alexbatalov / fallout1-ce Goto Github PK
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License: Other
Fallout for modern operating systems
License: Other
Hello! I simply love being able to play Fallout 1 and 2 on my PS Vita. That's incredible.
The issue:
This does not only affect the Vita version. I can reliably reproduce this issue on both elevators in vault 15 in the PC version with the 64 bit release (Feb 2023 v1.0), running it on Windows 10 (22H2).
Workaround: The only way I found to get around this is to save, open Fallout with the official Steam launcher (non-ce). There it immediately worked as described in steps 1-3, but with a positive result. I saved again after attaching the rope, closed and went back to CE. But as indicated, I had to do that again for the second rope as well.
Side note: Maybe there is a more general bug in using inventory objects on environment? I remember previously trying to use the lockpick-item in the raider's camp on one of the locked prison doors. It didn't work either. But at the time I just thought that was due to failing the skill check, as my lockpicking is not great. I resorted to use the skill directly a couple of times and at some point it worked.
Keep up the great work! This is really spectacular!
I don't really mind. But for your info when trying to ask a custom question, keyboard appears as expected but I can't enter my response.
(Pixel 3, Fallout from epic)
Hi Alexbatalov,
1st of all... You are awesome. I love playing fallout on my mobile.
The issue:
game crashes when speaking with Gizmo.
Might be same issue as game crashes when speaking with Tandi?
Cheers
I just installed Fallout via AltStore using the last ios release saved on my iphone local folders. (AltServer was running too)
When I launched the game instead of what readme suggested, a window box opened with the text that it could not open the game. pic
But I checked and Fallout started to appear on the shared files section on iTunes. I loaded the proper files and reloaded. still the same box as before.
Here is the proof that the files are inside, I tried opening and closing (properly) everything. I tried turning off and on the iPhone, and iTunes too to make sure the files were in place. Still nothing.
Hi,
First of all. It's WOW!
In the future updates I'd like to be able to use gestures and easily switch between apps while playing Fallout.
It's not possible right now as far as I can see.
Thanks in advance
Hello,
First of all, you guys have achieved something incredible with this project! Playing some old CRPG, specially the fallout games, on mobile was something I have always dreamed of.
Recently, I have download the release build of the android version, and I was trying to change some settings. I already managed to change the resolution, but I couldn't find anything related to those black bars at the bottom of the screen. Is there any way to remove them?
Please make usable mouse move on empty black bars on phones.
Alternatively need a widescreen fix.
Just FYI the readme notes it’s open source but the license is explicitly not open source. The people behind the license even make it clear it’s not an open source license…
When copying the data folder with an active save game inside ("data/savegame/slot01"), seen in the desktop version, the iOS shows a blank load screen without the save populating the list.
Compiled in Manjaro without issues
mkdir build && cd build
cmake
make
With libsdl2 available
pacman -Qi lib32-sdl2 ±[main]
Name : lib32-sdl2
Version : 2.26.2-1
Description : A library for portable low-level access to a video framebuffer, audio output, mouse, and keyboard
Architecture : x86_64
URL : https://www.libsdl.org
Licenses : MIT
Groups : None
Provides : None
Depends On : lib32-glibc lib32-libxext lib32-libxrender lib32-libx11 lib32-libgl lib32-libxcursor sdl2
Optional Deps : lib32-alsa-lib: ALSA audio driver [installed]
lib32-jack: JACK audio driver
lib32-libpulse: PulseAudio audio driver [installed]
lib32-pipewire: PipeWire audio driver
Required By : lib32-faudio
Optional For : wine-staging
Conflicts With : None
Replaces : None
Installed Size : 2,21 MiB
Packager : Antonio Rojas <[email protected]>
Build Date : mié 04 ene 2023 19:34:32
Install Date : vie 27 ene 2023 19:55:36
Install Reason : Installed as a dependency for another package
Install Script : No
Validated By : Signatur
But then I get this error window (my locale is english) when running ./fallout-ce
.
(context: pixel3, fallout from epic store)
Went to vault 15 once and it worked. Forgot a rope so I quit that level to get one.
Now when I try to return to vault 15 with my rope, when I click the green arrow in the world map to enter vault 15 level, game crashes
Screen fades to black and never fades back after using the first aid. Tried with both skill and medkit item.
Reproduced on Windows 64 and my PS Vita build.
Attaching the savegame:
SLOT01.zip
Also that's a bit off topic, but what is the status of mod support? Mainly interested in "unofficial patch" that fixed some quests and NPC mod, but haven't had an opportunity to try them yet.
first of all amazin job portaing this masterpiece but im having a problem reading the green text in all of the game, i updated the f1_res.ini file in the game and i setted the specs like this, but the texture seems streched at the point i cant properly read, also in 1190x834 i have still room for zooming the game
Android 10
If I choose 'What else is around these parts?' or 'Have you heard any stories from down south?' lines, game crashes.
If I choose other dialogue options, then end the conversation, any other attempts to just talk to her make the game crash.
Tried release and debug versions.
After installing the app on my Iphone using my pc i keep getting the error "Could not find master datafile. Please make sure the FALLOUT CD is in the drive and that you are running FALLOUT from the directory you installed it to."
running ubuntu 18.04 which uses glibc 2.27
i first tried downloading the release v1.0 for linux x64.
requires glibc 2.29
not much you can do, github might have removed workflow compiling for the older OS
although it still has official support.
easy solution:
compile fallout-ce
git clone https://github.com/alexbatalov/fallout1-ce
cd fallout1-ce
cmake -B build -D CMAKE_BUILD_TYPE=RelWithDebInfo
cmake --build build -j$
as pulled from the workflow.
same for fallout2-ce
build and compile on your system and it should be fine.
Distribution: GOG
Behavior present in: fallout1-re master; fallout1-ce master
Platform: win11 21h2
I tested some weapons to check the death animations, some were incorrect. Specifically:
sniper rifle on violence levels normal and maximum blood has burst type death animation
power fist on violence levels normal and maximum blood has burst type death animation
If the damage animations are categorized by damage type I take it that both weapons are governed by the same category. I don't know to what extent the violence level plays into it. I think the sniper rifle does burst type death animations when dealing damage on the lower-to-mid end. With high damage it gets the classical animation with half the body being ripped open.
I've searched the whole repository, and I can't find the apk file talked about in the readme anywhere. Was it removed, or is it to be found elsewhere?
Distribution: GOG
Behavior present in: fallout1-re master; fallout1-ce master
Platform: win11 21h2
As far as I can tell there are 3 problems with the prices.
First, in vanilla there was the bug with prices being lower when initiating barter via dialogue line rather than through the barter button. Unfortunately I can't remember the specifics (maybe someone can fill in), sfall fixed it though. I think only some stores had this discrepancy (like Jake in Hub). RE retains the behaviour, but for CE this should be changed I suppose? I understand that sfall is not yet fully reimplemented, I'm putting this here mostly for the sake of completeness...
Jake -> SLOT01.zip
Second, there are a couple of spots in the game where you can get a discount (Beth in Hub, Zack in Gun Runners). In both ce/re prices of goods are increased after getting a discount, not decreased.
Beth before discount -> SLOT08.zip
Beth after discount -> SLOT09.zip
Zack before discount -> SLOT05.zip
(you can get the discount through dialogue)
And lastly, the prices are different. In most of the cases prices in vanilla are lower than in re/ce, but there were exceptions. The librarian is much cheaper in re/ce. I'm not sure if the problem is just with the barter formula, or if there are some other latent variables that I'm not seeing.
Librarian -> SLOT04.zip
Hello,
First of all, this is amazing job, I’ve been waiting for old fallout Mobile version for ages and now dream came true, thank You very much!
Only issue I have with iOS version is lack of window scalling - when I opened the game for a first time window was about 3/4 size of a full screen, and when I re-opened it next day it was only 1/2. On both cases, scalling button only downsized tej original dimensions. Is there a chance that could be fixed anyhow? Sorry if that’s a noobish question, I’m not a coder.
Unit I ma using is iPad 9 (10.2 inch) with 15.6.1 iOS if that makes a difference.
Regards,
Myx
When downloading one of the releases manually (fallout-ce-windows-x64.zip), Chrome and Windows Defender throw Virus detection warnings. Specifically, warning about Trojan:Script/Wacatac.H!ml.
Can anyone confirm that this is expected behavior, and a false positive?
Reporting a reproducible crash on Android that occurs when speaking to Tandi in Shady Sands.
After the initial introduction and getting to the questions part (screen below), dialogue options number 1 and 3 will crash the game. Furthermore, when the dialogue is ended and reinitiated, it will crash the game as well, so the dialogue cannot be initiated again.
It only happens on Android, I'm not able to reproduce it on Windows. I don't have a debug environment to trace the bug on Android, so I'm opening this issue.
The game runs Steam distribution.
Savefile:
SLOT05.zip
Distribution: GOG
Behavior present in: fallout1-ce master
Platform: win11 21h2
In vanilla it costs 3AP to use items via the backpack icon. In ce, 5 APs are used. More specifically if the dude has:
0-2AP: a message is printed of having insufficient enough APs and the item is not used
3-4AP: all of the APs are used and the item is used
5+AP: 5APs are used and the item is used
I am able to get the game running. However, screen is kind of small. I tried changing the f1_res.ini to:
[MAIN]
GRAPHICS_MODE=2
SCALE_2X=0
SCR_WIDTH=1320
SCR_HEIGHT=480
COLOUR_BITS=32
REFRESH_RATE=0
WINDOWED=0
WINDOWED_FULLSCREEN=0
WIN_DATA=0
However no matter how much I try to change it either the screen stay small or Iit can't start. Anyone managed to change res for pixel 3 given fallout 1 (epic store installation)?
Running on Linux from a bash terminal I get the error message "Could not find the master datafile" (and proceeding critter error).
game/gconfig.cc
sets the strings to these files as lower case, but the GOG install is upper case MASTER.DAT so the file is not found.
Simple symlinks allow the game to run. But if changing the gconfig.cc
strings to upper doesn't cause any issues I think that would be better.
ln -s MASTER.DAT master.dat
ln -s CRITTER.DAT critter.dat
at some point pressing B to change your weapon (as the F1 help menu shows) will infinite loop change weapons and you cant stop it, move, exit, or otherwise
have to alt-f4 the game (or ctrl-c the terminal)
i have s22 ultra and after i set the files folder, it copies for a few seconds and then the game crashes
When I used the .ipa file for my Iphone, and tapping on the fallout icon, it gave me a error message saying, "This app cannot be installed because its integrity could not be verified. I tried the VPN & Device Managment route, but Fallout doesn't show up there. Is there any way to bypass this?
After installing Fallout, I run it and I'm asked to choose a directory. I created "Fallout_Mobile" in the root directory. I then tap "use this directory," but after a slight screen flash I'm back to the same question. Tapping "use this directory" again doesn't do anything except looping.
would it be possible to add something akin to the "high resolution patch" for the vanilla engine to this to unstretch 4:3 assets and show more of the ingame map at once on pcs/macs?
Steps:
Screen fades out and never fades in if skill was failed. If it is successful it works ok.
Pressing F1 to call help dialog and pressing it again helps to bring it back.
System: PC, Win 10.
Build x64 from v1.0.0 tag
Game: Fallout 1, Steam release
Hello,
maybe I'm just too much of a Linux-noob, but I can't get fallout-ce to run on my Linux laptop. I'm using Linux Mint 20.3 Cinnamon.
But what now? I cannot seem to run "fallout-ce", which is just a file of unspecified type, and not an executable of any sort (at least none that is recognized). I tried running "./fallout-ce" from the console -> unknown path. I explicitly opened a console in the fallout folder -> unknown command. I seem to be missing something essential. I had no problems to run fallout-ce on my android and even on the vita, but here I'm just stuck. Someone help me please? I know it's strictly not a bug (at least not likely). But I searched for hours but couldn't find anything that would aid me in my struggle. You're my last hope Obi-Wan.
Android 10
game - latest debug version
SLOT03.zip
Happened twice on random encounter. Screen fades out and then nothing.
It look like I only can move the cursor in a vertical line at the black bars of the screen. https://user-images.githubusercontent.com/81707167/218254682-f5ea274c-3086-48df-b23c-d7fdee20982d.mp4
Distribution: GOG
Behavior present in: fallout1-re master; fallout1-ce master
Platform: win11 21h2
If you open up the pipboy and browse through some quest statuses/holodisks, some buttons become blacked out. Happens in both re/ce although it's different buttons that disappear. In vanilla buttons do not disappear, but the bug is probably there as well with the behavior being less pronounced because of compiler/backend differences. fallout2-re had the same problem alexbatalov/fallout2-re#83
Distribution: GOG
Behavior present in: fallout1-re master; fallout1-ce master
Platform: win11 21h2
Splash damage from explosives/grenades/rockets etc. does nothing. Moreover NPCs are not aggroed when planting explosives next to their feet. Explosives planted on their body work correctly. Fallout2-re had a similar problem alexbatalov/fallout2-re#42
Distribution: GOG
Behavior present in: fallout1-re master; fallout1-ce master
Platform: win11 21h2
If you compare automaps in pipboy in that savefile between vanilla and re/ce, re/ce have missing automaps in most of the game locations.
The easiest one to test is if you start a new game - > exit the cave -> travel 1 day -> reenter cave (automap V13 now has cave entrance) -> enter V13 -> go down to lvl2 -> cave entrance automap is gone
Distribution: GOG
Behavior present in: fallout1-re master; fallout1-ce master
Platform: win11 21h2
When entering combat via the 'A' hotkey, friendly NPCs have red outline. When entering combat via pressing the attack button, friendly NPCs have green outline.
For the re version to make it congruent with vanilla, in both cases the outline should be red.
For the ce version, the outlines should be green I suppose? Similar to sfall/FO2. You decide :)
I also tried the Friendly Foe perk and it seemed to work correctly.
Hey there,
I've been playing the CE and I managed to reproduce a crash that happens when the player takes damage during combat. Along with that, there are many formatting issues and apparent undefined behavior-related text outputs in combat messages in general.
I cloned the repo and traced the crash first. It's an exception thrown by snprintf
due to format mismatch with the passed in arguments.
Upon further investigation, however, I compared the Combat.msg files from my distribution (v1.1, original retail CD) and the Steam distribution (according to the readme, v1.2). It turns out that the files have a different stucture and some strings have a different format.
Fallout v1.1
{507}{}{were}
{508}{}{was}
{513}{}{%s %s hit for %d hit points}
Fallout v1.2
{513}{}{%s were hit for %d hit points}
{613}{}{%s was hit for %d hit points}
{713}{}{%s was hit for %d hit points}
The code in this repo is apparently written for v1.2 style of msg files, and trying to run v1.1 has led to either incorrect outputs (empty strings, memory garbage and other undefined behavior, etc.) or crashes due to wrong formats.
I fixed almost everything on my end and got it working for v1.1, but this issue begs for much more robust solution - version check and branched logic for both msg structures.
You may already know about this issue, but just in case you don't, I'll be glad to help to come up with solution to properly support different distributions with one binary.
I'd have to investigate other MSG files and see differences there, but my naive approach would be to try to isolate specific differences in the files (for instance, v1.1 style of Combat.msg doesn't have any IDs between 534 and 1110, while v1.2 adds variations of 500s into 600s and 700s, etc.) and branch the logic based on that.
The game opens in full screen, but that causes issues. It messes up all my windows as it changes the resolution. Need to have command switch to run in Windowed mode, thank you.
; Set SCALE_2X=1 to scale the game x2.
; Note: This will increase the minimum resolution to from 640x480 to 1280x960.
SCALE_2X=1
this appears to make no change to anything.
[MOVIES]
; if MOVIE_SIZE=0 - movies remain their original size.
; if MOVIE_SIZE=1 - movies will stretch to fit the screen while maintaining the aspect ratio of the original.
; if MOVIE_SIZE=2 - movies will stretch to fill the screen.
MOVIE_SIZE=1
movies are 640x480 on a 1920x1080 resolution (with black borders)
fo1-ce & fo2-ce
Music doesn't seem to be playing in MacOS or iOS for fallout1-ce (though it does work fine, at least on MacOS, for fallout2-ce). Audio, inventory sounds, attack sounds, all work, but no music at all, from the main menu on to in-game, travel map, etc.
I'll be trying the Windows version soon to see if that has music, but for sure no music on the Apple side of things for me. Tried checking paths, cfg files, in-game settings, and testing if capital letter file names were causing issues (see the other issue involving case-sensitive files systems and master.dat/critter.dat, which I had to rename to all lower-case to get to work), but no changes seemed to help.
(edited to add, no music for fallout2-ce under iOS either, but the music for that version works fine under MacOS. I'll add that to an issue over in that repo, just putting this here for clarification)
MacOS 13.2 (22D49), Silicon, and iPadOS 15.7.1 sideloaded with AltServer, via downloaded pre-built release versions of fallout1-ce.
Doing quick save occasionally causes crash to desktop. Can happen in both cases - if it shows the quick slot selection dialog or not. If it shows the dialog - it crashes after double clicking the save slot.
System: PC, Win 10.
Build x64 from v1.0.0 tag
Game: Fallout 1, Steam release
It seems that the error is present in both versions: f1 ce, f2 ce, after a long game, the display of the character in the inventory and in the game itself begins to differ. (the latest debug version is used, if this is important: https://github.com/alexbatalov/fallout1-ce/actions/runs/4197653799)
Perhaps this error is more common in window mode without frames. I was only able to play it in full screen once.
a quick playthrough fo1-ce & fo2-ce
i never heard any music
only ambient sfx in fo2-ce
how would we setup music files? using GOG files
There is no option menu (at least in the x64 Linux and Windows versions), this means you can only change the options once you start the game.
As subtitles are disabled by default, there is no way to be able to watch the intro or the first overseer cinematic with subtitles, which could be important for hear-impaired players and non-native English speakers trying to play a translated version of the game.
If the Options menu cannot be added on the Main Menu, it would be nice to provide some instructions on how to enable subtitles through a config file. Or just make subtitles enabled by default.
On the PC version you can right click, then hold down left click on an inventory item (while inside the inventory menu) this brings up a different sub menu where you can throw/use the items.
I cant figure out how to access this sub menu on the IOS. Is it possible?
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