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    New animations 2

    I can this critter with a knife but perhaps not a gun. Definitely would make pissing off an addict more dangerous.
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    New animations 2

    I'm not sure why but I really like the red version. :)
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    Fallout 2 mod Fallout 2 Restoration Project Discussion (ideas/suggestions)

    What about using 'Rake' for Vegeir the leader of the Slags at the Ghost Farm, the goggles would make sense given his eyes may be sensitive to light. *adding my two cents to the pile*
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    Fallout 2 Restoration Project 2.1 (Unofficial FO2 Expansion)

    Hmmm... I don't have the game installed right now, so could someone test what occurs with these settings in the ddraw.ini: Test Case A: DamageFormula=0 OverrideCriticalTable=2 RemoveCriticalTimelimits=0 Test Case B: DamageFormula=0 OverrideCriticalTable=2 RemoveCriticalTimelimits=1
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    Fallout 2 Restoration Project 2.1 (Unofficial FO2 Expansion)

    @Stevenocracy So what setting do you use for the 'DamageFormula' line in ddraw.ini? If the critical hit issue can be narrowed down to a mod (ex. DamageFormula=1) then something should be able to be changed fairly quickly. If it turns out this is the behavior for vanilla (ex...
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    New animations 2

    Will you be adding the boxing gloves to both male and female when you complete the female version? Just asking because I didn't notice any red gloves on the boxer. :oops:
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    Agility & Armor Class

    Unfortunately, weapon proto files do not have values for AC or DR, so this sort of change is not easily done. Maybe something could be scripted but it could be complicated. Ammo already affects DR. Personally I have always wished ranged weapons had an AC modifier and NOT the ammo, also melee...
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    Yet Another Ammo Mod (YAAM) Feedback Thread

    I was thinking if a strength check could be applied (say >=8) before having Living Anatomy and Pyromaniac applied to burst attacks (every shot) then maybe it could be seen as acceptable given you could argue the player/critter has the strength to keep the weapon more under control. :shrug...
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    Agility & Armor Class

    @pelicano making armor easier to hit does not mean it makes it easier to cause damage AC is not used in anyway when calculating damage and nor should it be.
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    Agility & Armor Class

    It would be easier to use the mapper and change all relevant protos. @Timeslip Hmmm... thought you were against using scripts to change things that be done otherwise. :P
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    Agility & Armor Class

    Hmmm... we need someone to confirm percisely how AC is used in the engine. Certain ammo minuses from AC suggesting this makes the ammo more accurate. But given as armor gets better the AC value increases, this suggests all that may need to be done is to reverse this. Change the armor AC...
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    New animations 2

    Maybe this is something Timeslip or Haen can look into? This does seem to sound like an engine flaw.
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    Critical hits should never be 0?

    There is a fix in sfall that is supposed to not allow critical hits of 0 to be displayed when instant death occurs, but I'm not sure that a critical hit of 0 on its own is wrong when instant death does NOT occur. Opinions?
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    Yet Another Ammo Mod (YAAM) Feedback Thread

    For issue 1, yes but what needs thought is to what degree should armor negate the perks bonus? And should all armor be treated the same? For issue 2, no given burst weapons are supposedly less accurate. For issue 3, no given grenades and rockets are not the same as handling an explosive...
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    F2: Combat Overhaul Mod 2.0

    It's not and was partially flawed. I have released a new change to the damage calculation that is included in sfall. See the link in my signature. But do wait for the next release of sfall or RP 2.1.2, to be sure the FIX is included. This does not include changes I once made to the proto...
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    Giving Cassidy a voice.

    I just listened to both and I didn't here too much of a difference in the editted version from the original other than it being louder. But I do agree it needs to sound older/deeper. I can here the youth in the voice especially at the tail end of the word "why".
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    F2: new change to the damage calculation - hopefully a fix

    Hmmm... please let me know if you are able to reproduce this again once you have used the installer version of the latest RP - I suggest waiting until killap releases version 2.1.2 There was a small typo in my code that would cause an issue in the calculation when this FIX was first released...
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    New animations 2

    My vote goes to 2 or 4.
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    New animations 2

    :ok:
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