Any stuff related to unofficial F2 patches goes in here!

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_Cubik said:
very well killap!
don't forget to fix Holy Grenade Quest in "worldmap.txt".
And if you respect this, I can manage AP ammo problem! But I need time, a lot of time.

What exactly is the AP ammo problem? I have heard of this before and read that AP ammo does not do the damage that it should. The problem I see is that do we really know what those values should be? It will be really easy to make the game extremely unbalanced with these type of changes. Still, if you are willing to work on this, I am willing to listen to the values of what the ammo should be changed to and we can go from there.

Skynet said:
Yeah, sure. I´ll test it more.
Thanks!


Update on my work:
My current bug list is growing smaller by the minute and another release should be just around the corner.
 
Ok, new release everyone! Some hefty bugs have been sorted out in this release. Caravans are one example, and they should run much better now. Enjoy!

Code:
Corrections: 
------------------ 
Last Update: 8/9/05 
 
- Old Man McGee and his slot machine (Bishop casino) are now perfect 
- Mr. Bishop's safe should no longer cause crashing when trying to rig it with explosives. 
- Boxing names are now set properly for stupid characters. 
- Laddie now leaves your party when you become an enemy of Modoc. 
- Grisham should no longer reappear back in Modoc if he is killed in the fight against the Slags. 
- You should no longer have conversations with sinks in the game - all random encounter traveler scripts have been removed from them. 
- Caravans should work much better now. 
- You should now be able to find the map to the SAD from Sam Pritchard's grave. 
- Endorphin blockers quest should now be crossed off after you speak with Dr. Troy about them. 
- New phazer model has been added. (Thanks Crowley!) 
- Stupid characters can now get one training session for the Dragon/Lo Pan in SF - was prevented by bad scripting before. 
- Bess no longer disappears when you go down the well or the Shitter 
- Unlocked dialog for Maida Buckner during the quest to rescue Torr. (prevented by scripting errors before) 
- Many more map flaw corrections.


Here is a link (rather than listing the entire huge list) to the full listing of fixes.
http://zcn.phix-it.com/fallout2/corrections.txt


Here are the links for the release. Please read the included text file for install instructions.

This release CAN be used with Seraph’s 1.03 patch. Install his first and then install mine (Version B only) on top. (Seraph's site: http://seraph.samods.org/ )

Version A: (Includes previous 1.02 fixes-US version only!!)
http://zcn.phix-it.com/fallout2/unofficialFO2patch_final-A.rar

Version B: (Does NOT include 1.02 fixes-for use with non US versions as well as other patches out there, like Seraph)
http://zcn.phix-it.com/fallout2/unofficialFO2patch_final-B.rar

source files: http://zcn.phix-it.com/fallout2/unofficialFO2patch_sourcefiles_final.rar


Hopefully, this is indeed the "final" bug fix release by me. The few bugs that remain (bugs that I am aware of) are sadly hardcoded material and I am unable to correct them at this time (and probably never will) If you come across any issues though, by all means let me know and I will try fix them.

My next goal is to now implement all the missing data (locations, characters, etc) and release another package for this. This will be a much larger project, however, and as I am developing Fallout burnout, no release date is known yet.

This is what you can expect from me in the coming months.

killap
 
killap said:
What exactly is the AP ammo problem? I have heard of this before and read that AP ammo does not do the damage that it should. The problem I see is that do we really know what those values should be? It will be really easy to make the game extremely unbalanced with these type of changes. Still, if you are willing to work on this, I am willing to listen to the values of what the ammo should be changed to and we can go from there.

Let download my ammo mod from http://cubik2k.w.interia.pl and test it for a bit time, if you have time, you see what I mean. This is not fully tested because I am only test it, I do not have had any report from users yet. BTW, now this mod is in English language version now.
And see this topic: http://www.nma-fallout.com/forum/viewtopic.php?t=10861

I know, this is not easy to fix AP ammo for good balancing game but I think it is possible to do. I am working on it.
 
killap said:
My next goal is to now implement all the missing data (locations, characters, etc) and release another package for this. This will be a much larger project, however, and as I am developing Fallout burnout, no release date is known yet.

This is what you can expect from me in the coming months.

killap

You should take a look a celetrial's patch for missing stuff. I think he has done alot of work on adding missing stuff.

Question. can you do the caravan job in NCR (at the gate of westren) more often aswell ? or just one time. I'm considering this a bug aswel. He tells you to come back later because bramin season is over. witch is never over.
 
Oracle said:
Question. can you do the caravan job in NCR (at the gate of westren) more often aswell ? or just one time. I'm considering this a bug aswel. He tells you to come back later because bramin season is over. witch is never over.

I actually never did that one caravan run. I forgot all about that one and was thinking the caravan from Redding to NCR (which gives 2500 for a perfect run) is the one you had mentioned about earlier. I will take a look and see what I can find.

EDIT: Took a look at the code and it appears that yes you do only get the job once. (No bug preventing you from ever getting it again.) Seems odd that he says come back in a few months if you can never get the job again though. Perhaps I will change this at some point.
 
Crowley said:
Have you taken a look at the issue with Vault 15 entrance map I mentioned a few posts back?

I have not looked at the code for that yet, but I experienced what you mean and will work on it soon.

You also mentioned a few posts back that you would take a look at the way the pipboy handles the kill westin/kill bishop quest and whether it crosses the other off depending on what you do. What was the outcome from this? Also, no one sent any feedback yet on the caravans and I was wondering how they are running now that I fixed them up.

I am also looking into the pipboy issue of not crossing out "guard the brahmin" if you rustle them instead.

Thanks!
 
tomorrow I will install this patch on my laptop and give the caravans a go.... of course, I will use falche to make a nice uber-char to test with :)
 
killap said:
You also mentioned a few posts back that you would take a look at the way the pipboy handles the kill westin/kill bishop quest and whether it crosses the other off depending on what you do. What was the outcome from this? Also, no one sent any feedback yet on the caravans and I was wondering how they are running now that I fixed them up.

I am also looking into the pipboy issue of not crossing out "guard the brahmin" if you rustle them instead.

Thanks!
Sorry, I haven't tried those yet. Been quite busy with a new summer job this week... And an exam before that... I'll try to manage my time.
 
Rev. Layle said:
tomorrow I will install this patch on my laptop and give the caravans a go.

Thanks, I appreciate it.

Rev. Layle said:
... of course, I will use falche to make a nice uber-char :).

The best method to test things! :D

Crowley said:
Sorry, I haven't tried those yet. Been quite busy with a new summer job this week... And an exam before that... I'll try to manage my time

No problem and no rush.
 
Found a map issue. Use the well to go down into tunnels in Redding´s mine company area. You will appear near the upper ladder that leads to the grave, instead of the down ladder that leads to the well.
 
Killap does your patch solve the problem of the save games in the den?

And does your patch have the bug fixes from patch 1.02+1.03+1.04+1.05?

If not wich should i install?? :oops:


Sorry for the bad english =|
 
I still think this is too confusing..
Some good coder (from all we have here) should make a "final" parch with all the bug fixes together because i'm all :S because i have so much files here now with all the patches and don't know what should i use :S. A final patch with a .exe that would install all files in the proper directories would be very apreciated...

P.S.: when i'm on the world map my player travels faster than the car on foot....how should i solve this?

Thanks and once more sorry for the english..
 
well I didnt have a hard time installing the patches. I thought it was pretty simple.

I sure someday there will be an ultimate unofficial bug fix. Killap is doing a great job doing so.
 
Since the final fixes are a work in process (it appears), prolly makes no sense putting effort into combining it into one patch until it is done.
 
It will never be done...
People finds bugs everyday..
But someone could make a 1 patch will all the bug fixes, and important patches...

I'm not ordering i'm just asking =\
Because when you install the FO2 you have to install lotsa files =|
 
demonslayer said:
It will never be done...
People finds bugs everyday..
But someone could make a 1 patch will all the bug fixes, and important patches...

I'm not ordering i'm just asking =\
Because when you install the FO2 you have to install lotsa files =|

Ok, first of all, patching Fallout 2 is actually not that confusing. The problem is that there are two methods of installing patches (dat file or extracted dats) and these can get messy as one takes precedence over the other.

When you install a patch, you do not have to install all previous patches unless it says otherwise. Do you have to install service pack 1 and 2 before installing service pack 3 on a Windows machine? No, you don't since the latest version contains all the previous fixes in the other two service packs. Unless the author says otherwise, the latest version of his work will ALWAYS contain all previous work done by him.

I admit though, that my readme is a bit confusing and I will work on this for the next release. I have recently also decided to go ahead and include the true fixes implemented by Seraph in his patch and then go ahead and make a true release to NMA instead of just hosting it off my server. This way I can get more people using it and sending feedback. For the sack of continuity I will probably just call it version 1.06 so everyone feels better in the end. :roll:

You also asked whether my patch contains fixes from 1.03, 1.04, 1.05. The answer is yes and no. Those patches are pretty worthless in my mind as they really do not fix too many bugs. Most of Celestial's fixes were messing around with the damage values to ammo thereby greatly unbalancing the game. Corrections that he made that are actually fixes I did implement in a more refined way.

As for wether there can be a final release, yeah there will always be some minor bugs found in dialogs, but for work done by a college student in his free time, this patch is pretty damn complete and fixes all KNOWN bugs that can be fixed without the source.
 
demonslayer said:
P.S.: when i'm on the world map my player travels faster than the car on foot....how should i solve this?

Double post, but whatever..

I found a good "fix" for this on the forum here and will probably implement it in the next release. It should only be used with fast computers, however, as on slower machines the world map will become even slower. (The "fix" is a hack to the .exe which make the computer count a really large number before moving on.)
 
killap said:
I admit though, that my readme is a bit confusing and I will work on this for the next release. I have recently also decided to go ahead and include the true fixes implemented by Seraph in his patch and then go ahead and make a true release to NMA instead of just hosting it off my server. This way I can get more people using it and sending feedback. For the sack of continuity I will probably just call it version 1.06 so everyone feels better in the end. :roll:

REALLY A BIG THANKS TO YOU MAN! :D
For real that's going to save some time to all FO players :D
I'm looking forward to that patch with the fixes off the known bugs. I've seen some work of you and it is very interesting. :)

By the way..if you can manage to put it on a .exe to install to the FO directory it would be simply...PERFECT!

Keep on the good work man :)
 
Skynet said:
Found a map issue. Use the well to go down into tunnels in Redding´s mine company area. You will appear near the upper ladder that leads to the grave, instead of the down ladder that leads to the well.

Thanks, just got it fixed. Took me long enough...

Oh, and I am also trying to fix the map issue in Vault 15 where if you come from the east entrance (the elevator area) you appear at the complete southern end of the first map (as if you just came from the world map.) What is odd is that it works as it should in the mapper (come from the east side and you are on the path near the house. Any ideas why it would work in the mapper and not the actual game itself?
 
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