Any stuff related to unofficial F2 patches goes in here!

Status
Not open for further replies.
I was just about to post about that, Skynet.

It's the sound that's played whenever the game is loading a new map.

Also, a thought for the addon...according to the Official Fallout Secrets & Strategies Guide (a rip-off, if you ask me), you were supposed to have to repair the generator behind the "Skumm Bar" in Redding to be able to operate the mine elevator down to the Wanamingo mine.

As there is another way down into the Wanamingo mine, this was (obviously) removed from the game. Now this sounds kinda redundant, but how about putting this back into the game? You could even make it into a minor quest for Mayor Ascorti, asking the player to repair the generator before he will buy back the Wanamingo mine deed.

Just a thought.
 
Skynet said:
Also, in the Redding map where the Frog Morton´s gang is, there is nothing but a continuos wind noise. Is this intentional or another bug?

Righto again. Apparently another typo breaks the day again.

(music-24redd) rather than (music=24redd)



EDIT:
Skynet said:
Found a graphic issue:
You must be dumb charecter. Talk to the Gate Guard of Navarro. While he says "Nobody gets... Damn. (slowly) Need pass get inside. You no got pass. You go away. You no go away, you get hurt. Understand?", he head disappears. His head reappear when he says "Understand" line.

Well, I fixed this one up. I had to recreate the lip file that went with the audio file. I am no sound specialist, so the syncing of the head to the text may not be perfect. It works though and he does pause in movement when pauses in the speech occur.

Man, it seems I have worked with everything in Fallout 2 (scripting, map making, graphic editing, sound editing) Whew!! 8)
 
Unkillable Cat said:
Also, a thought for the addon...according to the Official Fallout Secrets & Strategies Guide (a rip-off, if you ask me), you were supposed to have to repair the generator behind the "Skumm Bar" in Redding to be able to operate the mine elevator down to the Wanamingo mine.

You own it aswell huh ? Yea the guide isn't nowhere near the quality of Per's guide but its a "nice to have" thingy.
The book indeed mentions fixing the generator gets the elevator back in action...Weird I never been to that place...

There might be more stuff in the book that you might want to include in your fixes killap. I don't know if you want it in the patch or addon. Thats is your choice. I look for more missing stuff that might be interesting.
 
killap said:
Man, it seems I have worked with everything in Fallout 2 (scripting, map making, graphic editing, sound editing) Whew!! 8)

I'm just waiting for you to rip off your mask, reveal yourself as dude_obj and laugh maniacally. Of course, you'd be banned for double registering.

Wouldn't it be nice if that official strategy guide could be PDF'd or OCR'd or something so that everyone could share in its secrets and suckiness? Would be illegal, of course, so I'm not saying anyone should... naturally...
 
The only other things I can remember being worthy of mention in that Official Guide are the DR and DT values of armours against electrical attacks.

In the meantime, more bugs:

Toxic Caves:

# The floor by the southern wall, near the beginning of the cave, between the exit grid and the door to the southeast, looks like it could use some floor tiles.

Redding:

# In the underground map, in the room underneath the Malamute Saloon, the floor line by the southwest wall needs it's floor tiles.

# Also, the far eastern corner of the map, in the corridor leading to under Mayor Ascorti's house, is missing a floor tile.

# in the map under the mining companies/mole rat arena, in the room to the south that contains the two Wanamingos, the upper northwest corner needs a floor tile.

# In the same place, the easternmost corner could use a floortile...and the wall is also a little dodgy-looking here. More than usual, at least.

# Same map as above, in the room with the stairs that lead up to the boarded-up well, the eastern corner yearns for some cavern floor.

# And in the eastern-most corner of the passage that leads to the stair that comes up in the open grave, the floor once again is pining for a tile. Also, the southwest line of floor in the room with the aforementioned stairs.

# In the upper Wanamingo mine map, the very northwestern corner (right next to some stairs) lacks a floor tile.

# In the north section of this map there is a walled-off room full of barrels. In the room before that, which is also full of barrels, the northwest corner is a bit lacking in the floor department. It's right between the two stacks of barrels.

# North of the exit grid in the southeast corner of the map, the easternmost corner is...you guessed it, missing a floor tile.

# Southwest of the abovementioned exit grid is a ladder leading to the lower level. If you go up this ladder, you emerge about three tiles too far to the northeast of the ladder. Also, just to the west of this ladder, a pile of rocks is "sticking" out of the wall.

# On the lower Wanamingo mine map, the northwestern corner of the room with the stairs, which is north of the goo-filled room, a missing floor tile.

# If you kill all the molerats in the molerat arena, you can still place a bet with Jackpot Jane on a molerat fight. She'll go into "Fight commentator" mode, and stick there, because there are no rats around to fight.

Military Base:

# On the first floor, in the room with the elevator, the floor along the southernmost wall needs a couple of floor tiles.

# Close by, in the room with the two computer panels, a section of wall is missing along the southeastern wall.

# In the corridor going southwest between the entrance and the room containing the generator, the floor is missing floor tiles along the southeastern cave wall. Also, you can stand on the broken piece of wall in the top most line here.

# From the entrance, head northeast. The far eastern corner here is missing a floor tile.

# From the entrance crossroads, head northwest and then turn northeast. The right-hand wall here is lacking floor tiles all the way to the far corner.

# When heading towards Grundel, just before the path gets really narrow, there's an alcove to the southwest. The innermost floor is missing floortiles.

# At the end of the passage where Grundel is catching his food, the floor tiles are missing along the cavern wall to the south.

# Melkhior still blurts all of his speech out at once. He says "Stop!" which sticks around for a while, but then the rest just floods out of him.

Misc:

# I ran into a group of mobsters outside of New Reno, after I had become a made man of the Wrights, a Prizefighter, a Porn Star and after having wiped out the other three families. For some reason, they had nothing to say to me. If I click on any one of them, they don't say anything, as if they're script is frozen or somesuch.


For the more observant of you out there, the missing floor tiles are almost all found in maps that use the "cave" tileset, and are always in areas that aren't outright visible. The only exception to this is New Reno, which I know is missing a few tiles here and there, but I have yet to finecomb for bugs. So there's still more to come. :roll:
 
Per said:
I'm just waiting for you to rip off your mask, reveal yourself as dude_obj and laugh maniacally. Of course, you'd be banned for double registering.

:lol: :rofl:

Unkillable Cat said:

You never let me rest do you... :wink: :D


EDIT:
Unkillable Cat said:
# I ran into a group of mobsters outside of New Reno, after I had become a made man of the Wrights, a Prizefighter, a Porn Star and after having wiped out the other three families. For some reason, they had nothing to say to me. If I click on any one of them, they don't say anything, as if they're script is frozen or somesuch.

Good call on that one. Looking into it, I see that the original devs are calling the float command incorrectly hence no text shows. Investigating further, it seems a good dozen other scripts also contain this error in calling.

Sigh, I really wish there was consistency in the way all the scripts were made.
 
Per said:
killap said:
Man, it seems I have worked with everything in Fallout 2 (scripting, map making, graphic editing, sound editing) Whew!! 8)

I'm just waiting for you to rip off your mask, reveal yourself as dude_obj and laugh maniacally. Of course, you'd be banned for double registering.

Wouldn't it be nice if that official strategy guide could be PDF'd or OCR'd or something so that everyone could share in its secrets and suckiness? Would be illegal, of course, so I'm not saying anyone should... naturally...

Killap = dude_obj like clark kent = superman ?....
nah don't think so

pdf'ing both guide books would take ages ... 264 pages in FO1 guide book and 338 pages in the guide book for FO2.

Ofcourse making a guide of your own would much more time then PDF íng :wink:
 
I've been finding some critters here and there that are scriptless. If those of you playing through the game could click on every single person and see if they respond I would appreciate it.
 
killap said:
I've been finding some critters here and there that are scriptless. If those of you playing through the game could click on every single person and see if they respond I would appreciate it.

Mysterious Stranger never says anything when you klick him in Fallout 2.

If I remember correctly, in Fallout 1 he/she said:

"I will help thee"

and

"I don´t talk much"
 
Skynet said:
Mysterious Stranger never says anything when you klick him in Fallout 2.

If I remember correctly, in Fallout 1 he/she said:

"I will help thee"

and

"I don´t talk much"

Everything in his script is fine; there are just no text lines to be used when he is clicked on. I suppose I could add the lines you mentioned to add more feeling to him.
 
Everything in his script is fine; there are just no text lines to be used when he is clicked on. I suppose I could add the lines you mentioned to add more feeling to him.

Look at GENCHAT.msg (Fallout 1):

Code:
# Mysterious Stranger messages
{182}{}{Lets rock!}                                # 0
{183}{}{Looks like you could use some assistance.} # 1
{184}{}{I will help thee.}                         # 0
{185}{}{I don't talk much.}                        # 1
 
killap said:
I've been finding some critters here and there that are scriptless. If those of you playing through the game could click on every single person and see if they respond I would appreciate it.

Will you pay for a new mouse if mine dies during this process?
 
No probs. As I have all the MSGs of both games on my harddrive I only needed to run a directory search in jEdit and that was where it found the two lines posted earlier.
 
I would like final checkins for issues to be tomorrow (Friday) at 4 pm EST. If you know of any issues or are still searching for some, please post them by that time. I want to wrap everything up for a Saturday New Years Eve release.

Thanks 8)
 
Like these?

San Francisco:

# The punks in the tanker keep saying lines regarding me..."losing" to Francis. Is that right?

# Should the gun seller aboard the tanker be selling the Jet Antidote? I mean, if there is a script that enables him to sell the antidote after you have helped Dr. Troy find a cure, then fine. But if it's a standard part of his wares, then I'd like to know how he got a hold of it...especially since both the greatest doctor in Vault City and the creator of Jet had a really hard time coming up with a cure.

# In the map with the Emperor, you can walk through the table in the room to the side of the force field.

Misc:

# In a random encounter, I entered a cave and found it full of Fire Geckos. Except they were billed as Geckos, had 80 hit points, did not breathe fire, and if I tried to examine them I would run up to them as if I was going to examine their inventory. I have never seen these before. Were they in the game before?

# In the King Arthur's Knights fighting a Rat encounter, King Arthur has nothing to say. Frozen script Syndrome perhaps?

Also, even though I have not posted about any missing floor tiles in Levels 2-4 of the Military Base, I know that they are there. They can be there for a little longer.
 
Unkillable Cat said:
# The punks in the tanker keep saying lines regarding me..."losing" to Francis. Is that right?

Yes.

# Should the gun seller aboard the tanker be selling the Jet Antidote? I mean, if there is a script that enables him to sell the antidote after you have helped Dr. Troy find a cure, then fine. But if it's a standard part of his wares, then I'd like to know how he got a hold of it...especially since both the greatest doctor in Vault City and the creator of Jet had a really hard time coming up with a cure.

It's a bit silly, but my guess is they put it in for the benefit of players with Jet addictions who never found or finished the antidote quest.

# In a random encounter, I entered a cave and found it full of Fire Geckos. Except they were billed as Geckos, had 80 hit points, did not breathe fire, and if I tried to examine them I would run up to them as if I was going to examine their inventory. I have never seen these before. Were they in the game before?

Odd. Could be related to the bug where cave robbers sometimes don't use their ranged weapons.

# In the King Arthur's Knights fighting a Rat encounter, King Arthur has nothing to say. Frozen script Syndrome perhaps?

I think they genuinely have nothing to say, maybe because they're not really supposed to survive.

Also, even though I have not posted about any missing floor tiles in Levels 2-4 of the Military Base, I know that they are there. They can be there for a little longer.

I've never noticed all these missing floor tiles while playing, scary there's so many of them.
 
Per said:
Unkillable Cat said:
Also, even though I have not posted about any missing floor tiles in Levels 2-4 of the Military Base, I know that they are there. They can be there for a little longer.

I've never noticed all these missing floor tiles while playing, scary there's so many of them.

Well, technically, they are not really missing floor tiles per se. What appears to be missing floor tiles in all the cave maps are really the cave floor tiles that extend out of the cave wall sprites. When walking right up to a cave wall, you see these dark, rock-like tiles on the ground. The developers use blocking tiles to prevent walking so close and seeing them, but in many areas they are missing. It is really easy to miss them, since you must be walking right next to the wall to even notice them.

I appreciate your keen eye though Unkillable Cat. :D

And now for the random progress info blurb of the day.
-Using the mutant serum on Lenny during the fight no longer causes you to become stuck in the fighting ring.
-Merk's guards are now finally ALWAYS present when he is and move when he does.
 
Bugs:

-The SAD quick fix nulls one map fix, so the pot in level 3 (contains sierra mission holodisk) can be walked throught again.

-In NCR, the guard will turn off the plasma field, so that you can enter the Westin´s Ranch. After you leave the area, the plasma field doesn´t re-activate. When you then talk to the guard, he´ll ask if you have more business with Westin. If you answer "Yes", he will walk to computer and "disable" forcefield, even if it is already disabled.

-This issue would be rather in addon pack, but some of the scenery, partically the new one´s added for Fallout 2, don´t have any specific detailed descriptions.


Are you doing all your map fixes still with Dim´s mapper?

(I´d recommed that you at least open and resave the fixed maps with official mapper, so it would(?) minimize the possible problems with the fixed maps. I heard, that there may be some problems with maps, that are saved with Dim´s mapper.)
 
Per said:
Me said:
# In the King Arthur's Knights fighting a Rat encounter, King Arthur has nothing to say. Frozen script Syndrome perhaps?

I think they genuinely have nothing to say, maybe because they're not really supposed to survive.

When I entered the map, I watched the knights try to kill the rat. They caused untold amount of critical hits upon it, without every doing a single hit point of damage, even though they broke a leg. Meanwhile, the Vorpal Rat wandered between the knights, doing some damage to each Knight, but not killing any of them. Finally, one of them got the rat with a critical to the eyes that caused 2 points of damage and "sent it to the great ratcatcher in the sky".

All the knights survived, and all of them had something to say ("Please don't kill me!" came up often) except for King Arthur, who was eerily silent through it all.

Final question of the year: What exactly triggers the Enclave coming and taking the Arroyo villagers away? Because I always thought it was me getting the G.E.C.K., but I haven't even entered Vault 13 yet!
 
Status
Not open for further replies.
Back
Top