Killap's potential work on the original Fallout game?

SorgFall

Still Mildly Glowing
Killap has granted us so much, more than anyone else working on fixing the Fallout universe altogether; his work is unmatched and priceless. I believe I am not the only one wishing to see his brilliant hands on F1. I have saved a post killap has written some 2 years ago:

killap said:
Just so the public is aware, I will most likely be correcting bugs for Fallout 1 - this decision is not set in stone, however.

I will be using the teamx 1.3.2 patch as my base. I will be going through Per's guide and compiling a list of bugs he mentions. I will then compare this list to what teamx has already fixed and compile a new list of unfixed bugs. Any bugs not listed in Per's guide (or on the teamx site/patch readme) should then be posted in this thread.

Aware that I am quite possibly asking too much of him, I will give myself the curtesy to ask him if the plan from back 2007 still remains, because he himself wrote back then that "..the decision is not set in stone..." as well ask everyone in general would he like to see killap work on F1 and would/who would support and aid him and in what manner? I'd here like to mention a very important thing, which also might be stimulating to everyone (wipe the dust from F. install it and play through and contribute!).

Additionally, there are certain issues. Namely, the lack of a systemized patch - the latest patch, released 3 July 2008, is 1.3.5. Before it one needs to install 1.3 and before it the 1.2 semi-official patch if I am mistaken. Another thing completely confuses me. There are, apparently, 2 different Russian versions for all three patches?!?

Additionally, there is a couple of minor patches that are open for download over at teamx's Russian website ( http://teamx.ru/taxonomy/term/6 ) separately from the 3 'major' patches. They are, or so I have understood from their titles, a patch for the Cathedral area, one patch just for the Russian version of the game fixing something seemingly in the Military Base. What seems to be the biggest issue over here is uniting all 5 patches into one whole and comprising a list of all the fixes/changes (so that everyone could latter discuss them, as we have so frequently done with killap's wonderfully-done massive list - if I understand, the TeamX's changes in the Raiders' base are somewhat controversial to say at least). If there is need for fixing some English grammar, or for outright translation from Russian to English (e.g. for the Russian-only of the four patches), I hereby immediately apply.

As for another significant issue - here it is. I wish to in no part offend or diminish the significant contribution of TeamX, but rather just express what they have already stated with their own words. There is a number of known bugs that TeamX do not and will not fix, and whuch are included in killap's fixing. Those includes - filling holes, empty spaces, etcetera. For instance, the caves where the entrance to Vault 13 and the Radscorpions' nest are situated are undoubtedly the buggiest in the game - the flashlights I keep throwing continually keep disappearing. Then there is also a number of textual errors, unsynchronized events (differently presented in the PIPboy's screen than it is in the reality - if I recall, in F2 this was killap's greatest dillema - which of the 2 scripts is the correct and which not?), etc.

Also, what is everyone's opinion on an expansion pack (or as killap says, a restoration project)? There is a lot of excluded content waiting to be readded, and I have been encouraged into opening this thread in the first place by hearing the news that someone wants to finish the Cathedral (meaning there could be designers available to assist in making Fallout that which it was supposed to be). TeamX's bugged (beta/demo) Fallout update v1.2.5. seems like a pretty good start!

P.S. This reminded of an important thing. "No Mutants Allowed" hosts just two of the five patches (1.2 & 1.3.4). An admin should upload the others, most importantly 1.3.5 when he/she finds the free time.
 
the lack of a systemized patch
Wrong. Pay more attention to what readme says. ;) FO1 patches are perfectly systematized: 1.2 contains only original BIS fixes and 1.3.x is a fan-made patch. I don't now, why you're so concerned about russian versions, but yes, there are two major localizations and our patches support both. Nothing confusing here. BTW, keep in mind that FO1 v.1.0 is a very confusing release itself. There are several releases, which bear this number, but they are very different (see topic about releases comparision) and this isn't making our job any easier.
there is a couple of minor patches that are open for download over at teamx's Russian website
You have forgotten to apply the filter. Yes, there are two minor patches, both has nothing to do with the original game bugs. F1 Cathedral fix deals with the broken CD images, available for download on some internet sites, as the readme clearly says. F1 rus fix is for russian version only — it deals with one major localization bug and is already included in russian version of 1.3 patch. Again, pay attention to readme.
a list of all the fixes/changes
Again and again: read the readme. All changes are described. I don't know what more you need.
if I understand, the TeamX's changes in the Raiders' base are somewhat controversial to say at least
Do you care to elaborate? Which ones of these are «controversial»?
- It's no longer possible to defeat Garl without an actual fight.
- Now you can't ask Diana about Tandi before the Tandi rescue quest.
- Diana won't show sequentially two branches of her dialog during the
conversation. If you are a Garl's freind already you'll see "friend's" part
only. "Stranger's" part will be hidden.
- Removed "smart" option for "stupid" Dude in Gwen's dialogue.
There is a number of known bugs that TeamX do not and will not fix
Wrong again. Some of the bugs can't be fixed right now, 'cause there are simply no instruments for fixing them (maps, for example: yes, we have two mappers, but none of them work correctly with FO1 maps. All maps-related changes I had to do manually in HEX-editor). And some of the «bugs» aren't bugs at all: they are missed features, which can't be part of a patch. But they can be and they will be part of a mod — a Restoration Mod we're still working on.
Then there is also a number of textual errors
Work in progress. It is based on Nimrod's dialog fix. Alchemist is working on it.
TeamX's bugged (beta/demo) Fallout update v1.2.5. seems like a pretty good start!
It's a pretty good end. And yes, pay more attention to readme. :) It was done with the bugged mapper and bugged compiler. It has enourmous amount of bugs. And it has some very questionable moments.
An admin should upload the others, most importantly 1.3.5
There is no such patch, v.1.3.5 hasn't been released yet. There is only a diff-pack intended for testing. Nothing more!

Right now I'm working on testing and releasing 1.3.5 patch. I hope all major bugs have been fixed and now it is time to start Restoration Mod scripting. In all those times we never forgotten about Restoration of FO1. But there are so many inconsistences, so many gaps to fill in... No offence, but it is much more difficult, than restoring FO2. Both technically and non-technically. So, as I said before, there will be two parts of FO1 Restoration: Light and Big. Light will include only non-questionable moments of game and Big will contain a big deal of improvisation. Be patient. You want a playable mod, not a bug collection, I believe.
 
Wasteland Ghost said:
the lack of a systemized patch
Wrong. Pay more attention to what readme says. ;) FO1 patches are perfectly systematized: 1.2 contains only original BIS fixes and 1.3.x is a fan-made patch. I don't now, why you're so concerned about russian versions, but yes, there are two major localizations and our patches support both. Nothing confusing here. BTW, keep in mind that FO1 v.1.0 is a very confusing release itself. There are several releases, which bear this number, but they are very different (see topic about releases comparision) and this isn't making our job any easier.

Yes, this has significantly contributed to my confusion:

But also, is 1.2 necessary for the installation of 1.3.4 (soon-to-be .5)?

Wasteland Ghost said:
a list of all the fixes/changes
Again and again: read the readme. All changes are described. I don't know what more you need.

I wasn't talking about anything missing on your part with this issue...

Wasteland Ghost said:
There is a number of known bugs that TeamX do not and will not fix
Wrong again. Some of the bugs can't be fixed right now, 'cause there are simply no instruments for fixing them (maps, for example: yes, we have two mappers, but none of them work correctly with FO1 maps. All maps-related changes I had to do manually in HEX-editor). And some of the «bugs» aren't bugs at all: they are missed features, which can't be part of a patch. But they can be and they will be part of a mod — a Restoration Mod we're still working on.

Well for example, is the Vault 13 cave 'filled/fixed'?

Wasteland Ghost said:
Then there is also a number of textual errors
Work in progress. It is based on Nimrod's dialog fix. Alchemist is working on it.

Can I give a hand?

Wasteland Ghost said:
Right now I'm working on testing and releasing 1.3.5 patch. I hope all major bugs have been fixed and now it is time to start Restoration Mod scripting. In all those times we never forgotten about Restoration of FO1. But there are so many inconsistences, so many gaps to fill in... No offence, but it is much more difficult, than restoring FO2. Both technically and non-technically. So, as I said before, there will be two parts of FO1 Restoration: Light and Big. Light will include only non-questionable moments of game and Big will contain a big deal of improvisation. Be patient. You want a playable mod, not a bug collection, I believe.

Just out of mere curiousity, what are we to expect to see fixed in the next & final version of your patch?

Lastly, I meant no bad thing, pardon if I seem impatious, I was just trying to incite collaboration between you guys and killap. :mrgreen:
 
Last time you tried, you received all the answers... or I thought you did.
But also, is 1.2 necessary for the installation of 1.3.4 (soon-to-be .5)?
Yes it still is. As readme says, as I explained it to you before. Nothing has changed since that last time: there are several 1.2 releases (US, UK...) and they aren't compatible. So you have to install semi-official 1.2 patch to make them compatible.
Well for example, is the Vault 13 cave 'filled/fixed'?
Friend, I beg you, read the readme:
Useless fixes (for possible future mods):
- Experience gain is reported for beating Zax at chess. Also cannot repeatedly
access the mainframe for unlimited experience.

Engine bugs, can't be fixed by now:
- Cheating with the 'A' key.
- Died of radiation sickness for no apparent reason while resting in the
Brotherhood.
- Playing chess with Zax (checks don't generate criticals).
- Caravans: Going back and forth will take 2-3 days from the time limit, but
may take up to 20 days as measured;
- Necropolis: Going to the Military Base takes 2 weeks according to the time limit
and 4 weeks according to the calendar.
- MacRae is supposed to give you +1 Melee Damage and +5% Damage Resistance,
but he doesn't (engine disallows modifying derived stats from scripts).
- Saving the game near an irritable person and loading can cause them to
attack "unprovoked".

Most map bugs can't be fixed now (we don't have a normal map editor).

Not bugs:
- Disarm Traps for the Facility: This pops up once you deactivate the robots
from Zax. There's no way of getting it crossed out. -- It is not bug. Robots
deactivation turns on laser and gas traps on level 1. If you reactivate
robots, traps will be deactivated and quest will disappear. It may be
considered as missed quest.
- IN<4: Although Talus will know if you rescued the prisoner, you can't get
the reward or the xp unless you get smart. -- Definitely not a bug. Talus
doesn't tolerate "chem users", his script and dialogue clearly state it.
So, this cannot be changed in a patch.
Or at least read you own topic: there is a vast discussion about what can and what can't be fixed and because.
Can I give a hand?
I don't believe Alchemist is in need for body parts. :) Seriously: I haven't talked to him for a long time. Hope he hasn't given up his efforts on unified 1.2 patch along with the textual fixes. I don't have his results and I don't want to do a double work, I still hope he will return.
Just out of mere curiousity, what are we to expect to see fixed in the next & final version of your patch?
More bugfixes, what else? :) I don't know what nasty bug you, guys, will digg up next time. :) And I never said it will be final. It simply reached the stage when all major bugs have been eliminated. And who knows what bad little insects have left? :)
 
Wasteland Ghost said:
I don't believe Alchemist is in need for body parts. :) Seriously: I haven't talked to him for a long time. Hope he hasn't given up his efforts on unified 1.2 patch along with the textual fixes. I don't have his results and I don't want to do a double work, I still hope he will return.

I was thinking to skim through all the files and e-mail you the fixes (and fix your readme files too), but if that is so, OK then.
 
Just for the record, I will not be modding F1 in any way. It is in good hands with TeamX and trust their work.
 
I was thinking to skim through all the files and e-mail you the fixes (and fix your readme files too), but if that is so, OK then.
You'll be doing a double work. There is really no need for it now.

Just for the record. :) There are only two people in TeamX left, which are working on FO1: Alchemist and my humble self :). And with Alchemist «missing» ... well, I guess it leaves only one. Anyway, it's a kind of work when three people are already a crowd. :)
 
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