron
Joined
Feb 15, 2013
Messages
391
Location
Los Angeles, CA, USA
Codex 2013
Progress on alpha 7.0 is coming along nicely. I've finished scripting the crash fixes, updating the changelog & troubleshooting guide. Now I'm working on restoring some testing stuff, updating the installers and incorporating options for the translations.

Thank you for the responses on Asshole Bob and Harold & the ending slide. I think the requirements for that ending, and which install options it's included with, will probably change over time based on community feedback. Which is cool by me, this is a democracy not a dictatorship. :obviously:

I believe I should be able to make my self-imposed release deadline of March 30th.
 

Sduibek

Creator of Fallout Fixt
Patron
Joined
Feb 15, 2013
Messages
391
Location
Los Angeles, CA, USA
Codex 2013
Alpha 7.0 is finished, but I don't have time to compile and upload it because I have school in the morning. Release tomorrow. Just wait, OP will surely deliver.
 

SCO

Arcane
In My Safe Space
Joined
Feb 3, 2009
Messages
16,320
Shadorwun: Hong Kong
Maybe the 'good' ending should only include bob if you haven't exposed him to the law (idk how that quest works anymore so if you're forced to kill him forget it).
 

Sduibek

Creator of Fallout Fixt
Patron
Joined
Feb 15, 2013
Messages
391
Location
Los Angeles, CA, USA
Codex 2013
--> Fallout Fixt alpha 7.0 released <--

This release was originally planned to include the translations, but I chose not to, because it includes various dialog & text changes since 6.7.3 patch, meaning players would get crashes when the game didn't find the new entries.

Going forward, I will build a better repository of dialog & text files for translations - currently I'm planning on GitHub - so that collaborations can happen in real-time when each file is updated, whether or not it's been actually included in a release. That way, when I'm ready to release, the translations would be finished and ready to be included.

CHANGES FROM ALPHA 6.7.2 TO ALPHA 7.0:

-----------------------
MODS/PATCHES:
-----------------------
- Included version of f1_res updated to v4.1.8 and tweaked the settings a bit.

-----------------------
CRASHES:
-----------------------
- Fixed holodisk-related crashes.

- Fixed crashes related to explosives assassinations, mostly. Read the troubleshooting document if you still get those crashes.

- Fixed crashes when killing a party member who is wearing Power Armor.

- Fixed crashes when blowing up yellow (or are they green?) forcefields in Military Base.

- Fixed crashes talking to Tandi on certain maps.

- Added some steps to troubleshooting guide for help with other crashes. And various other additions to troubleshooting guide.
-----------------------
INSTALLER:
-----------------------
- Various small and medium overhauls to Fallout Fixt installer and installation process.

- Now has custom icons, hooray!

- Hyperlinks are now added to Start Menu and {Fallout Fixt}\"Docs and Links - Fallout Fixt" folder to pertinent things such as bug reporting.

- One of these links is to my GitHub, which will soon have various Fixt-related repositories. So people who want to access the source code and/or files for translating can do so more easily.

-----------------------
TEXT/DIALOG:
-----------------------
- Some interface text for Pip-Boy 2000 changed to be more accurate. Such as "DATA" to "DISKS & LOGS", and "STATUS" to "QUESTS". (The green text, not the button itself.)

- Expanded auto-responses for "Tell-Me-About": 10 possible "That is me" messages up from 3, and 20 possible "I don't know anything about that" messages, also up from 3. (This is the max number of each that the engine supports.)

- Player is now informed when they receive rads during combat. Phrasing is similar to existing phrasing of irradiation messages. (In vanilla, each hit from Irradiated Rats or Glowing Ones had a 1/6 chance of giving you 1 rad, but player was never informed of this anywhere.)

- Integration with various changes and fixes reported to me by Luffier.

- Adding dummy entries to all "Tell-Me-About" dialog files, to prevent errors and issues with the feature.

- Created descriptions (inventory examine) for many items that had missing/boring/brief descriptions. An easy way to see examples of this is examining Bottle Caps and Holodisk items. (Some of these were written from scratch by me using the game's files as reference, others were written by me using almost entirely content from fallout.wikia.com) [RATIONALE: I feel that it enriches the game experience, and have tried to use Fallout-style phrasing as much as possible.]

- Created look-at (hover) and Examine (click) descriptions for various scenery items that had missing/boring/brief descriptions. [RATIONALE: I feel that it enriches the game environment/experience and does not violate the "Fallout feel" of things. Also, I've had reports/complaints of lack of descriptions.]

-----------------------
GENERAL:
-----------------------
- Fixed various mistakes in the map variable declaration files and added 5 placeholder map variables to each as a buffer for future usage. Also created a map variable file with 5 variables for those that had none previously.

- Generic dogs no longer interfere with Dogmeat global variable and Dogmeat quest status.

-----------------------
GRAPHICS:
-----------------------
- Death animations for Electrical and Fire (bodies burned up) for Super Mutants and anything in Power Armor are now always sized correctly. This means there is no more discrepancy between critter size and corpse size. (Background: In the original game, Super Mutants and critters in Power Armor shared these animation files, meaning the Super Mutant animations looked far too small. Those were increased in size by 20% by .Pixote. so they matched the Super Mutants, but that was then too big for Power Armor animations. I've built internal references from the old Super Mutant -sized graphics to the Power Armor critters, so that now there are three sizes: Humans, Humans in Power Armor, Super Mutants.)

-----------------------
GAME START:
-----------------------
- Time of day is randomized to between 03:00 and 07:00 at game start instead of being exactly 07:21, which means you will now sometimes see "night sky" message instead of "light of day" message. (In vanilla this message existed but was unused)

-----------------------
HOLODISKS:
-----------------------
- All specific and quest-related holodisks now use 'Generic Holodisk' item as their base. [RATIONALE: This fixes some issues and allows for greater flexibility in scripting.]

- Holodisks upon using (downloading into Pip-Boy 2000) now give slightly different amounts of XP. Vanilla always gave 100. [RATIONALE: First, some holodisks are more important than others or contain more crucial data, but gave the same XP, which doesn't make sense to me. Second, it's to balance out the fact that since they all now use 'Generic Holodisk' item as base, their value is all 40 caps, whereas before they each had varying bottlecap values.]

- [ONGOING PROJECT] Holodisks are generally now destroyed once no longer needed. [RATIONALE: This way you don't keep them forever "just in case". Also, from a functional standpoint it means you won't have to juggle so many disks in inventory, which is nice. The game has 13 unique physical holodisks so I think a reduction in how many are in your inventory over the longterm is a good thing.]

-----------------------
PERKS:
-----------------------
- Animal Friend: Can now choose whether or not it works on radscorpions. [Vanilla default: Yes, Fixt default: No.]

-----------------------
SOUND:
-----------------------
- Restored some unused death sound effects. Most of these correlate to the restored death animations from alpha 6. (To test, set Violence Level to Normal and kill some people with the Flamethrower)

- Music for The Hub plays when at Irwin's Farm, instead of the endless wind sound effect.

-----------------------
COMBAT:
-----------------------
- Unused critical fail (critical miss) results are now restored. Beware!

- Chance per hit of receiving 1 rad from Irradiated Rats and Glowing Ghouls increased from 1/6 to 1/4.

-----------------------
MASTER'S VAULT:
-----------------------
- Halls of Revulsion no longer function if teleported to The Master and then defeated him. [RATIONALE: It makes sense, because they're actually a part of the Master's collective consciousness, at least according to the psykers on level 2.]

- Door to lowest level of Master's Vault no longer references a map variable from The Hub.

- Terminal that reveals Military Base on worldmap no longer sets the flag improperly (to 1 if 2), but does increase level of revealing if appropriate. (from 1 to 2)

- Terminal that reveals Military Base on worldmap gives less XP if you'd already been to the entrance (500 instead of 1250) and gives 50 XP for hacking if you'd already been into the base itself. [RATIONALE: Why should you get XP rewards for telling you something you already know?]

- Terminal that reveals Military Base on worldmap now actually rolls against Science. In vanilla it was sufficient to simply use Science on it! [RATIONALE: The message says "hacking into the computer" so a skillroll is clearly needed here.]

-----------------------
QUESTS:
-----------------------
- The Spy at the Followers Of The Apocalypse can now be found and dealt with. This means the quest can be completed.

-----------------------
THE HUB:
-----------------------
- Butch and Rutger now properly check all related global variables regarding the Super Mutants during the Missing Caravans quest.

- Answers to Butch for where the Super Mutants are coming from are now more accurate and appropriate. Dialog routing for this is rebuilt and expanded significantly, to account for all possible player knowledge variables.

- Butch now plays the correct dialog if you've already been to the Military Base or tell him about The Master.

-----------------------
THE GLOW:
-----------------------
- When playing ZAX at chess, player can now choose length of the game and their color. Base chance to win is 50% and requires Intelligence of 10, but is also affected by game length, color chosen and (in short games) the player's Luck. [RATIONALE: I researched this and it's quite fascinating. Most experts agree that with short games, luck/chance comes into play (no pun intended) even among Masters, and also that White consistently wins slightly more often than Black.]

- Since it is now easier to beat ZAX in shorter games, the experience earned for the player's first win is now curved, ranging from 200XP to 750XP depending on difficulty factors. (Vanilla was always 700XP.)

-----------------------
THE BROTHERHOOD:
-----------------------
- If convinced to give you help at the Military Base, the Crack Assault Paladins will now follow you inside! (Currently only two of them come with, the game destroys the third for some reason) [RATIONALE: They come with you into the Master's Vault, why not here?]

- Students in combat training and Thomas (their trainer) now actually respond if you attempt dialog. They don't say much, naturally, but it's better than silence which makes you feel like the engine is broken or something.

- If you already have the quest item, you can now give it to Cabbot right away instead of having to run dialog a second time.

-----------------------
MILITARY BASE:
-----------------------
- Scripts on levels 3 and 4 no longer try to reference map variables that only existed on levels 1 and 2.

- [Restoration] Unused vanilla loudspeaker message now displays when and where it's supposed to.

-----------------------
ENDINGS:
-----------------------
- Can now get the good ending for The Followers Of The Apocalypse. Requirements: Nicole is alive, Spy quest finished, at least 12 Followers members alive (not including Katja & Nicole).

- Can now get the good ending for The Hub. Requirements: Harold is alive, Decker is dead.
 

tuluse

Arcane
Joined
Jul 20, 2008
Messages
11,400
Serpent in the Staglands Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Shadorwun: Hong Kong
Just skimmed the change log, but I don't this one:
- Some interface text for Pip-Boy 2000 changed to be more accurate. Such as "DATA" to "DISKS & LOGS", and "STATUS" to "QUESTS". (The green text, not the button itself.)

The pipboy was supposed to feel like a real thing, not some RPG item. Changing status to quests hurts muh immersion.
 

Sduibek

Creator of Fallout Fixt
Patron
Joined
Feb 15, 2013
Messages
391
Location
Los Angeles, CA, USA
Codex 2013
Fair enough. I canhaz forgives plz kthx.
Luckily for you, I noticed I made a typo with the fade-time that I know is going to piss people off (oops/fatfingers) so I can roll back this change at the same time as that revision release.
You're welcome :smug: :D
 
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Sduibek

Creator of Fallout Fixt
Patron
Joined
Feb 15, 2013
Messages
391
Location
Los Angeles, CA, USA
Codex 2013
BREAKING NEWS:

Fallout ROCKS!™

I was disheartened to see that the number of Fallout Fixt alpha 7.0 downloads was so low, following its release. With that in mind, it gives me great pleasure to announce that the good people at Pet Rock™ have teamed up with me to create Fallout ROCKS!™ version 42.

We all love Fallout, and it really does rock, figuratively. But now it also rocks literally! This is truly what you've been waiting for.

The expert team of market analysts at Pet Rock™ helped me to realize that Fallout Fixt alpha 7.0 wasn't exciting enough; that's why the number of downloads was so short of projected expectations. People are bored with the same-old post-apocalyptic "megamod" and want something invigorating and fresh.

Well look no further; Fallout ROCKS!™ delivers on all fronts. It features:

  • Exciting and hilariously-modernized UI verbiage!
  • New in-game ending if you collect all the rocks!
  • Combat Rocks™ with Stonefloat™ technology and maximum aggression!
  • State-of-the-art versioning system!
  • PDF documentary on why the Fallout team included rocks as an in-game item!
  • Amazing new quests involving the in-game hunt for rocks!
  • Free* to keep, your very own Pet Rock™!


The main menu!


2hfuz28.jpg




A vicious pack of 3 Combat Rocks™ closing in upon the Vault Dweller in defense of Shady Sands!


11izaya.jpg




The settings page!


2ztcdjn.jpg




Viewing a character!


2q2ogw4.jpg




A massive swarm of Combat Rocks™ defending the good people of Junktown!


2en81np.jpg




Max Stone's REAL story!


301hnqr.jpg




Everything you always wanted to know about Albert but were too afraid to ask!


2wq4zf9.jpg




Seriously, is she the only Russian in the whole game?


286spi8.jpg




This beautiful image speaks for itself!


281d6xl.jpg




The Vault Dweller returns to Junktown under the cover of nightfall, but Combat Rocks™ are EVER-VIGILANT! The Vault Dweller flees in terror!


11tq6p1.jpg




*Free Pet Rock™ requires donation of 16.95 USD to cover Shipping & Handling.


</ Fallout ROCKS!™ PR campaign, Stardate 11504.01>
 
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Sduibek

Creator of Fallout Fixt
Patron
Joined
Feb 15, 2013
Messages
391
Location
Los Angeles, CA, USA
Codex 2013
--> Alpha 7.1 released <--

Changes since alpha 7.0:
- Now includes various icons you can use for shortcuts or whatever, in {Fallout Fixt}\"Icons (.ico)" folder.
- Holding capacity of the backpack and duffel bag increased by 50% each. [RATIONALE: Realism. In vanilla they were very close to the holding capacity of the small bag. In actuality they'd hold quite a bit more than a small bag.]
- Reverted some PIP-Boy UI text changes. (Thanks tuluse)
- Fixed issue with flamethrower and nonworking flares.
- Fixed issue with party member HP display.
- Fixed issue of "bend down to pick up" animation playing when it shouldn't.
- Fixed some other minor stuff.

Existing broken flares in your inventory will probably still be broken. Sorry guys :(
 

Sduibek

Creator of Fallout Fixt
Patron
Joined
Feb 15, 2013
Messages
391
Location
Los Angeles, CA, USA
Codex 2013
A post on NMA got me thinking about how I've been dragging my feet on the engine conversion.

I made myself a deadline a few months ago for the Fixt release (end of March) and succeeded.

So I'm going to do the same here. Release date of engine conversion, warts and all, will be May 1st.

Just a heads up there will be a lot of warts at the beginning. But that's why we have Compound W®.
 

Sduibek

Creator of Fallout Fixt
Patron
Joined
Feb 15, 2013
Messages
391
Location
Los Angeles, CA, USA
Codex 2013
Mirror is fine, yes. But I would prefer if you remove any pre-7.x versions unless there's a good reason not to.

I'll let you know about the save. Hmmm, it crashes the moment I try to load the save. I'll see what else I can find out.

The Brazilian Slaughter Are they playing this with a character from vanilla Fallout? Because their save shows the Fixt version as 0.0 :?

The other possibility is maybe it's from like alpha 5 or something. Sometimes things do change between versions enough that a crash could potentially happen. That's why I have it set up now to warn on saves from old versions. It's kind of annoying to get the message but that way people won't get blindsided if something gets all fucked up. I think it's a good compromise.
 
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Sduibek

Creator of Fallout Fixt
Patron
Joined
Feb 15, 2013
Messages
391
Location
Los Angeles, CA, USA
Codex 2013
<-- Still alive working on the engine conversion. I realize I'm a week behind schedule already. Please don't rape me. Well... at least use lube. kthx.
 

Sduibek

Creator of Fallout Fixt
Patron
Joined
Feb 15, 2013
Messages
391
Location
Los Angeles, CA, USA
Codex 2013
Any of you bros know of good file hosts for large files?

Mediafire is out
: Chrome decided to start blocking my Mediafire downloads of Fixt. Apparently they are "malicious". I'm actually okay with dropping Mediafire, because their deluge of ad-fuckery is really annoying.

I'm looking for new hosts/mirrors so that I'm not relying on a single one. Without Mediafire I'm left with just Gamefront at the moment.
 

tuluse

Arcane
Joined
Jul 20, 2008
Messages
11,400
Serpent in the Staglands Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Shadorwun: Hong Kong
dropbox is pretty good. 2 gb of storage for free and you link it to people. They will limit you if too many download it too quickly though.
 

Sduibek

Creator of Fallout Fixt
Patron
Joined
Feb 15, 2013
Messages
391
Location
Los Angeles, CA, USA
Codex 2013
Yeah, the limit is what kills it :( I was letting people download it from my Dropbox for a while but they were regularly suspending my account due to (allegedly) going over the bandwidth limits.
 

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