Fallout 2 Restoration Project 1.2 (Unofficial FO2 Expansion)

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killap said:
True, I never did answer this. I don't actually know what that mod modifies...probably just proto files, so I cannot say for sure. As long as you are only overwriting proto files (and not .msg, .lst, etc) files then it will be perfectly compatible. Since it was compatible with RP 1.2, I doubt it will have a problem with RP 1.3. (again, assuming it doesn't overwrite any critical file modified in 1.3)

I thought as much. Guess I'll have to check once the RP comes out. Thanks for the answer, though.

killap said:
The Expanded Slavers/Rangers mod does interest me and as long as it isn't too hard to make it an option in the installer, I will consider including it when it becomes finished.

Cool that our mod seems to attract much attention 8-) On the side not, though, I am still waiting for your RP to base my work on yours.
 
Re: Low damage

thereisnopath said:
Hello,

I don't know if this is the right place to post this.

I am currently playing a game of RP v1.2. Damage values seemed fine until I reached the Den (i.e. while fighting rats and scorps). In the quest to help Lara's gang, a firefight occurs at the end. Virtually no damage is being done on either side of the NPCs. I target the head and the eyes with a 10mm, and constantly recieve combat messages like "the eyes were hit critically for no damage, causing massive pain" :P. However, normal damage seems to be done to me and Sulik (currently wearing leather/no armour), which makes suspect there is a problem with armour calculation since all the NPCs are wearing metal armour.

This is a bug with my AP Ammo Mod that is included as an option in killap's installer.

I have given killap a set of proto files to be included in the RP 1.3 to make the AP Ammo Mod simpler. killap will most likely include it again as an option in the installer and it will not cause this bug.

killap, in case I wasn't clear before, be sure the AP Ammo Mod option in your installer only installs the modified proto files I sent you a while back and leaves the damage calculation set to default in the ddraw.ini file.

After killap releases RP 1.3, I will be working on the next version of my Combat Overhaul Mod to make sure it's compatible with RP 1.3 and that it does not have such obvious bugs.
 
Ravager69 said:
killap said:
True, I never did answer this. I don't actually know what that mod modifies...probably just proto files, so I cannot say for sure. As long as you are only overwriting proto files (and not .msg, .lst, etc) files then it will be perfectly compatible. Since it was compatible with RP 1.2, I doubt it will have a problem with RP 1.3. (again, assuming it doesn't overwrite any critical file modified in 1.3)

I thought as much. Guess I'll have to check once the RP comes out. Thanks for the answer, though.

It will conflict with my new sniper and wakizashi animations, but it'll be easy to fix. Magnus's new protos will overwrite the 1.3 sniper rifle, hunting rifle, fnfal, waki protos that are modified to use the new animation codes. All you'd need to do is copy in Magnus's protos, then use Cubik's F2Wedit to change the animation codes to the new animations (presuming a) you want the new animations and b) you use Magnus's protos for the above weapons)
 
Josan12 said:
It will conflict with my new sniper and wakizashi animations, but it'll be easy to fix.
Ah, good call Josan. Forgot about them. So, it is definitely "not compatible" if you choose to install the new animations from the installer.
 
I say delay the release until everyone holding their breath for it loses hope and gives up, then spring it on them when they least expect it.

I realize this may be an unpopular opinion.

:mrgreen:
 
UniversalWolf said:
I say delay the release until everyone holding their breath for it loses hope and gives up, then spring it on them when they least expect it.

I realize this may be an unpopular opinion.

:mrgreen:

You should lock your doors at night.
 
killap said:
I still have hopes of including the Shi sub, but this will only become possible if someone offers his/her services to create new artwork and help with map work.
Ahh, this art is cursed! :o Three attempts, three different guys working on it and three failures! :ugly:

But seriously, from perspective of time (I gained a lot knowledge about scenery/walls crap) my conception was good. But rounded, hull's walls would be really hard to do in standard formula ...16 + 16 + 16 + 16... (texturing problems). The best solution would be to make very long, non-repeatable walls/scenery for NS direction and default ...16 + 32 + 16 + 32... for EW (or vice versa - if you want to put sub in 2nd direction), but still a lot of work (PS + Mapper) would be needed to adjust everything perfectly.

Work in Mapper would really limited (because of long non-repeatable segments), but from other sub interior isn't a damn house! :D
 
In Windows 7 the patch makes the game think its running in compatability mode. However, none of the compatability options are checked on the properties tab. :D

I have the GOG version. Ran fine with and without the resolution patch.

Its otherwise a clean install.

Any ideas?
 
Continuum said:
killap said:
I still have hopes of including the Shi sub, but this will only become possible if someone offers his/her services to create new artwork and help with map work.
Ahh, this art is cursed! :o Three attempts, three different guys working on it and three failures! :ugly:

I too would love to see the Shi-sub realised - i think it's a great concept with lots of potential. I would be willing to team up with someone to try to make it happen and lift the curse! :crazy:
 
Continuum said:
killap said:
I still have hopes of including the Shi sub, but this will only become possible if someone offers his/her services to create new artwork and help with map work.
Ahh, this art is cursed! :o Three attempts, three different guys working on it and three failures! :ugly:

But seriously, from perspective of time (I gained a lot knowledge about scenery/walls crap) my conception was good. But rounded, hull's walls would be really hard to do in standard formula ...16 + 16 + 16 + 16... (texturing problems). The best solution would be to make very long, non-repeatable walls/scenery for NS direction and default ...16 + 32 + 16 + 32... for EW (or vice versa - if you want to put sub in 2nd direction), but still a lot of work (PS + Mapper) would be needed to adjust everything perfectly.

Work in Mapper would really limited (because of long non-repeatable segments), but from other sub interior isn't a damn house! :D

But are rounded parts really nessecary? couldn't you just show a cutaway of the sub's middle part with a manhole to climb through for the entry point? You know similar to how they displayed the Tanker at the dock in San Fran.

Also the interiors don't need to be rounded I'm sure you can suspend belief enough if you use the right colour scheme and make it look cramped and so on. It doesn't need to be perfect. A lot of the art in Fallout requires you to use your imagination that's what makes it so great IMHO!
 
lewdvig said:
In Windows 7 the patch makes the game think its running in compatability mode. However, none of the compatability options are checked on the properties tab. :D

I have the GOG version. Ran fine with and without the resolution patch.

Its otherwise a clean install.

Any ideas?

Try to set it to compatibility mode, apply the changes, then uncheck the compatibility mode, apply the changes. Try if that works.
 
fortyseven said:
couldn't you just show a cutaway of the sub's middle part with a manhole to climb through for the entry point? You know similar to how they displayed the Tanker at the dock in San Fran.
Sure, you can cut the work by making only a small map (like entrance to Enclave Oil Rig).

fortyseven said:
Also the interiors don't need to be rounded I'm sure you can suspend belief enough if you use the right colour scheme and make it look cramped and so on. It doesn't need to be perfect. A lot of the art in Fallout requires you to use your imagination that's what makes it so great IMHO!
Then you can use Tanker's walls and you don't need a part of submarine with manhole. You can implement story that the sub is hidden in a bunker (like German's WWII U-Boats). So, you just need a concrete building - player in entering inside and the map with Tanker's walls is loaded.

But AFAIR someone was already doing sub interior from Tanker's walls and the effect was simply bad. Sub interior is a quite specific thing, so you can't just use exiting walls. Of course you must keep in mind that there must be enough space to walk for the player and party members...

And if someone will be doing custom walls then is better to make rounded "outer" wall (hull). Check out Submarine Mod thread and you'll see how such thing is looking.
 
Continuum said:
And if someone will be doing custom walls then is better to make rounded "outer" wall (hull). Check out Submarine Mod thread and you'll see how such thing is looking.

I took a look at the thread you pointed out. The artwork produced by yourself before the project colapsed looks terrific. A real shame that nothing came of it. :(
 
I ll start playing Fallout 1 once again till I wait for R P 1.3, there is not much better to do, perhaps watching 12 Monkeys or Mad Max.
 
Hey Killap, can we expect to see the relase of 1.3 this week, or do you think there's still some work to do before that?
 
McRae said:
Hey Killap, can we expect to see the relase of 1.3 this week, or do you think there's still some work to do before that?
I don't want to make any more estimates. I've already missed enough deadlines to warrant throwing another one away. It's probable but I cannot say for sure. I still have a few more things I want to get done/check over before I release.

Oh, and you mentioned a few pages back about the French translation. Do you know how this is going?
 
Well, HawK-EyE sent me the EPA and Kaga files, so I translated them, but the fact is that I've done my part for a few days now. I sent all my work to HawK, but apparently, he didn't answer back, so I suppose he musn't be at home or is to busy to answer. I guess the reason is RL :shrug:.
 
Zaius238 said:
Killap release this soon, please.
we can download the other translations, later.

killap said:
I understand the frustration over waiting for the RP to be translated. My reasoning for this is many fold.

1. By releasing the newest RP without the all the dialogue files translated, I feel that the work is not complete and thus I am releasing an unfinished product. I cannot accept this.

2. If I release now and then re-release it with the translations, there will be versions of the RP 1.3 floating around the net without the latest translated dialogue files which will lead to confusion.

3. There are people who do play the RP with Polish/French dialogue and it just isn't fair to them to have an incomplete experience.

It is my fault for sending the new dialogue files later than what I wanted thereby leading to this new delay. Still, it gives me more time to test and ponder any other changes I wish to include in this release. Hang in there everyone.

U will just have to wait.
 
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