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    Fallout 2 Restoration Project 2.0 (Unofficial FO2 Expansion)

    Speaking as a Hong Kong-born Chinese that comes from a very traditional Chinese background, I have to partially agree with ralphrepo. The importance of a name to a Chinese cannot be overemphasized. It is not merely a designation, but a key part of the Chinese core identity. Having the right name...
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    Yet Another Ammo Mod (YAAM) Feedback Thread

    Hi all, Just a quick heads up that a new version of YAAM (v1.1a) is available -- or it will be, once the mods have approved the file for download. Please see the 1st post for details. --- The Haen.
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    Fallout 2 mod FO2 Engine Tweaks (Sfall)

    Wow, just for me? Now I feel special! :lol: All kidding aside, I've managed to do some quick testing with it, and everything seems to be in order. I'll probably give it a more thorough run through when RL stuff dies down a bit, but I think things should be cool on my end. Thanks! -- The Haen.
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    Yet Another Ammo Mod (YAAM) Feedback Thread

    With Timeslip's help (thank! :clap:), I've managed to integrate the engine changes into sfall. This means that YAAM is now compatible with any mod that uses sfall as long as the correct setting is chosen, the modified ammo proto files are in place, and of course PROTO.MSG is also in place...
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    Yet Another Ammo Mod (YAAM) Feedback Thread

    Well, the mods have approved the upload, so now YAAM is available for download. Please check the 1st post, or my signature, for the link. In the meantime, I suppose some design and technical details behind the mod are in order, so here's a bit more reading for those so inclined. ;) Or better...
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    Yet Another Ammo Mod (YAAM) Feedback Thread

    Hi all, **** UPDATE **** Version 1.1a of YAAM is out. The most significant additions are integration with Timeslip's sfall and much improved localization support. You can always download the latest version of YAAM from here. In the meanwhile, here's the FAQ that's lifted almost word-for-word...
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    RFC: Yet Another Combat Mod

    Oh, I see now. Armor Piercing/Bypassing critical hits reduce DT by 80%, but the critical hit multiplier is still applied to dmg_mult. I guess if an armor bypassing, damage multiplying critical hit occurs, then it's pretty much instant death for the critter. Not that this is a surprising result...
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    RFC: Yet Another Combat Mod

    Well, I've left out a few details, such as multiplying dmg_mult by a critical hit multiplier and the game difficulty level. I've also factored (1 - (armor_DR + ammo_DR)) from the original equation, so due to the way the engine calculates the formula, my figures may be off by 1 in the...
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    Fallout 2 mod Unofficial Fo2 patch thread - problems, reports, suggestions

    A quick bug found while going through the maps: Most bots armed with the NPC-only Robo Rocket Launcher (either as initial map settings or in the case of SAD via the script) are also given the NPC-only Robo Rocket Ammo to go along with it - presumably for a reload. However, the Robo Rocket...
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    RFC: Yet Another Combat Mod

    Hi all, As most of you have noticed, combat in Fallout 2 hasn't been its strongest selling point. I've been working on a project in a rather on-and-off manner -- mostly off -- for the past four to five years in an attempt to overhaul the combat system. This is something I've kept under wraps...
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    Fallout 2 mod Unofficial Fo2 patch thread - problems, reports, suggestions

    The leave the battle option, as far as I can see, isn't a bug. Rather, it is an attempt to implement the option that you don't have to help out in the fighting -- an admittedly poor attempt, but perhaps the best that can be done given the limitations of the engine. As for proof, there are two...
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    Fallout 2 mod Unofficial Fo2 patch thread - problems, reports, suggestions

    Actually, that's exactly why I recommend removing the references. critters.lst contains references to proto files 484 to 507 but these files actually do not exist in the Unofficial Patch. By leaving these references in, the chance of having a crash is actually increased. Given that there's no...
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    Fallout 2 mod Unofficial Fo2 patch thread - problems, reports, suggestions

    Just browsing through the files in the Unofficial Patch, and noticed the following things "leaking" over from the RP: 1) The readme file refers to elements from the RP (the stuff about the Appearance and f2_res directories). 2) The file data\proto\critters\critters.lst refers to RP proto...
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    Fallout 2 Restoration Project 1.2 (Unofficial FO2 Expansion)

    I don't have the design docs with me, but I always that thought that going to the Enclave via Vertibird was part of the intent of the original developers. Otherwise, it wouldn't make sense for them to even create an ending for the Hubologists wherein they actually have the fuel. As I see it...
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    Fallout 2 Restoration Project 1.2 (Unofficial FO2 Expansion)

    Actually, if you think about it, the first line of code will always return "true". Why? Because you are guaranteed to be "not" wearing one of the armors listed. Instead the code should read: if ((worn != 3) and (worn != 232) and (worn != 348) and (worn != 349) and (worn != 554)) then begin...
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    Fallout 2 mod Unofficial Fo2 patch thread - problems, reports, suggestions

    Three little bugs that I stumbled across. Relatively minor stuff. ----- 1. In the end movie cutscenes, the Wrights are said to have violently taken over New Reno using pre-war technology, even if you had that little accident with the virus container in the Sierra Army Depot. On a...
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    Fallout 2 mod Unofficial Fo2 patch thread - problems, reports, suggestions

    And here's my final bug list (I hope).... --------- Sierra Army Depot 1. If you enter the Sierra Army Depot for the very first time and manage to reach the security terminal on level 2 without causing any problems, then you get this rather confusing greeting message from the terminal...
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    Fallout 2 mod Unofficial Fo2 patch thread - problems, reports, suggestions

    Here's the rest of the bugs I found in San Francisco, plus some more I dug up in Navarro. Relative to its complexity, San Francisco has to be one of the most bugged areas of Fallout 2! All that's left is the Enclave... Well, there is the Military Base, but I don't anticipate too much trouble...
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    Fallout 2 mod Unofficial Fo2 patch thread - problems, reports, suggestions

    It's bugged? Ugh...didn't know that! Oh well, I just noticed that the HTML formatting messed up the code anyway, so I better fix that up! Thanks, -- The Haen. Edit: Fixed! Hopefully the code in the SAD section makes much more sense now... :)
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    Fallout 2 mod Unofficial Fo2 patch thread - problems, reports, suggestions

    Ah, I see. At any rate, I'll correct the script to (I hope) properly lower the int to 1...not that it does anything much currently given the player bites the dust.... -- The Haen.
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