Fallout 2 Restoration Project 1.1 (Unofficial FO2 Expansion)

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killap said:
Yes, I have already said many times the EPA elevator crash is a known issue that not everyone has. I am still looking into it.

When I find something though, I will need all those having this issue to test the changes for me and see if the problem is indeed fixed. Thus, those that have the EPA crash (and even those that don't) please standby. I will soon (in the coming days) have something to test.

Same bug here, it can't use that elevator (The instruction at 0048d9a4 referenced memory at 082cac89), i am ready to test any new fixes.

Btw, we are doing a french version of the 1.1, almost all dialogues files are translated now, we're are about to bêta-test it this week-end. The french version will be released on early March. We are making our own archive and unique patch but as Mr Wolna suggested, if you want to make 1.2 multilingual i can provide you the french dialogues files as well.

Regards,
HawK-EyE
 
Hi guys it seems im missing out on something. I installed the patch, but Im not enoucntering the things i should. I messed with the Gecko computer, talked to the enclave guy, was threatened to be killed, now im out in the world map, 2 monthns passed, nothing happened.
Also, I went to navarro, but how do I fly the vertibird? I cant 'use' it...
Thnx
 
HawK-EyE said:
Btw, we are doing a french version of the 1.1, almost all dialogues files are translated now, we're are about to bêta-test it this week-end. The french version will be released on early March. We are making our own archive and unique patch but as Mr Wolna suggested, if you want to make 1.2 multilingual i can provide you the french dialogues files as well.
Yes, I would be most interested in making 1.2 multilingual. In additional, what exactly are you going to have in the separate archive? I would prefer there not to be various versions of my expansion floating around with varying updates included.
 
No, that wasn't what i meant.

Actually, since the patch is not multilingual we have our own archive with the whole restoration pack in french based on the 1.1 version, and it is not released yet.

There is no need of any separate archive if the 1.2 goes multilingual.
 
@killap
I would like to know what you have on your to-do list left.
Is there anything "big" left that you want to add to this mod?
 
HawK-EyE said:
No, that wasn't what i meant.

Actually, since the patch is not multilingual we have our own archive with the whole restoration pack in french based on the 1.1 version, and it is not released yet.

There is no need of any separate archive if the 1.2 goes multilingual.
Ah, that's fine. I do indeed want my work to be multilingual and I appreciate all that you guys are doing.

BigDuke66 said:
@killap
I would like to know what you have on your to-do list left.
Is there anything "big" left that you want to add to this mod?
The Shi submarine is probably the biggest thing left to do. Still waiting on graphics for this though.
 
Mr.Wolna said:
Hey Killap me and some other guys are transleting your work into german(check the german news forum), and i make some new graphics like a new firepit in primitive tribe or new entering graphic for the new locations and new background music by hologram.

So 1.2 will be great and multilanguage :mrgreen:
 
Killap said:
The Shi submarine is probably the biggest thing left to do. Still waiting on graphics for this though.

No need to say that it would be awesome! I hope that someone will have the will (and the time :mrgreen: ) to do something about it.
 
McRae said:
Killap said:
The Shi submarine is probably the biggest thing left to do. Still waiting on graphics for this though.

No need to say that it would be awesome! I hope that someone will have the will (and the time :mrgreen: ) to do something about it.

I agree. Who is leading the shi sub mod? Once
the NPC mod is finished i'd like to lend a hand
doing graphics for this mod so we can have both
the NPC mod and the Shi Sub mod ready for
Killaps next release of the expansion.
 
I also have the same problem with EPA. I posted a few pages back with the errors that I get.

I love RP :)

Great work Killap!

Now I am just waiting for something to test to fix EPA.

Cheers!
 
Okay, I reinstalled the thing, now I got the patch fine.
But I still have a problem. When I go to EPA, many of the doors are locked, but Icant unlock them, because I do Unlock and absolutely nothing happens.

Thnx
 
Further, when I get to EPA level 2 (I mean when first time i use the elevator), the door tells me that i have incorrect passowrd and doesnt open. I collected the piece of paper before from the whichever desk on L1, but that doesnt help either. Where am I missing out?
 
As much as I am loving the restoration project, two things could help.

(1) a version that addresses the bugs thus far reported
(2) a walk through so that players know whether they are suffering bug or whether its an in-game challenge.
 
Random Encounter Rate

Hello folks.

First off, I'd like to say that I've only begun using the Fallout Restoration Project and I am amazed. It's a fantastic piece of work and definitely professional grade. It breathes a whole new life into the game. Thank you very much for putting this together.

I've been reading through the forum and noticed others have mentioned that they have very high encounter rates on the world map. I'm having the same problem. I literally get pushed into an encounter every second or so.

I'm using version 1.1 of the restoration project. Also, I've installed the script fixes and the new .ini and Fallout2.exe files. I've tried adjusting the encounter rate in ddraw.ini and it hasn't helped.

I installed the mod on top of a newly installed copy of Fallout 2.

So..... how can I lower (or eliminate) the amount of random encounters? It really is driving me nuts.

I apologize if there is already a solution. And thanks in advance.
 
Wyco said:
Okay, I reinstalled the thing, now I got the patch fine.
But I still have a problem. When I go to EPA, many of the doors are locked, but Icant unlock them, because I do Unlock and absolutely nothing happens.
Thnx
Pretty vague description you give. If you mean the doors on the starting EPA map, you need keys to open them. There is indeed a "door bug" inside the EPA. I wrote about it 6 pages back, but I don't think that is your problem.
Wyco said:
Further, when I get to EPA level 2 (I mean when first time i use the elevator), the door tells me that i have incorrect passowrd and doesnt open. I collected the piece of paper before from the whichever desk on L1, but that doesnt help either. Where am I missing out?
First off, your in the wrong thread. Fallout 2 Restoration Project Gameplay Thread
That password is not for the door, but for a locker. You can find the password somewhere on the other side of the door. You need to look for a different entrance into EPA.

cheers
 
Re: Random Encounter Rate

Soozlet said:
Hello folks.

First off, I'd like to say that I've only begun using the Fallout Restoration Project and I am amazed. It's a fantastic piece of work and definitely professional grade. It breathes a whole new life into the game. Thank you very much for putting this together.

I've been reading through the forum and noticed others have mentioned that they have very high encounter rates on the world map. I'm having the same problem. I literally get pushed into an encounter every second or so.

I'm using version 1.1 of the restoration project. Also, I've installed the script fixes and the new .ini and Fallout2.exe files. I've tried adjusting the encounter rate in ddraw.ini and it hasn't helped.

I installed the mod on top of a newly installed copy of Fallout 2.

So..... how can I lower (or eliminate) the amount of random encounters? It really is driving me nuts.

I apologize if there is already a solution. And thanks in advance.

Maybe using Outdoorsmen is being encouraged?

Or not running to San Fran minutes in...
 
ATTN: Killap

First I'd like to thank you on such great work with the Restoration Project. I've played F1/F2 so many times and it's been great to play F2 again with new stuff to do. :notworthy: However, I've run into the same crash bug that others have with the EPA elevators. :scratch:

Since I have a knack for fiddling with stuff I thought I'd have a look and try to figure out what was going on myself, so I decompiled the EPA scripts (Wow, what a mess the decompiler made!) and had a look and tried a few things.

Since the problem occurs with the elevator scripts, I decided to work with EPAS1.INT first. (The script for the elevator to the right of the ventilation shaft where you enter that level.)

After mending the script so that it would recompile without error and had the same functionality I tried modifying the procedures to see if I could discover what was wrong. I tried a bunch of stuff, such as trying to close dialogue before the load_map() function gets called, ruling out a possible bug with loading a new map while still in a dialogue script, a wild idea, and it didn't do anything. I went further and tried making new dialogue nodes just for the load_map() function just to be more sure.. it didn't work.

Earlier in this thread you mentioned something about it possibly being due to the engine attempting to save out map data before it loaded the next map. When the game crashes on my system there is a second or so of disk activity before the game exits with an error. "The Instruction at 0048d9a4 referenced memory at <random>. The memory could not be read from." which is the same error that others have seen, (that were able to.)

I thought that if saving map data were the case then the game would crash no matter what map gets loaded (since the engine probably wouldn't get that far anyways) so I decided to modify Node003 (entry to Sub-Level 1) to load a different map instead of EPAMAIN.map load_map(158, 1). I changed it to instead load NEWR1.MAP load_map(54, 1) <--New Reno, Virgin Street. This map change worked without error and together with the disk activity before crashing, which I am assuming is the map data being saved, I'm lead to believe that this possibility can somewhat be ruled out as well.

At this point I'm leaning towards it possibly being an issue with the initialisation of EPAMAIN.map, but since this map change is working for some people and not others it's quite aggrevating and difficult to postulate what is causing this issue. :(

Since I have some time I'll keep plugging away trying different things, but mostly trying to rule out what it isn't than finding out what it is. Ya gotta corral the pigs before you can catch one! :)

Later I'm going to try:
1. messing with the map's init script to see if I can find something there.
2. Make my own custom map and try applying the same types of scripts to elevators, etc., to see if I can make my game crash in an attempt at replicating this issue.
3. Making some grilled cheese sandwiches. (CRAVING! :dance:)
4. Keeping you updated on my progress, or lack there of.


Oh, and on a final note I have a request. Could you please make available the uncompiled scripts for the EPA so that I (or others) might peruse them? This way I'll know that I'm working with the proper procedures instead of having to rebuild decompiled scripts. TIA.


-FRDM :ok:

(p.s. Yeah, it's my first post. Long time reader, first time poster.)
 
Actually I am beginning to think the number of encounters is really about time traveling and not outdoorsman skill. Outdoorsman allows you to avoid encounters. But it seems when you zip around the wasteland with a car you not only save time, but reduce the number of encounters per sector.
 
I seem to get the same number of encounters in the car as on foot. And yes, I have noticed that there are many more encounters the further south you go. Though the furthest south I've gone at this point is New Reno. I haven't been to San Francisco yet.
 
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