Fallout 2 Restoration Project 1.2 (Unofficial FO2 Expansion)

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fortyseven said:
Pixote, when you enhanced the maps did you just edit the existing ones or recreate everything from scratch? The way you and killap have been discribing this modification it sounds like a major overhaul of the artwork.

He edited the existing maps, and did an excellent job of it, I might add.

Reconite said:
the only mod I was using at the time was the RP, and every weapon except the Pulse Rifle does minuscule amounts of damage on Frank Horrigan (even the 'Gauss Rifle -> Eyes' combo does like 5 damage maximum).

I was able to kill ol' Frank just fine in 1.3.
 
Dravean said:
Reconite said:
the only mod I was using at the time was the RP, and every weapon except the Pulse Rifle does minuscule amounts of damage on Frank Horrigan (even the 'Gauss Rifle -> Eyes' combo does like 5 damage maximum).

I was able to kill ol' Frank just fine in 1.3.

I have never had a problem with damaging Frank in 1.2. The gauss pistol is my preferred weapon. However, I never enable any of the ammo/weapons redone mods. I believe the issue lies with one of them.
 
Dravean said:
He edited the existing maps, and did an excellent job of it, I might add.
The initial purpose of editing the maps was to repair the horrible broken edges that Matt’s resolution patch revealed. But I realized that certain maps (e.g. Arroyo Bridge) needed to expand slightly if to fit in comfortably with a resolution of 1024x768. So in went the extra goodies, and from there it ballooned. As you work away, the ideas bubble in the back of the head, “what if I can do this”, and a bit of Photoshoping later, you have a new artwork built from the original Black Isle art, that is technically new, but completely familiar. Staying faithful to the original maps was something I never questioned, and when building new maps from scratch, well that’s a different story – anything goes – as long as it is logical, interesting, and works in the world of Fallout. But I will leave the critique to the players, some will like, some will not, that’s life…
 
.Pixote. said:
The initial purpose of editing the maps was to repair the horrible broken edges that Matt’s resolution patch revealed…some will not, that’s life...

What can I say here... Just that i`m in great debt to you, guys, who make this game shine with the new colors. I know there`ll be some day the better game, than F2, but i doubt that it`ll be in near future.

Anyway, It`s not just F2, it`s part of my youth, a part of my soul, a part of my way of living and thinkning. F2 will never be forgotten, no matter it`s crappy crap engine (hi there Conti :P ) no matter it`s sprite nature and 256 colors.

All the work you`ve done (Killap, you, Mash, Conti and all the others) is very precios for me. I`ll pray for your success in work, in family relations, in life, in everything.

Well, you made my life, kinda that :)
 
.Pixote. said:
Dravean said:
He edited the existing maps, and did an excellent job of it, I might add.
The initial purpose of editing the maps was to repair the horrible broken edges that Matt’s resolution patch revealed. But I realized that certain maps (e.g. Arroyo Bridge) needed to expand slightly if to fit in comfortably with a resolution of 1024x768. So in went the extra goodies, and from there it ballooned. As you work away, the ideas bubble in the back of the head, “what if I can do this”, and a bit of Photoshoping later, you have a new artwork built from the original Black Isle art, that is technically new, but completely familiar. Staying faithful to the original maps was something I never questioned, and when building new maps from scratch, well that’s a different story – anything goes – as long as it is logical, interesting, and works in the world of Fallout. But I will leave the critique to the players, some will like, some will not, that’s life…

I'm intrigued :)
If your avatar is anything to go by, I think I'll be pleased with the changes.

This makes me look forward to the RP 1.3 even more.
Your graphical enhancements aren't available as a separate patch, am I correct?
 
Oh please don't tell me the resolution is not higher than 1024x768? My crappy monitor can't support higher resolutions, and my momentary economical situation cannot allow such a large investation as a new monitor.
 
Puokki said:
Oh please don't tell me the resolution is not higher than 1024x768? My crappy monitor can't support higher resolutions, and my momentary economical situation cannot allow such a large investation as a new monitor.

No worries. There's nothing stopping you from playing Fallout at the default resolution. You're free to choose whatever works for you.

Pixote's "FEMP" doesn't require you to play at higher resolutions, it simply gives people an extra incentive to do so.
 
Puokki said:
Oh please don't tell me the resolution is not higher than 1024x768? My crappy monitor can't support higher resolutions, and my momentary economical situation cannot allow such a large investation as a new monitor.
There will a lot of debate about ‘the best’ resolution setting for Fallout. Some people will want to stretch the playing window as large as possible (without seeing all of the edge discrepancies). To cater to those folk, I made black boxes to “box” the game into a clean tidy window. But in my opinion 800 X 600 is the best resolution to play Fallout - (1024 x 768 is the maximum), and it’s because at that resolution you can still see much of the detail in the artwork clearly, any larger and it is lost. I too went high (1280 x 1024), when I first got Matt’s resolution patch, but I soon realized that it changed the nature of the game. The world became too expansive, I could see from one edge of a town – (like the Den), to the other, and the game was losing its intimacy. It feels more real the closer you get to the action, but that’s me…

I have had these maps for about a year now, and I really want the fans to have them. Fallout is a wonderful experience, and FEMP is just a small extension to it. But the maps will be properly finished in RP 1.4 - (After the bug fixing, "black boxing" all of the edges, etc).
 
I'm running F2 at 1280x800 resolution. Anything lower than that makes graphics clearly distorted (due the stretching, my lcd native resolution is 1920x1080). I miss my CRT-monitor....
 
I'm not sure that this has cropped up before, but I was playing in RP1.2 wearing APA mk2 (already completed the game) and went to the Toxic Caves and I was still hit for damage walking through the goo. I was under the impression that power armor in general made you immune to the effects of the toxic goo.
 
earthdude said:
I'm not sure that this has cropped up before, but I was playing in RP1.2 wearing APA mk2 (already completed the game) and went to the Toxic Caves and I was still hit for damage walking through the goo. I was under the impression that power armor in general made you immune to the effects of the toxic goo.
Hmm, that shouldn't happen. I just looked at the script and everything is there to ensure you won't get hurt if you're wearing the various types of power armor. Please test this again and tell me where it exactly occurs at the Toxic Caves. A save game would also be nice.
 
killap said:
earthdude said:
I'm not sure that this has cropped up before, but I was playing in RP1.2 wearing APA mk2 (already completed the game) and went to the Toxic Caves and I was still hit for damage walking through the goo. I was under the impression that power armor in general made you immune to the effects of the toxic goo.
Hmm, that shouldn't happen. I just looked at the script and everything is there to ensure you won't get hurt if you're wearing the various types of power armor. Please test this again and tell me where it exactly occurs at the Toxic Caves. A save game would also be nice.
In the goo script in "procedure pain" you need to change
Code:
	if ((worn != 3) or (worn != 232) or (worn != 348) or (worn != 349) or (worn != 554)) then begin
to
Code:
	if ((worn == 3) or (worn == 232) or (worn == 348) or (worn == 349) or (worn == 554)) then begin
	end
	else begin
Apparently the game will not recognize multiple != in the same statement.

There is another small problem with this script. If you are wearing any kind of power armor, it will still melt your rubber boots. If you have a protective armor you will not be using the boots simultaneously, so they really shouldn't.

Also I'm wondering why you don't get any more "pain" messages after "{150}{}{Your feet burn and itch for a little while, but then they feel better.}" Though you should know by then that stepping in goo burns I suppose.
 
Darek said:
In the goo script in "procedure pain" you need to change
Code:
	if ((worn != 3) or (worn != 232) or (worn != 348) or (worn != 349) or (worn != 554)) then begin
to
Code:
	if ((worn == 3) or (worn == 232) or (worn == 348) or (worn == 349) or (worn == 554)) then begin
	end
	else begin
Apparently the game will not recognize multiple != in the same statement.

Actually, if you think about it, the first line of code will always return "true". Why? Because you are guaranteed to be "not" wearing one of the armors listed. Instead the code should read:

Code:
	if ((worn != 3) and (worn != 232) and (worn != 348) and (worn != 349) and (worn != 554)) then begin

Then, the code will realize that the player isn't wearing any of the four power armors and react accordingly.

-- The Haen.
 
Haenlomal said:
Actually, if you think about it, the first line of code will always return "true".
Ha ha ha, yeah I see now.
Since "or" was what was being used I didn't reflect on it and just assumed that was correct. :roll:

Oh well, at least my code worked, just wrong about !=
As you can tell I don't know all that much about scripting. :)
 
Haenlomal said:
Actually, if you think about it, the first line of code will always return "true". Why? Because you are guaranteed to be "not" wearing one of the armors listed.
Heh, yep you're correct. No more 2:30 am script reading for me then. :P

YAY, another vanilla bug squashed.
 
.Pixote. said:
Puokki said:
Oh please don't tell me the resolution is not higher than 1024x768? My crappy monitor can't support higher resolutions, and my momentary economical situation cannot allow such a large investation as a new monitor.
There will a lot of debate about ‘the best’ resolution setting for Fallout. Some people will want to stretch the playing window as large as possible (without seeing all of the edge discrepancies). To cater to those folk, I made black boxes to “box” the game into a clean tidy window. But in my opinion 800 X 600 is the best resolution to play Fallout - (1024 x 768 is the maximum), and it’s because at that resolution you can still see much of the detail in the artwork clearly, any larger and it is lost. I too went high (1280 x 1024), when I first got Matt’s resolution patch, but I soon realized that it changed the nature of the game. The world became too expansive, I could see from one edge of a town – (like the Den), to the other, and the game was losing its intimacy. It feels more real the closer you get to the action, but that’s me…

I have had these maps for about a year now, and I really want the fans to have them. Fallout is a wonderful experience, and FEMP is just a small extension to it. But the maps will be properly finished in RP 1.4 - (After the bug fixing, "black boxing" all of the edges, etc).

Couldn't agree more about loosing intimacy with too high resolution. Which is the reason I don't use the res patch even though it can make the game look better (much less blurry and pixely). The more I hear about your approach to Fallout and making these maps the better it sounds. I have to say I have very high expectations for your addition to the RP! :D
 
I wish RP was the ultimate package - containing patch, mod itself, timeslip's tweaks and high res patch too. And all nice and tidy with one installer and working perfectly on clean GOG version. Would that ever be possible ? : )
 
So, will this ammo mod be taken out in 1.3? Or fixed? Or just "don't install this component if you want to kill Frank"?
 
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