Fallout 2 Restoration Project 1.2 (Unofficial FO2 Expansion)

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Soviet Travolta said:
But i was really disappointed, given it was the first time i tried F2 the melee way, to find none of the critical deaths. Just couldn't trigger any of the gore. Even with enormous lethal crits, enemies would just slide and die.

Is there any possibility to have this "fixed" for melee attacks?
Can't really fix something that ain't broken. What are you really suggesting though? Punch a hole in your opponents body or slice them in half, wouldn't that be a bit silly? New animations that are more fitting would have to be made, and that would be a hell of a lot of work, so I don't see it happening.
 
I was thinking Fist of the North Star, but of course, it doesn't properly fit a restoration project... Too bad nothing was implented in the first place. I'm not for the all out gore, but it's a nice distraction now and then.
 
I played Fallout 3 a bit, always the same gore business. It is so boring, almost every headshot, head goes away the same way. If you launch teddy bears, they also take the head off.
 
Soviet Travolta said:
But i was really disappointed, given it was the first time i tried F2 the melee way, to find none of the critical deaths. Just couldn't trigger any of the gore. Even with enormous lethal crits, enemies would just slide and die.

Is there any possibility to have this "fixed" for melee attacks?

I do personally think it is a bug/flaw in the engine that melee weapons like the cattle prod (which does electrical damage) don't cause the appropriate electical death animation. I've looked into it and any kind of melee attack (punch, swing, thrust whatever) are all set to never cause crit deaths. Only an engine hack could solve this, methinks.
 
I do personally think it is a bug/flaw in the engine that melee weapons like the cattle prod (which does electrical damage) don't cause the appropriate electical death animation. I've looked into it and any kind of melee attack (punch, swing, thrust whatever) are all set to never cause crit deaths. Only an engine hack could solve this, methinks.

I think that would be awesome to see some "animations" for when your character does some "melee" critical attacks. My imagination is running wild right now with thoughts on how they would look. LOL

BTW, Great Job Killap!
 
rogerg2 said:
I do personally think it is a bug/flaw in the engine that melee weapons like the cattle prod (which does electrical damage) don't cause the appropriate electical death animation. I've looked into it and any kind of melee attack (punch, swing, thrust whatever) are all set to never cause crit deaths. Only an engine hack could solve this, methinks.

I think that would be awesome to see some "animations" for when your character does some "melee" critical attacks. My imagination is running wild right now with thoughts on how they would look. LOL

BTW, Great Job Killap!

While we're somewhat on the subject, did anyone ever figure out if it's possible to make it look like a melee weapon (eg. the ripper) is slicing an enemy in half a la the laser critical? I remember Magus trying to do that with Weapons Redone and failing.
 
encinodude said:
While we're somewhat on the subject, did anyone ever figure out if it's possible to make it look like a melee weapon (eg. the ripper) is slicing an enemy in half a la the laser critical? I remember Magus trying to do that with Weapons Redone and failing.

There is a way, though it's rather clunky: you have to set the melee weapon attack to 'single' (as in single shot) and give it range 1 (or 2) and no projectile graphic. Effectively you have to make it a very short ranged gun. Visually it looks fine but there are some minor flaws with it, such as corpses occasionally blocking your attacks. :shock:

Speaking of which - does anyone else think it's a bit ridiculous the way corpses block firing?? Is there a way to stop the engine taking corpses into account?
 
Babax said:
Anyway, is there any estimate date of release? It`s lasts for quite a long time...
Hopefully, many different people are testing 1.3 like hell right now, so 1.3 will actually be usable for a new game of FO2, unlike 1.2 and 1.1 and 1.0. So it's worth waiting for!
 
Kinda month over due soon, isn't it. Let's just hope when it does come out, it'll be super cool :mrgreen:
 
TJ07 said:
Kinda month over due soon, isn't it. Let's just hope when it does come out, it'll be super cool :mrgreen:
Not quite. Initially, he said August. Then it was September. Then after focusing on his classes for awhile, the end-of-December date became his target. :)

I'm not saying that to criticize Killap, and fully appreciate that this is a "spare time" effort, and that we have no right to demand anything.

On the flip side, I have to wonder if some of this may be an example of the old engineering cliche, "'perfect' is the enemy of 'good enough.'" The idea there is, more or less, that no project will ever be perfect, and an effort to make a project perfect will cause its cost to balloon and its schedule to extend out indefinitely, with nothing to show for it. On the other hand, if goals are set that are far short of perfect, but which are good enough to serve the needed function, the project can potentially be finished on budget and on schedule.
 
kungfujoe said:
On the flip side, I have to wonder if some of this may be an example of the old engineering cliche, "'perfect' is the enemy of 'good enough.'" The idea there is, more or less, that no project will ever be perfect, and an effort to make a project perfect will cause its cost to balloon and its schedule to extend out indefinitely, with nothing to show for it. On the other hand, if goals are set that are far short of perfect, but which are good enough to serve the needed function, the project can potentially be finished on budget and on schedule.

And on the other side u have a "good enough" product with massive and numerous patches... Lets not go into it. Itll be done when its done, and itll be published when killaps ready.

Have fun :-)
 
Claude Frollo said:
Restoration Project 1.3

FALL 2010 :nuclear:

At 10/10/2010, post by Killap:
I'm sorry guys, it seems my computer broke and I lost all my backups. But don't worry, you'll have RP 1.3 by 2014...Hopefully.
 
Blackened said:
At 10/10/2010, post by Killap:
...you'll have RP 1.3 by 2014...Hopefully.
icon_wink.gif
 
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