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Strange crash in combat #6

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SquallDark opened this issue May 10, 2024 · 15 comments
Open

Strange crash in combat #6

SquallDark opened this issue May 10, 2024 · 15 comments

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@SquallDark
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SquallDark commented May 10, 2024

Hi. I've been testing this mod for a while and I always run into a crash during combat which can only be solved by disabling Crafty's sFall1 changes (CraftySFall1Patches=0), the thing is that in a fight using the 10mm pistol (the one you start with the game) the game crashes throwing a DOS4GW error, I was able to verify that in most cases I can force the error by shooting with negative precision, another curious thing is that no enemy attacks me in sight, both rats and moles never start combat (I have only tested with them).

I have tried activating and deactivating various sFall functions, but it has been impossible for me to get past the crash, only by deactivating it completely. I have also tried another version of Fallout 1.2, F1DP 1.2 and 1.1, DOS32A, different languages and various DOSBox distributions.

I am very surprised by this error when it is something that you basically encounter at the beginning, no one outside has had the same problem, seriously?... 😅

F1DP sFall Crash

@Edw590
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Edw590 commented May 10, 2024

Hi! I've been told by one other person weeks ago that it happened with them. I don't get why. It doesn't happen with me. Could you please send your F1DPATCH.INI file? If it doesn't happen with me but happens with you I'd like to compare the 2. Maybe gives me a pointer of where the problem is. Else I'll have to review the whole code of the project or something.

@SquallDark
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Hi. With the INI included in the F1DP 1.2/1.1 package it already happens, without modifying anything.

The crash happen in all possible ways: New game with custom character, New game with quick character, Load old game, old and new instalation... today I tried the gog distribution just in case since I have read several messages from you in forums that the tests have been done with it... but nothing 😕

@Edw590
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Edw590 commented May 11, 2024

I have no idea what I did, but now the problem happens with me too... I'll try to see what's wrong... (If I can get the project to work again because it's managing to crash when loading the Patcher who knows why. Haven't touched this in a year or more). I'm sorry this happens. If I had realized it a year and a half ago I'd have fixed it right there. Now let's see if I can get this to compile and run so that I can try to find where the problem is...

EDIT: it's running now. I needed a specific version of the compiler. That's not supposed to happen... Anyway. I'll try to see if I can fix this.

@Edw590
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Edw590 commented May 11, 2024

It's fixed 😄. I'll release an update soon with the fix. Thank you for reporting this!

@Edw590
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Edw590 commented May 11, 2024

Could you test the new 1.2.1 version? It should have that fixed along with fixing enemies ignoring you.

@SquallDark
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Hi. It seems to be working correctly now, congratulations 😉 .

Now I've seen another bug in the barter interface (it's not something very important), but I'm not sure if this is from f1dp or sfall, the thing is that the "FreeWeight" option makes the total price of the exchange larger and it gets corrupted as its value changes, it seems to mix with the vanilla text/price.
F1DP Barter Price Bug
F1DP Barter Price Bug 2

Maybe caused by "F1DPWeightOnBarter" not being well implemented? (this function is not working anyway), I don't know, the only way to avoid this right now is by deactivating "FreeWeight".

Thank you very much for taking the trouble to release a corrected version 😄 .

@Edw590
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Edw590 commented May 13, 2024

Thank you for reporting another one! If I knew you'd find another one I'd have waited before releasing the update xD. Could you please send me a ZIP of your savegame? So that I can see the bug happening here and can check if it's fixed or not after modifications?

The FreeWeight implementation is more complicated. Need to check to be sure it's fixed (made a small correction already. Maybe was just that). The F1DPWeightOnBarter implementation is indeed partially wrong ahah. Damn, the way I made up to port the patches is really a mess. It's easy to make a mistake. And apparently I made 2 on the implementation of that thing. But those are fixed now.

@SquallDark
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SquallDark commented May 13, 2024

Hi. Sorry, to tell you the truth I didn't expect to find another bug so soon, has no one helped you test the mod? 😅 ... anyways, I'm not familiar with the changes in Fallout mods, maybe I'm even running into other bugs or things that aren't really fixed and I'm letting them pass 😖 .

Here I leave you the savegame, from there you can try the exchange with several characters.
SLOT06.zip

Edit: By the way, the function of highlighting objects, bodies and containers (ToggleItemHighlights) with a key works as it is working in f1dp?, because you only see what is marked for a tenth of a second, you have to leave it pressed to see things and with a blinking effect , as if it wants to stay activated but turns itself off, I would say there is something strange there.

Edit 2: I have realized now that the V.A.T.S. It is also bugged, no matter what character/states you have, it always marks the same value in all the points of the enemy to hit. Tested in f2dp 1.2.1 and 1.2, and also solved by disabling 'CraftySFall1Patches'.
F1DP VATS Bug

Edit 3: Ok, it looks like you can fix V.A.T.S. by uncommenting the 'BodyHit_' lines in f1dpatch.ini with their default values:

BodyHit_Head=-40
BodyHit_Left_Arm=-30
BodyHit_Right_Arm=-30
BodyHit_Torso=0
BodyHit_Right_Leg=-20
BodyHit_Left_Leg=-20
BodyHit_Eyes=-60
BodyHit_Groin=-30

The data corresponds to the original 1.2 of the game, I have tried several objective options and the values seem to be correct.

@Edw590
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Edw590 commented May 14, 2024

Thank you for keeping reporting them! You're the first one to be testing it yep 😅. I was only told by another person about your first 2 bugs, but you're the one testing it it seems. I couldn't test it all myself. Didn't check various mods. Thought I was implementing them right. Some apparently not completely well.

  • The barter bug may take a bit. The implementation is complex. Might have to check it all.
  • The Edit bug I think it's not a bug. Pretty sure it's like that. With a quick check I didn't find problems on the implementation, but I'll check again later.
  • And I've fixed the Edit 2 bug. No more need to uncomment the lines.

Thank you again! I'll keep trying to fix whatever bugs you find. Hopefully won't be too many. Not a good sign. But whatever comes I'll try to fix.

EDIT: the F1DPWeightOnBarter option I don't know if it was doing anything but it's supposed (apparently ahaha) to show the weight of the player on the barter screen. The other character's weight is not shown (not sure why I thought it was working. Weird. Might remove it).

EDIT 2: the barter thing is fixed! Still doesn't show the free weight of the other character though. Not sure why. But at least the numbers are not corrupted anymore.

EDIT 3: Yep I think the highlight thing is like that. I didn't see anything wrong in the implementation. I can't fully confirm though, because I can't get sFall to enable it on Windows with ddraw.ini to see if it's supposed to be like that or not (I click LShift and it does nothing for some reason).

@Edw590
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Edw590 commented May 14, 2024

I'll release another version with the fixes. If you find more, tell me and I'll fix them!

EDIT: Done!

@SquallDark
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Hi. For now the changes seem to work correctly, I leave you an image of something I saw the other day about the free space in eliminated enemies (I forgot to mention it), it's nothing serious, I guess it has to do with the 'FreeWeight' function, maybe it is something normal and known with sFall, but I still want to let you know in case it turns out to be a failure in f1dp.
F1DP Enemies Weight Issue

Instead of indicating 0 or -0 or simply not showing a value, it shows you a fairly large negative number. Remember, this only happens with npc's that you kill.

By the way, would it cost a lot to adapt f1dp to a Spanish version of fallout.exe? I know it's nonsense and they only change a few words in the interface, but I'm curious 😅 .

@Edw590
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Edw590 commented May 16, 2024

Hey! Have a look at the latest release about the translation to spanish 😁. You could before but now it's right there and with examples (should have done it before but never came to mind). You just have to translate the strings manually and they'll appear in the game.

About that other bug, I couldn't fix it. No idea where it comes from. But at least it's nothing bad. Just doesn't show the weight on a dead NPC. Could be worse xD. Thank you for reporting it though. Not sure where the problem is.

@SquallDark
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Hi. Oh, that's great, I knew that the lines of the mods could be translated but I didn't know the strings... anyway what I'm referring to is that there are some parts that are untranslated in the interface of the US versions of fallout.exe, if I put 'language=spanish' in my fallout.cfg the game places the text and part of the character screen in spanish (my version of the game contains 3 languages, I assume they will be inside master.dat) but not the rest, I guess they did that only for european distributions.
fallout spanish ui 1
fallout spanish ui 2
fallout spanish ui 3
fallout spanish ui 4

What I point out in the images with green marks is the text that my fallout.exe does translate and in the US version it does not (either because it is not text or because was not prepared for it).

I know it's silly, it's a small thing, but I'm curious whether or not it would be very complicated to adapt your f1dp into this fallout.exe, since the structure of it is already different.

By the way, thanks for the latest changes and the addition of translat.ini, that come in handy.

@Edw590
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Edw590 commented May 17, 2024

Ah! Sorry, I didn't even know we could change Fallout's language xD. Yep, the strings are all inside master.dat. Went there check. But not sure I can do it. I'm newer on these things. If I can do it would take me some time. Not sure I have it (I also study). But most likely couldn't, with my smaller knowledge.

I went compare Fallout versions and it seems that the unofficial 1.2 patch kept on the DOS version the 1.1 version of translation stuff. The 1.2 patch has the DOS and Windows executables on it. The Windows one gets the Spanish strings. The DOS one doesn't. The Windows executable of the official patch 1.1 doesn't get them either, only some, just like the 1.2 DOS executable. So it seems the 1.2 DOS EXE is outdated on translation stuff. Unsure how to change that unfortunately. I've searching for differences in the EXEs but I don't spot where it is (or they are, if it's more than one).

And you're welcome about the newest changes!

@SquallDark
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Hi. Don't worry, take a look only when you can and want, you're not obliged, this is a hobby I guess 😄 .

I have checked some files with a fallout 1.2 fixt 0.81 that I have and within 'data/text' there are some files that could supposedly translate those lines, because from this pack I was already using some files to show the children that they eliminated from the game (no children fix) and it worked, but not with the translation, but then I decided to try the rest of the 'data' content and now the game with your F1DP is shown completely in spanish.

For now it works fine, but I have to check which files I don't need, because I don't know if anything will influence with the changes that F1DP has.

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