Fallout 2 Restoration Project 1.1 (Unofficial FO2 Expansion)

Discussion in 'Fallout General Modding' started by killap, Jan 13, 2008.

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  1. killap

    killap Bear Dude Moderator Modder

    May 16, 2005
    Ah, yeah that issue is probably still there. There was one report of this peviously but I didn't get to it. I fixed the other bug where the Ranger kept giving xp for wiping out the slaver camp. I will look into this one that you mentioned.


    @bonzadusty
    You are not running a windows 9x machine (95, 98) right? Still, the new dll is more for the random knockback issues, as opposed to the random blank encounters. I am still not sure what might be causing them but they stopped happening to me after making a slight change.
     
  2. laclongquan

    laclongquan Boned Hunter of Sister

    518
    Jan 11, 2008
    How many ways to get told about Slave Camp? I still havent any ways to find it.

    And do you notice that all the ranger safe houses in the north get their rangers killed?
     
  3. killap

    killap Bear Dude Moderator Modder

    May 16, 2005
    Gameplay questions...

    3 ways actually.

    Not sure what you mean.

    Again, please keep such questions in the gameplay thread.
     
  4. sam0t

    sam0t First time out of the vault

    2
    Jan 14, 2008
    Did a fresh install of f2 and installed restoration project 1.1 on it, this fixed the above problem. Atleast I have not encountered any annomalities since then.
     
  5. bonzadusty

    bonzadusty First time out of the vault

    3
    Jan 15, 2008
    @Killap
    Nay i'm not running on either, I'm currently running windows XP hence why i saw the ddraw.dll and hoped it would fix the problem :( since then i tested several new characters i.e. the pre made female character and some fresh male characters without any FACHE interference and i still get the bug :|
     
  6. popscythe

    popscythe First time out of the vault

    8
    Jul 8, 2007
    Well fucking done.

    Really.

    Really well fucking done.
     
  7. tomten

    tomten It Wandered In From the Wastes

    164
    Jan 6, 2008
    Lara "tonight"

    A really trivial issue: Lara will say "don't stray too far, we need to do this tonight" even if you've rested for two weeks inside the church.
     
  8. ElectricSheep

    ElectricSheep First time out of the vault

    12
    Jan 13, 2008
    Another odd thing, seems buggish: Did the Modoc Ghost Farm quest and saved just before I told Jo The Mayor about it.
    If I tell him that it was a community of mutants and I killed them, I get 500 xp and my Modoc reputation changes to Hated.
    If I tell him that it was just ghosts and they're gone now, the exact same happens
     
  9. hakan

    hakan First time out of the vault

    13
    Jul 1, 2007
    Hiho,

    great mod from what I hear (I didnt get very far until now).

    I just would like to agree with some of the comments concerning random encounters. I get about 2-5 per square on the way from den to vault city, most often highwaymen or robbers which is impossibly hard at this stage of the game.

    It is possible to defeat one or two groups but since I get so many encounters its impossible to walk this route without constant save and reload or spending ages of resting after every fight.

    It also gives huge amounts of loot if you actually decide to fight.

    I know the wasteland is dangerous, but right now it is at least of me (amd 3000+) a sprawling bandit paradise.
     
  10. Glovz

    Glovz Vault Dweller
    Modder

    735
    Sep 16, 2005
    I have been trying to understand what might be the best balance in changing values in:
    ddraw.ini
    Code:
    ;This will change the physical speed at which you move across the map
    ;Changing this value to something > 30 (default of this mod) will make things speed up.
    ;Changing this value to something < 30 (default of this mod) will make things slow down.
    WorldMapFPS=30
    
    ;Set to 1 to enable Ray's patch to make world map encounter rate independent of your travel speed. (Only works if you use also use WorldMapFPS)
    WorldMapEncounterFix=1
    
    ;Obsolete, but can still be used if you know what it does.
    ;WorldMapDelay=0
    and in \data\Data\WORLDMAP.TXT
    Code:
    ; This sets up the default values for data that is used by the worldmap
    [Data]
    ; Encounter frequency percentages:
    Forced=100%        ; This shouldn't change
    Frequent=38%       ; Was 9/3d6
    Common=22%         ; Was 8/3d6
    Uncommon=12%       ; Was 6/3d6
    Rare=4%            ; Was 5/3d6
    None=0%            ; This shouldn't change
    
    ; Terrain types:
       ; WIP! # is the number of pixels drawn before skipping?
    ;terrain_types=Desert:2, Mountain:4, City:1, Ocean:1
    terrain_types=Desert:1, Mountain:2, City:1, Ocean:1
    ; These short names are used for debugging only
    terrain_short_names=DES, MNT, CTY, OCN ; WIP!WIP!WIP!
    
    But before I can do this analysis - what are the mechanics behind the WorldMapEncounterFix?
     
  11. REDone

    REDone First time out of the vault

    32
    Jan 10, 2008
    I can move in combat mode infinitely with the bonus move perk (quick saving and quick loading and i have the bonus movement points over and over again)

    However i love Killap's mod, thank God and mainly Killap for it :lol:
     
  12. Alray

    Alray First time out of the vault

    50
    May 10, 2007
    As author I'll try to explain (but my English....)

    What we see in engine:

    int time;

    worldmap_loop()
    {
    draw_map(); // in this function variable time get result of TimeGetTime function;
    while(moving)
    {
    ....
    // worldmap moving
    spacial_encounter();
    }
    }

    spacial_encounter()
    {
    if ((TimeGetTime()-time)>0x5DC)
    {
    time = TimeGetTime();
    // check for encounter frequency and so on
    ...
    }
    }


    What I made:

    int time;
    int loop = 0;

    worldmap_loop()
    {
    draw_map(); // in this function variable time get result of TimeGetTime function;
    while(moving)
    {
    loop++;
    ....
    // worldmap moving
    spacial_encounter();
    }
    ....
    }

    spacial_encounter()
    {
    if (loop>0x5)
    {
    loop = 0;
    // check for encounter frequency and so on
    }
    }

    I used 5 value to loop chek, because I think (calculated) that 1500 (0x5DC) get about 5 loop of worldmap travel cycle on old PC. But if you proof that we should change this value - this is quite simple. Just set another value (7-10) for example, and you will have less encounters.

    P.S. I hope you understand me...
     
  13. sonarone

    sonarone First time out of the vault

    10
    Jan 15, 2008
    I get often some kind of error which throws me out of the game. The errors happen quite often. Im using winxp, had a fresh install of f2, on which i installed your patch and then the fallout better graphics mod
     
  14. Cyclis

    Cyclis First time out of the vault

    10
    Jan 14, 2008
    I realize that a higher enounter rate than my processor will allow was certainly intended by the original devs, but I agree that I feel the current setting is too much. The side effect of constantly running into things is that it doesn't feel like a wasteland anymore. Instead it's like moving through a metropolis of farmers, moonshiners and bandits. Fallout should feel like a lot of things, but crowded definitely isn't one of them.
     
  15. gnugnu

    gnugnu First time out of the vault

    4
    Jan 14, 2008
    Just a little suggestion:

    It would be great if you include the Miria Mod into your file. I like that mod very much but I am sure it won't work together... :cry:
     
  16. killap

    killap Bear Dude Moderator Modder

    May 16, 2005
    The fact that you are running another mod prevents me from knowing whether my work is the cause.

    we'll see.

    @those complaining about encounter rates.
    I've asked Timeslip if he could make this option in his tweaks customizable. Hopefully he'll make this possible and it will be up to your personal taste regarding how often encounters occur. But out of curiosity, is everyone getting tons of encounters and you guys are just keeping quite (or maybe you like all the encounters and thus haven't spoken up) or are some of you not seeing 5 stops per square thereby making this an issue with which only some of your suffer?
     
  17. Josan12

    Josan12 Vault Senior Citizen

    Oct 15, 2007
    @ killap - I think the encounter rate is great. Yes, theres a good chance of encountering highwaymen and robbers on the way to vault city but this is what i remember from the vanilla FO2 back in the day. (playing with your october patch - i havent played restoration as im on a mac - please make a mac version of the installer!! :) :) )
     
  18. killap

    killap Bear Dude Moderator Modder

    May 16, 2005
    Like I said Timeslip's tweaks are the reason there is no Mac version of the mod. All the forced random encounters as well as several script fixes and engine tweaks are only possible because of them. If I made a Mac version without the tweaks, I would have to either rethink how I implemented some things or completely remove them thereby making the mac users miss out on what the windows users have. Still, I suppose that is better than having nothing at all. :P
     
  19. hakan

    hakan First time out of the vault

    13
    Jul 1, 2007
    "A good chance"?
    How many encounters do you get per square?

    Perhaps the rate is different in the normal fan patch and the restoration project, but I cant imagine anyone liking the rate at which I get encounters... :(


    @Killap,
    Sorry if it is mainly complaining. I really appreciate the work you and others did here :)
     
  20. Cyclis

    Cyclis First time out of the vault

    10
    Jan 14, 2008

    My cfg already had those lines after a fresh install, and even though I deleted the patch000.dat the game still says that it's version 1.02. Maybe it's lying and only thinks that it's still version 1.02, but I doubt it.
     
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