Fallout 2 Restoration Project 1.1 (Unofficial FO2 Expansion)

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Glovz said:
Hey Karmeck - FUCK YOU!

I don't care if this gets me a warning, I hope you get banned from this site for constantly pushing your own personal opinions on others, without excepting others feedback or criticism.

Agread :) killap you doing great work dont worry about comments from less than 1% who cant read instructions and then install add-on correctly...im running 1.1 and no problems here :)

Still i first time play with smart char and when i bounced with my party on 7-8 man encleave patrol i was wiped out in fev turns... :)

Edit:Question is there a patch to let play in 800x600 with scaling so i will see a bit more map? (i dont see point in playing in higher res than 800x600)
 
I'm playing it through now, bugs I've found so far:

* Can no longer talk yourself out of temple of trials (Wtf?)
* Random encounter frequence gone through the roof, annoying
* Door into Vic's radio is locked. Why the f...? And my lockpicking skill is at 42 but I still can't lockpick it. Please explain thise one before I go mad.
* Guy in tent behind guard, in the new tribe village - you can talk to him without going past the guard meaning without having done the required quest.

I will be filling in more bugs as I go along. But can someone PLEASE explain what the fuck is going on with the door in Vic's shack? Why did you lock it and how do I unlock it?
 
Ok, sorry for disturbing the heated discussion again.

I asked a friend to send me his copy of his english Fallout2 version and wanted to just inform you about my results. I also experimented with some of the savegames people sent me.

The various crashes I experienced so far with the german version are defefinitely not caused by Operating System issues or wrong installation procedures. The game runs just fine now even though many graphics and optical content is different.

Even though I am not familiar with the engine details and stuff, my humble assumption is that the localization process in various countries might have caused bugs that are not present in the english version.

In case the game was released first in Europe and then in US would lead me to a second maybe more probable possibility:
During the localization for US and other countries, a few bugfixes were already applied in the 1.0 version which are only present if you patch the german version. Since the restoration installer removes/overrides the patchfile if you had your game patched, the old bugs present in the german 1.0 version return.

The 1.0 Versions of the game differ a bit, maybe comparing the english patch000.dat and german patch000.dat could give a lead to the cause of some of the issues?


I know all I can offer here are ideas and run tests on my own since I am totaly unfamiliar with how this stuff exactly works, but I hope I can be of little help. Hope I will get some hours of free time tomorrow and I will take my time to compare the differences between the versions. I have looked at the compiling/extracting tools already but didn't have the time today to familiarize myself with that.

kind regards, Skel


ps: Killap, in case you need any help in comparing the differences between the 1.0 versions or need me something to do, I'd be glad to help.
 
Skeltek said:
Hope I will get some hours of free time tomorrow and I will take my time to compare the differences between the versions.
Just out of curiosity... since your English is obviously spotless, why do you want to make the translated German version work instead of just playing an English version? The idea of the Expansion is to make FO2 more true to the original idea rather than the actual result, and certainly some things are lost in translation (unless the German FO2 translation is truly exceptional). Also, the Expansion itself isn't likely to be translated into German any time soon.
Drekavac said:
Radder1 said:
Grimhound said:
You are reporting "bugs" that are mostly non-existing and otherwise have been reported and resolved 100 times already! Please read all posts by Killap in this thread and stop wasting our time!

Where are the moderators? :-(
 
For a (nearly) non-bug, pain-free, session of Fallout 2

I didnt meet as many bugs as people here. other than the pistol-wielding crash, I got almost no crash or bug at all.

(pistol crash, is that when you or a NPC, or an enemy, draw out a certain pistol, like .44, the game crash. It's not persitant though.)

I didnt get crashed on Flint quest, no trouble at all with Kaga, and rate of World encounters is normal. etc...

My machine is Celeron 2.6, 1 gb ram, 256 geforce 5200. Software is XPSp2. When I played there're a few background process like bitorrent, bitdefender still running.

Installation from a v1.0 Fallout 2 disc. Then auto-installer of the Pack v1.2

With this, I got only one big bug is the pistol crash.

Recently, I thought by moving pistol.frm from data/art/items to data/art, as well as moving Wave1xxx1.acm and Wave1xxx2.acm from data/sound/sfx to data/sound that bug will disappear. Testing seem to agree with me.

I think I will replay as girl to see if I will meet the kind of bugs associate with female.

I thought I would share this info with everyone here. Hope this help somebody will get an enjoyable bug-free game out of the pack.
 
Re: For a (nearly) non-bug, pain-free, session of Fallout 2

laclongquan said:
Hope this help somebody will get an enjoyable bug-free game out of the pack.
Yeah, if you have an unpatched English FO2 CD and have followed the installation instructions for the Expansion and all the fixes, there should be no bugs or crashes whatsoever. I haven't seen any reports to contradict this before your pistol.frm report.

laclongquan said:
by moving pistol.frm from data/art/items to data/art, as well as moving Wave1xxx1.acm and Wave1xxx2.acm from data/sound/sfx to data/sound that bug will disappear
Wow, how did you think of this? Like you, I don't have any problems currently, besides from the tedious work of having to shoot Sulik in the eyes every time he's blocking an exit for me. =]
 
Just an info after my request hologram is making some background music for the project, he send me some demos and i must say he make a very good job.

He will release it later by himself
 
Okay, I managed to recreate the car trunk bug. Kind of..

First time I tried to recreate it I just went to Vault 13, talked to the first Deathclaw (Forgot he's name), fixed the voice computer, grapped the GECK and went out of there.

The game worked just fine and I actually finished the game and thought "Just fuck it, it has to be something else". Although after finishing the game and deciding to continue, when I tried to go out of San Francisco I got the "Chosen One, the village dies and so dies hope" or something and the game ended. I guess this is because I went on a rampage in Enclave and the elder got killed. :roll:


Well after that, I decided to load my old savegame on Vault 13 and just mess around. I talked with everyone and argued with everyone, and after that I killed everyone. So I headed to New Reno, decided to kill everyone there too. I was running low on gas so I headed to San Francisco to buy some more, and there I noticed I couldn't access the car trunk anymore.

I have no idea what caused it, but I still have this weird feeling it has something to do with Vault 13.


I'll see if I have some time tonight to test it out more, but I can't promise anything.
 
Drekavac said:
* Can no longer talk yourself out of temple of trials (Wtf?)
* Random encounter frequence gone through the roof, annoying
* Door into Vic's radio is locked. Why the f...? And my lockpicking skill is at 42 but I still can't lockpick it. Please explain thise one before I go mad.
* Guy in tent behind guard, in the new tribe village - you can talk to him without going past the guard meaning without having done the required quest.

These are not bugs.

edits, pardon me, just woke up

All can be found in the first message of this thread and the readme-file included with the installation pack.
 
hologram said:
Drekavac said:
These are not bugs.
Technically, by helping these friendly people who are unfortunately too busy to read any readme, any manual or any instructions, you are polluting this thread with stuff that Killap requested go in the gameplay thread, and creating spoilers for the rest of us. But since this thread is already doomed to hell anyway, why not?

By the way... soylent green is people!
 
This is again the best game for 10 years tnx to this mod.
But anyway i also have that bug with EPA elevators and car trunk disappearing. But the strange things is that EPA elevators work on my other computer.
Computer with no EPA problems: core 2 duo E6400 (overclocked to 3.2GHz), 4x 512MB ram, 8600GT 256MB, MSI p965 Neo2 Motherboard, 320GB sata II HDD, 160GB sata HDD (fo2 is installed here)
Computer with EPA elevator problems: core 2 duo E6400 (not overclocked), 2x 1GB ram, 7600GT 256MB, Asus P5B-E Plus Motherboard, 320GB sata II HDD

Both systems are running Windows XP
 
tomten said:
Skeltek said:
Hope I will get some hours of free time tomorrow and I will take my time to compare the differences between the versions.
Just out of curiosity... since your English is obviously spotless, why do you want to make the translated German version work instead of just playing an English version? The idea of the Expansion is to make FO2 more true to the original idea rather than the actual result, and certainly some things are lost in translation (unless the German FO2 translation is truly exceptional). Also, the Expansion itself isn't likely to be translated into German any time soon.

Why is Killap making his mod public and fixing bugs if he could as well keep it for himself and play it without all this stress here? I try to at least offer a bit of limited help in return for his hard and dedicated work.
Besides, there are many people who are unable to play or have no access to an english version; Killap made up so much sweat to create the mod that I believe it would be sad if his work gets inaccessable to a large percentage of players because of the sum of many small bugs.

Btw: Complaining about people having insufficiently read the installation instructions will not help prevent future posts of that kind. The dominant thing increasing here right now is the number of posts making this thread's overview go down I think.

regards, Skeltek
 
Kri5tjan said:
Both systems are running Windows XP
Zip up the FO2 folder on each computer (except the .EXE and .DAT files) and mail them to Killap. Surely there's something different about the FO2 versions.
 
Skeltek said:
tomten said:
Skeltek said:
Hope I will get some hours of free time tomorrow and I will take my time to compare the differences between the versions.
Just out of curiosity...
Why is Killap making his mod public and fixing bugs if he could as well keep it for himself and play it without all this stress here? I try to at least offer a bit of limited help in return for his hard and dedicated work.
Dude, please chill out; I wasn't complaining, I was just asking out of innocent curiousity. I agree that making the Expansion work with *any* FO2 version is great, and I admire your effort. Thanks for the clarification.
 
tomten said:
dagorkan said:
ForceLowResolutionTimer=0
Are you running Win9x?
No, I'm on XP Pro (more precisely Media Center Edition 2005 I believe)

dagorkan said:
OK I reinstalled the way you said and it seems to be working...
Whereas previously you had installed over Killap's 1.02, which didn't work? That's good to know, since the readme doesn't explicitly forbid installing on top of that...
No, I previously installed over the official 1.02 patch.

edit:
In my new game I've cleared Toxic Caves, Rat Caves, Klamath, and Arroyo and am on my way to the Den, zero problems so far.

Removal of the 1.02 official patch also seems to have fixed the notice board in Klamath.
 
Glovz said:
@Viking_john
Do not install the Official Patch, it's not needed.
Install killap's Restoration Project via the installer.
The only mods that are safe would same to be Cassidy head and Damage Mod.
What's the Damage Mod do and where would I get it?
 
Re: For a (nearly) non-bug, pain-free, session of Fallout 2

tomten said:
laclongquan said:
by moving pistol.frm from data/art/items to data/art, as well as moving Wave1xxx1.acm and Wave1xxx2.acm from data/sound/sfx to data/sound that bug will disappear
Wow, how did you think of this? Like you, I don't have any problems currently, besides from the tedious work of having to shoot Sulik in the eyes every time he's blocking an exit for me. =]
Hey that's weird. The "shove" action in my game works fine and I've used it dozens of times already.
 
Did anyone had problems in trying to upgrade the FN FAL with a night scope? Neither Skeeter or Valeriedo not recognize the fact that I do have a normal FN FAL on me....
 
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