Fallout 2 Restoration Project 1.1 (Unofficial FO2 Expansion)

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frdm said:
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.)

I also have the crashing problem, but I don't know the first thing about scripting. Therefore I tried a different approach. I took the maps from MIB88's megamod (which don't give any crashes), threw out all the extra items and scenery, and then loaded them with the mapper using Killaps files. Loading them in the mapper worked fine, but if I use the EPAmain.map as a starting map in the game... -> crash :(.
 
Jacen said:
I also have the crashing problem, but I don't know the first thing about scripting. Therefore I tried a different approach. I took the maps from MIB88's megamod (which don't give any crashes), threw out all the extra items and scenery, and then loaded them with the mapper using Killaps files. Loading them in the mapper worked fine, but if I use the EPAmain.map as a starting map in the game... -> crash :(.

Could it have something to do with sfall? Since the mapper don't use it and it works there. Or is the megamod using it too?
 
I've found a strange explosion script bug that I think is only in your patch, as the first time it happened, I was able to re-install the unpatched version, and move on.

So, as far as I can tell, this bug triggers when you save in a room in which an object has an explosion script, and then quit fallout, and re-load the game. Upon triggering the explosion, the game crashes with the read error

"The instruction at 10024200 referenced memory at 00000078
The memory could not be read from
"

I've had this happen with a save at the bridge of doom, the sierra army depot outdoors (with the explosion traps) and inside the SAD while getting the brain. In all of these cases, I was able to successfully trigger the events before re-starting the game, as well. There's probably a few other areas I could test it on, but it's kind of irritating, since I've now done the EPA and Abbey quest, so my save won't let me revert.

But otherwise, everything works exceedingly well on my end. Danke.
 
Is there a way to drastically reduce the number of encounters in the desert area? I'm meeting things literally every 2nd (in the gameplay i mean) hour...I cant get from point one to point two, though I have 300% outdoors...
 
Wyco said:
Is there a way to drastically reduce the number of encounters in the desert area? I'm meeting things literally every 2nd (in the gameplay i mean) hour...I cant get from point one to point two, though I have 300% outdoors...
Yes, you must edit the options under the ddraw.ini file.
 
One potential fix for EPA crashes could be merging EPA maps in mapper again. Maybe merging data is corrupted somehow after all the map changes (spawn points and car placement).
 
Is there new art in the EPA maps that certain systems could have trouble displaying? Does the EPA use any of the functions added by timeslip?
 
UPDATE ON EPA ELEVATOR CRASH BUG
See below for a possible solution that worked for me.

I've tried many things to try to figure out what is causing the crashing in addition to what I talked about in my previous post. Nothing I tried worked, but I did notice some strange things.

The stragest thing (and a possible cause) was that in the \DATA\MAPS directory there were .SAV files for all of the maps that I had visited in the game. Why are they in the \MAPS dir? Shouldn't .SAV files only go into a save slot?

If I deleted (or moved) these files, they would just come back upon loading a savegame. Perhaps the game engine is seeing these files and giving them precendence over the proper map files when load_map() is called?
Note: These files are small in size, only a few KBs, just like in a normal saveslot. I never did check to see if they were identical to the ones from the last saveslot I loaded before a crash, and when I reinstalled the game I forgot to back them up for future reference (because I'm an EFFING idiot. :mrgreen: )

After aggrevating myself trying to figure it out and being totally unsuccesfful I decided to undertake a more drastic measure, and it worked (see below) to prevent the crashing so I could continue gameplay. However, it surely doesn't solve the issue. I'd like to continue bugtraqing but I really have no clue where to start fresh, without starting a new game from scratch and trying to do everything identical to see if I could reproduce the crash. :irked:


Solution for players:

What fixed the game for me so I could continue gameplay was backing up my save slots, removing the game, doing a full reinstall, then restoring my save slots. After this the elevators worked as intended.


For those of you that try this, please post your results

I hope this info helps lead to a real solution. :wink:


-FRDM
 
Hello
I've been playing FO2 with this mod for a few days, and I find it an excellent piece of work. I haven't seen any bugs so far (except one), but I've yet to reach some "problematic" areas that I've seen described in this thread, i.e. EPA elevator. Now, I haven't read the whole thread, so I hope I'm not repeating something already asked, but the bug I mentioned earlier is this. When I use bozar the the sound it produces is not the one it should be, but the one of a shotgun (or something like that). I'm not even sure it happens every time, because I didn't pay anough attention every time I fired it. Did anyone else have this problem? I apologize once again if this has already been solved, but it's a very long thread :oops:
Thanks in advance :)
 
I am having a problem with the orphanage quest in the Den. I got the quest and talked to the squatters. I wasn't able to convince the to leave peacefully, so they attacked me.

I killed them all. But Mom doesn't give me the option to tell her they have all left.

Is there someone else I am supposed to talk to?
 
welsh said:
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.
I agree.
 
SilverM said:
When I use bozar the the sound it produces is not the one it should be, but the one of a shotgun (or something like that). I'm not even sure it happens every time, because I didn't pay anough attention every time I fired it. Did anyone else have this problem? I apologize once again if this has already been solved, but it's a very long thread :oops:
Thanks in advance :)
I am fairly sure the sounds for the Bozar and the M60 were swapped between the two intentionally, for a better sound to weapon fit.

mbanks said:
am having a problem with the orphanage quest in the Den. I got the quest and talked to the squatters. I wasn't able to convince the to leave peacefully, so they attacked me.

I killed them all. But Mom doesn't give me the option to tell her they have all left.

Is there someone else I am supposed to talk to?
You're supposed to talk to Mom. Are you sure you killed them all? When you fight them they try to flee and run all over the place. Sometimes they run off the edge of the map where you can't see them. Walking close to the edge will sometimes initiate battle, and one of your npc's might be able to pick them off.

cheers
 
Darek said:
I am fairly sure the sounds for the Bozar and the M60 were swapped between the two intentionally, for a better sound to weapon fit.
really? I better get used to it then :D
it's a bit strange after all these yeas of FO2 :P
 
I thought I got them all. I did exit combat a couple of times to get closer to them since they kept running a way. I will have to check the edge of the map the next time I am in the den.
 
Hey guys!

Another bug:
I meet Kaga for the second time. In a battle I knock him out using the Desert Eagle gun. When my turn ends, he's gone, i see a red float text and then - CRASH! I am pumped out of the game.

And one more thing: after i successfully defeated Kaga in my 2nd encounter, i continued travelling on the world map. After about 1 second i had an empty encounter.

____
i'm running winXp SP2, RestorationProject ver1.1, no bonus stuff, fixes and the mod only.
 
killap said:
Wyco said:
Is there a way to drastically reduce the number of encounters in the desert area? I'm meeting things literally every 2nd (in the gameplay i mean) hour...I cant get from point one to point two, though I have 300% outdoors...
Yes, you must edit the options under the ddraw.ini file.

This may have been suggested before, but it might be a useful thing to have a rough estimation of ddraw.ini settings for various hardware. This could be done just by inviting people to post their computer specs and the setting they found worked best. Would remove some confusion.
 
Nimrod said:
This may have been suggested before, but it might be a useful thing to have a rough estimation of ddraw.ini settings for various hardware. This could be done just by inviting people to post their computer specs and the setting they found worked best. Would remove some confusion.
Encounter rate is independent of hardware in any recent sfall version. It's just up to personal preference what encounter rate people want.
 
Getting a crash when I leave the Hubologist area now. Total game lock with no error message. I tried all sorts of combinations like not getting the power armour hardened, killing everyone etc.

I can run around the Hubologists entire set of maps but as soon as I try to head back to the main area of SF the game locks? This is on a fresh install with just the Resto. Mod. Is there a way to change my location in the save game, as I don't wanna lose this one [come a long way].
 
Hey, new user here posting for the first time..

This is a great patch, but I'm curious if you'll ever add-on an option to clean up The Den, New Reno's Drug Testing Facilities (without simply leaving them there to die), and any other drug-heavy areas in the game? I always thought it had something to do with Myron and the cure, but it's not used in the grand scheme. Perhaps curing the addiction is too much for the chosen one to accomplish? Would this be an out-of-character addition?

Also, with the cure in place, I figure there's a way to get the prostitutes and pimps off the streets in New Reno. Maybe the chosen one can talk to the Cat's Paw people and they'll open a whore house, forcing all the pimps out of a job? Heh.. I dunno.

Maybe there's also a way to get First Citizen Lynette to not be such a bitch, and perhaps see Gecko as an opportunity, not a disease? She's a hard nut to crack, but c'mon.. the power plant gets fixed and optimized, and she still gets pissed at you if you tell her you fixed it? What a bitch!
 
First post ~~

Was thinking about replaying Fallout 2 the other day and found this!
Absolutely wonderful :) Can't stress enough how great you are for doing all this work. The internet really is one of the few places left where people are willing to spend their own time gaining nothing from it but the happiness of others.

Some questions:
If I start up a new game it probably won't be finished for quite a while (maybe 6 months or so..) Meaning a few bugs in the endgame areas won't bother me much as long as they are fixed before I get there. But also that I am not interested at all to start a new game for each update.

With that in mind is it better for me to wait until 1.2 (or even later?) Or can I start playing now and be confident that future bug-fixing versions will be compatible with old saved games?.

Also a completely random thing:

I read in this thread that it is now possible to customize the frequency of random encounters. Would it also be possible to shift the balance between "monster encounters" and "human encounters" ? This is because I like the challenge of a lot of random encounters but I dislike wading through legions of raiders both because it feels unrealistic and because it makes the concept of money obsolete which is something I find to be lame.

Even if you don't have the time to answer my little question props again for doing all the work
Much Love!!!
 
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