Fallout 2 Restoration Project 1.2 (Unofficial FO2 Expansion)

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I salute you for your the effort you put into your mod.


Now, WHERE ARE MY GODDAMN TWINKIE.....RP 1.3 GOODIES?
 
Hi Killap, just a short question regarding the content of the next release, did you manage to include all the goodies you outlined about half a year ago like the graphic updates and shi submarine and revamped EPA?
 
fortyseven said:
Hi Killap, just a short question regarding the content of the next release, did you manage to include all the goodies you outlined about half a year ago like the graphic updates and shi submarine and revamped EPA?
Oh, yes. This release has it all. One of the reasons it has been delayed for so long. The other big reason being RL. :roll: :wink:
 
killap said:
Oh, yes. This release has it all. One of the reasons it has been delayed for so long. The other big reason being RL. :roll: :wink:

That's awesome! Definitely makes it worth the extra wait! So content-wise Fallout 2 will be complete with the RP 1.3. That's a historic accomplishment!!! :clap:

P.S. if you could upload a screenshot of the updated look of one of the game maps I think we would all be thrilled. :mrgreen:


MaToX said:
Where is that list?
You can find the list in this thread. Killap posted it sometime in June/July last year.
 
killap said:
fortyseven said:
Hi Killap, just a short question regarding the content of the next release, did you manage to include all the goodies you outlined about half a year ago like the graphic updates and shi submarine and revamped EPA?
Oh, yes. This release has it all. One of the reasons it has been delayed for so long. The other big reason being RL. :roll: :wink:

Perfect, makes it worth the wait, thanks alot!
 
martynas.t said:
If I recall correctly, sub will be in the 1.4 release. It may be the last release of this project.

Three posts up killap sort of confirmed that 1.3 will include all the major parts that he ever planned adding to the RP, including the shi sub. Thus I expect 1.4 will only be done for polish not new content.
 
fortyseven said:
martynas.t said:
If I recall correctly, sub will be in the 1.4 release. It may be the last release of this project.

Three posts up killap sort of confirmed that 1.3 will include all the major parts that he ever planned adding to the RP, including the shi sub. Thus I expect 1.4 will only be done for polish not new content.

I don't think a 1.4 is very likely. As long as the sub is included in this release (which is looking likely), then I'd imagine this would be the "final" version of the Restoration Project.

However, there's bound to be a few small updates to address bugs and such. I've been beta testing the hell out of this thing and I think I'm catching the big ones, but it's inevitable that a few minor things will slip through the cracks.

I think the quality jump from 1.2 to 1.3 is incredible. You guys are gonna love it.
 
I can't wait to try it out. I'm sure it's gonna be awesome! Thanks for all the hard work Killap & Co. Good ol' BlackIsle would be proud xD
 
I have found the reason for the bug with the doors in Vault City Vault. The one where the doors on level 2 that are stuck keeps being closed when opened with a crowbar. Or more like how to trigger it and a way to fix it.

In my test save the bug happens every time I am armed, but never when my active inventory slot is empty.
(It seems so simple that I'm surprised no one noticed it before, including me.)
To fix it simply add in "reg_anim_func(2, self_obj);" at the top of Node004 in "vivltdor", like so:

Code:
procedure Node004
begin
        reg_anim_func(2, self_obj);
        float_msg(dude_obj, message_str(982, 106), 8);
        display_msg(message_str(982, 107));
        call NodeOpen;
end

Oh, and this is a vanilla bug as well.

Also, when opening the doors with the crowbar you get no proper disarm, magic hands and draw weapon animations.
It's rather trivial I know, so maybe it's not worth bothering with.
I gave it a quick try to add that but it wouldn't work properly. Sometimes it would work and other times it wouldn't.
Maybe it was my code or then it was the wonky nature of the engine handling animations (the real issue with the doors), I don't know.
 
Dravean said:
I don't think a 1.4 is very likely. As long as the sub is included in this release (which is looking likely), then I'd imagine this would be the "final" version of the Restoration Project.

However, there's bound to be a few small updates to address bugs and such. I've been beta testing the hell out of this thing and I think I'm catching the big ones, but it's inevitable that a few minor things will slip through the cracks.
While it is true that 1.3 is essentially the "final" release, there will surely be another update to address final bugs. Whether this will be called 1.4 or 1.3.x is up for debate. Additional content releases is also subject to debate. One of my helpers still has many more goodies to offer and I don't want them to go wasted.

Dravean said:
I think the quality jump from 1.2 to 1.3 is incredible. You guys are gonna love it.
This is most certainly true! :D

@Darek
So, basically you are calling a animation clear on the door. I really never would have thought of this for non critter type objects. I suppose this teaches us to always call a clear before doing any animation changes.
 
killap said:
@Darek
So, basically you are calling a animation clear on the door. I really never would have thought of this for non critter type objects. I suppose this teaches us to always call a clear before doing any animation changes.
Yeah, but you can call an animation clear on dude object as well, that works too.
I think the engine just needs a little break from handling too many things at once, so to speak.
I mean it works fine without it as long as the whole "use interface" doesn't come up, but with it it gets overloaded or something.
 
Mr.Wolna said:
i still hope of a release of the source files.
When I feel this project is final, I will release it. Basically when 1.3 + 1 big bug fix update is out.
 
A bit lame question, but how i can continue playing after end bos? After end movie i can see navarro and then main menu appears.
 
Sounds like you flew there in the vertibird, right? I may be wrong, but I think that was a bug, wasn't it? Couldn't continue the game after getting the the rig by vertibird?

EDIT: Yeah, that's the issue. Here's some copy pasta from the navarro bug report section of http://falloutmods.wikia.com/wiki/F2RP_Technical_Info

Confirmed: Game End - After the endgame movies I either get thrown out to the start menu right away, or sometimes I see Navarro for a split second first, and then it fades into white, and then I'm back to the start menu. I can't continue playing...
 
Recon Rover Rick said:
Sounds like you flew there in the vertibird, right? I may be wrong, but I think that was a bug, wasn't it? Couldn't continue the game after getting the the rig by vertibird?

EDIT: Yeah, that's the issue. Here's some copy pasta from the navarro bug report section of http://falloutmods.wikia.com/wiki/F2RP_Technical_Info

Confirmed: Game End - After the endgame movies I either get thrown out to the start menu right away, or sometimes I see Navarro for a split second first, and then it fades into white, and then I'm back to the start menu. I can't continue playing...

Mmm, i see... Thanks for info!
 
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