Fallout 2 Restoration Project 1.2 (Unofficial FO2 Expansion)

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killap said:
Again, sorry to disappoint everyone with this news.
Despite what Wintershade said, I'd be lying if I said I wasn't a bit disappointed when it didn't come out Saturday, but your real life needs to take priority, and besides, with Fallout 3 coming out tomorrow, even if you released 1.3 today, I probably wouldn't get to it for awhile, since I definitely plan to get F3 (even if it's not "really" Fallout, I'm anticipating a really good game), and I'm not really good at playing multiple games at once. Plus, I had household duties on Sunday, so if you HAD released it on Saturday, I'd have just gotten in trouble with my wife for shirking those and playing F2 all day. :) (I'm also going out of town next weekend, meaning I won't really get to seriously get into Fallout 3 for awhile. After waiting nine years for a sequel, having it sit on my computer for a few weeks without being able to play it much will be tough).

You've done a lot for the Fallout community, and a lot of us really appreciate the tremendous effort you've put in. I'll be looking forward to revisiting Fallout 2 with RP 1.3 down the road, once Fallout 3's novelty wears off, or once I finish the game.

Thanks for all that you've done and continue to do. Whenever your schedule allows you to release 1.3, I (and presumably many others) will be excited to play it.
 
Wintershade said:
The solution was - as with Linux actually always is - purely simple. I just told the WINE to emulate the Windows 98 environment - rather than Windows XP - and everything went fine. I can even switch back to XP environment now, bcos the installer was made with 98, and loaded the files for 98.
Ok, since I've never even looked at WINE, I'm clueless, but if I understood it correct:
Install RP 1.2 with the installer while WINE is set to Emulate Win98 environment, thereby getting the installer to install the Win98 version of sfall.
Wouldn't it work out the same way if you use the manual install and use the win98 version of sfall?

Anyway I looked at the RP wikia page where it says:
You need to set WINE to use the native/built in version of ddraw.dll.
Does that tell you anything?
Please do feel free to add your advice to that page.

cheers

EDIT: Fixed link.
 
Limbabnees said:
No open hand icon, like other maps (SF-Raiders Base)

I understand the open hand issue, but if i say it wont appear... well what then?

Are we talking about the same map? The Ranger's Map with the codes?

No we're not talkingg about that map.. the ranger's map doesnt work.
 
killap said:
Again, sorry to disappoint everyone with this news.

Don't sweat it, Killap. I'm sure most people would prefer the 100% finished approach. Plus, FO3 is pretty much out now anyway, so i would take your time.

Keep it up, man :clap:
 
Wintershade said:
The solution was - as with Linux actually always is - purely simple. I just told the WINE to emulate the Windows 98 environment - rather than Windows XP - and everything went fine. I can even switch back to XP environment now, bcos the installer was made with 98, and loaded the files for 98.

I really don't think that's your problem. I installed RP1.2 using WinXP emulation with a (slightly earlier) WINE 1.0 RC. I also encountered the city limits error (indicative of sfall not being loaded properly). The solution for me was to set ddraw.dll to Native, Then BuiltIn (for fallout2.exe) in wine (the ddraw.dll in your fallout 2 directory IS sfall) and make sure that that file is readable and executable.

Full instructions have already been written. :)

Darek said:
Anyway I looked at the RP wikia page where it says:
You need to set WINE to use the native/built in version of ddraw.dll.
Does that tell you anything?
Please do feel free to add your advice to that page.

cheers
Just to clarify, wine's behaviour for the "Native" setting is to first check the directory where the executable is located, then the cwd, before it checks the PATH environment variable, namely windows/system32. So (when everything is working properly) by selecting "Native", you're *not* using the ddraw.dll in the system32 directory, because it should find sfall's ddraw.dll in your fallout2 directory first. If it doesn't find it, then it falls back on all of its other options. If it has to fall back on the actual windows native ddraw (in system32), sfall isn't working, and your game will either not run, or it will crash as soon as you leave Arroyo.

On that topic, it would be great if there were an quick, easy in-game way of verifying that sfall is running, like RP's rock solution. I suppose that's a request for the sfall thread though.
 
El_Castro said:
On that topic, it would be great if there were an quick, easy in-game way of verifying that sfall is running, like RP's rock solution. I suppose that's a request for the sfall thread though.
There is, but only in relation to my RP.

First off, if you can load the game without a city limit error, then sfall is working (assuming one did not also apply the city limit patch). Next, if you see a version number (different than the number found in the original game) in the lower right corner of the screen, sfall is working (this is probably the best way to verify). Another way to verify is if you encounter Kaga (assuming one did not choose to disable him by removing the scripts associated with him).
 
Crashing to desktop in the Slaver Camp

Hi, as you can tell, I'm new around here. Been playing Fallout 2 for ages, first bought it about eight years ago, then lost my CD (lent it to a friend, moved away). Anyway, I picked up another copy recently and found out about the RP. Just downloaded it yesterday and been enjoying it until... the Slaver Camp. Now I checked the wiki, and it didn't seem like this was in the buglist.

Here's what happens: I use my powers of persuasion to get past the door guard, and scam the leader of the camp out of the key. I go over to the holding pen, get inside, initiate dialog with Sulik's sister (her name escapes me at this point) and take the path of sneaking them out of the camp. When this dialog path ends, I get a brief look at the map in funny colors with the circling planet mouse icon, then the game crashes straight to desktop. I've done most of the quests in Klamath and the Den, and the Slag quest in Modoc. I have Sulik and Vic in my party. I'm running a computer that is only a couple years older than Fallout 2 with Win98 on it. I'm using RP 1.2 with a full install of Fallout 2 (not sure on the original vanilla version, but I'm pretty sure it's American). No other mods at this time. I had the resolution patch, but uninstalled it (with the application, haven't deleted anything out of the directories).

I'd love to know if anyone else has had this problem, but I'm just not about to wade through 77 pages of forum posts to find out. If anyone could enlighten me on what is happening or how to fix it (or even get around it) that'd be just spectacular. If anyone needs more information, I'd be happy to provide it.

On a side note, up until this crash I was enjoying the RP immensely. Killap, this is quite the achievement, you've done one helluva job. I'm just ecstatic that ten years on there are still rabid fans of this game out here.

::edit::
I tried killing all the slavers, remembering the old Fallout maxim of "when in doubt, kill everything", but to no avail. When I return to the sister and use the dialog option to save her/ return to her village/ whatever, it crashes to desktop.

::like the fifth edit in ten minutes::
So, after browsing around the site for approximately 30 seconds, I found the search feature, found out someone else (welsh) had this exact same problem and another someone else (Derek) directed him to a fix, so this is an announcement to disregard this entire post, but I'll leave it up just to show off my 4 in the morning jack-assery. Again, Killap, this is amazing work, many, many thanks.
 
kungfujoe said:
killap said:
Again, sorry to disappoint everyone with this news.
Despite what Wintershade said, I'd be lying if I said I wasn't a bit disappointed when it didn't come out Saturday

Actually I wasn't. Being a college student myself I know very well how time-consuming it is. And moreover, I found out about the RP just a few days ago, and I feel there's a lot for me to play through regardless of the release. And once 1.3 comes out, I'll probably have a bit of 1.2 played through, and will be discoverng even more new stuff.

El_Castro said:
I really don't think that's your problem.
That's right. My problem is as follows:
Darek said:
Install RP 1.2 with the installer while WINE is set to Emulate Win98 environment, thereby getting the installer to install the Win98 version of sfall.
Wouldn't it work out the same way if you use the manual install and use the win98 version of sfall?
This is absolutely correct. However, the solution I came to last evening was a clean and simple one.

Darek said:
Anyway I looked at the RP wikia page where it says:
You need to set WINE to use the native/built in version of ddraw.dll.
Does that tell you anything?
Please do feel free to add your advice to that page.
Yes, it tells me something. It is a solution that may or may not work, and is generally discouraged by WINE developers and people who know how WINE work. My advice will follow soon.
You see, despite WINE being a Windows compatibility layer (and not an emulator) for *nix, the difference between it's and Windows' libraries is more than obvious, and this is especially true for ddraw, since - for one thing - WINE uses three (I think) very different directdraw renderers than Windows [size=x-tiny](among others OpenGL (yes, as a 2D renderer), which makes several ddraw applications work faster with WINE than they would in Windows. Sadly, Fallout 2 is not on the list of applications that can be rendered this way, but it's performance is no lower than it would be on Windows.)[/size]
This is one of the reasons why some "Native" libraries (such as ddraw) are not recommended to use. They use very different system calls than WINE would, and for some people, applications crash. "Native" ddraw.dll for me is a no-go. And I believe it is for every user who has an ATI Radeon graphics card. For others I cannot guarantee.

El_Castro said:
I installed RP1.2 using WinXP emulation with a (slightly earlier) WINE 1.0 RC
I am sorry to inform you that WINE 1.0RC is not a slightly earlier, but an ancient version. This is not my subjective opinion - if you try to post some test results on WineHQ, you will see that your version is not listed, and will be advised to upgrade. I am aware that on Ubuntu (and most Debian, apart for the unstable branch) systems this means compiling from source, but that's no excuse.

The full details about installing Fallout 2 with RP 1.2 are posted on my blog. There's no need to add any "native" libraries, especially not those which are not recommended.

I hope this helps anyone. Cheers! :)
 
A quick bug report (can someone confirm this?)

When you try to get the Sharpened Spear in Arroyo, you are told to go to your aunt (the one who never liked you) and get some flint from her. Now I haven't tried giving her the healing powders or pickpocketing her for flint, but the Speech check. I pass the check, BUT. She says "she seems to have misplaced the flint"; however, after checking my inventory, the flint is there, as if she gave it to me. Also, 50exp reward is there.
Sorry if this is a double post, I didn't notice anyone else reporting it.

Thanks for this wonderful expansion again, killap!
 
Darek said:
Yeah sorry I forgot. The NPC Armor Appearance Mod needs to be installed, otherwise the Environmental armor and the fruit flies wont work in the EPA.

@ killap, I tried with the manual install as well, and that would not work correctly either. So something is missing or wrong with the minimal install.

I've found the solution to this. If you didn't install the "NPC Armor" mod (which I wouldn't), then to see the fruit flies in EPA and be able to use the Env. Armour on yourself you need to edit the file "critters.lst" in the "data\Art\critters" directory. Open it with a text editor and remove the lines "MABEHE" and "MAPACI". I don't think there is any need for them in this file, if you still wan't to keep them, just move them to the bottom of the file, so that "mawasp,105,1" and "haenro,11,1" will be on top of them. That's all.
 
Wintershade said:
Yes, it tells me something. It is a solution that may or may not work, and is generally discouraged by WINE developers and people who know how WINE work. My advice will follow soon.
You see, despite WINE being a Windows compatibility layer (and not an emulator) for *nix, the difference between it's and Windows' libraries is more than obvious, and this is especially true for ddraw, since - for one thing - WINE uses three (I think) very different directdraw renderers than Windows [size=x-tiny](among others OpenGL (yes, as a 2D renderer), which makes several ddraw applications work faster with WINE than they would in Windows. Sadly, Fallout 2 is not on the list of applications that can be rendered this way, but it's performance is no lower than it would be on Windows.)[/size]
This is one of the reasons why some "Native" libraries (such as ddraw) are not recommended to use. They use very different system calls than WINE would, and for some people, applications crash. "Native" ddraw.dll for me is a no-go. And I believe it is for every user who has an ATI Radeon graphics card. For others I cannot guarantee.
I think you're misunderstanding. 'Native' just tells wine to use a copy of the dll that you provide instead of the default one. Normally that's a dll you've copied from a real windows installation, but in this case it's not; it's sfall. Once sfall is loaded, it'lll load wine's version of ddraw just like fallout would have if sfall wasn't there.

win98 compatibility mode will work fine, because the win9x version of sfall relies on hex edits to fallout2.exe rather than spoofing a dll. The only disadvantage is that you'll lose support for any dx9 stuff. (32 bit movies, etc.)
 
Wintershade said:
A quick bug report (can someone confirm this?)

When you try to get the Sharpened Spear in Arroyo, you are told to go to your aunt (the one who never liked you) and get some flint from her. Now I haven't tried giving her the healing powders or pickpocketing her for flint, but the Speech check. I pass the check, BUT. She says "she seems to have misplaced the flint"; however, after checking my inventory, the flint is there, as if she gave it to me. Also, 50exp reward is there.
Sorry if this is a double post, I didn't notice anyone else reporting it.

Thanks for this wonderful expansion again, killap!

It's not a bug or anything. It's just her way of giving it to you and still being a bitch.
 
Timeslip said:
I think you're misunderstanding. 'Native' just tells wine to use a copy of the dll that you provide instead of the default one. Normally that's a dll you've copied from a real windows installation, but in this case it's not; it's sfall. Once sfall is loaded, it'lll load wine's version of ddraw just like fallout would have if sfall wasn't there.

I know what "Native" means to WINE, and still - this library is not recommended to be used as "Native". The only recommended version of ddraw.dll is WINE's and no other. I understand what sfall's ddraw.dll does, but the problem is that the API responsible for this kind of stuff is not implemented in WINE the same way as it is in Windows.

As for the 32-bit movies... now that's something that really won't be missed in Fallout 2 :D

Anyway, the Windows 98 compatibility works for me, and I see that there's a lot of people who can't run the game under WINE without it. So if it works, it's probably one of the correct solutions.
So yes, the above mentioned may be true, but apparently the WINE APIs and Windows APIs are not all that same, and hence the crash once you use the "Native" ddraw.dll, whether it's sfall's or Windows'.
 
GanymeDes- said:
It's not a bug or anything. It's just her way of giving it to you and still being a bitch.

I understand. Well, I hope the Enclave put a bullet through her head once they get to Arroyo :twisted:
 
B-2Admirer said:
Darek said:
Yeah sorry I forgot. The NPC Armor Appearance Mod needs to be installed, otherwise the Environmental armor and the fruit flies wont work in the EPA.

@ killap, I tried with the manual install as well, and that would not work correctly either. So something is missing or wrong with the minimal install.

I've found the solution to this. If you didn't install the "NPC Armor" mod (which I wouldn't), then to see the fruit flies in EPA and be able to use the Env. Armour on yourself you need to edit the file "critters.lst" in the "data\Art\critters" directory. Open it with a text editor and remove the lines "MABEHE" and "MAPACI". I don't think there is any need for them in this file, if you still wan't to keep them, just move them to the bottom of the file, so that "mawasp,105,1" and "haenro,11,1" will be on top of them. That's all.
Nice find.
If they are what I think they are, they have no place in Fallout 2 and should be removed.
Code:
Fallout Tactics:
MAPACI - Pacification Bot
MABEHE - Behemoth Robot
My guess is they got there by mistake with the fruit fly and env. armor. If you go with the NPC armor mod you use a different critters list file without those in it.

cheers
 
More Slaver Camp Issues

Hello again. I have more issues with the Slaver Camp, but this time it's not game-crashing or even game-breaking so while it's not that big of a deal, I'd figure I'd mention it in case others have had the same problem (I tried searching around for related posts, came up dry).

So, here's the deal. I initially rescued Sulik's sister quietly and snuck off to the Primitive Tribe. I have done their quests, went on to get the car, do VC and Gecko quests, a bit of New Reno. When I hit NCR I joined up with the Rangers and after wiping out the local slavers I decided to use Ranger assistance to assault the Slaver Camp (not that I really needed it at that point, just thought it might be cool). So we warp up to the Slaver Camp, and wipe out all the guards (so I thought) and the dog. I release the slaves in the lower, outdoor pen. But the Rangers won't say anything at all to me, not even above their heads (which I now realize is what is supposed to happed). So I go up to the slave shack and Sulik's sister is in there. I can't open the door and all she says is the line above her head that appears once you get her to the Primitive Tribe ("Thanks so much for saving me" or words to that effect). I notice then I never killed the sledgehammer guard who walks around the compound. Ran all over looking for him, no dice. So I went back to NCR but the Rangers there just told me to hurry and kill the slavers. Went BACK to the Slaver Camp and Sulik's sister is now gone and the sledgehammer guard outside the shack, I kill him and all is well, quest over.

So, just wanted to see if this has happened to anyone else, again, it's not game-breaking, but it was confusing (this is my first runthrough of the RP).
 
elevator problem in foyer at enclave

I have a very annoying problem with the elevator in the south of foyer.

Regardless of whether I go to the oil rig via the ship or the vertibird, once I get there and try to use the elevator, in both cases it gives me two choices

1. go to the foyer (where I already am so nothing happens)...

2. go to the vertibird deck

I can't go to lower levels....
 
Re: elevator problem in foyer at enclave

alexs said:
I have a very annoying problem with the elevator in the south of foyer.

Regardless of whether I go to the oil rig via the ship or the vertibird, once I get there and try to use the elevator, in both cases it gives me two choices

1. go to the foyer (where I already am so nothing happens)...

2. go to the vertibird deck

I can't go to lower levels....

If I'm correct, there should be a staircase that you are supposed to use for that. The elevator is there only so you can access the vertibird.
 
Sorry to be stupid this morning, and if it's off-topic, but I cannot find anything about the car 'grav-plates' in the RP and 1.02 patch read me files. According to Per's Guide:
If you have already won the game when you buy your car back, talk to T-Ray again after getting the trunk upgrade and he'll offer you free "grav-plates" which will make the car zoom around the map and reduce fuel consumption to next to nothing. Because of T-Ray's dialogue bug you can't leave the map with the car until you've finished the game if you want the grav-plates, or he'll just stare at you stupidly when you come to visit him. (Contrary to popular lore, however, you can have it stolen before then, and even buy it back - as long as you leave it in the chop shop!) A carless game is no fun, so if you're going for the plates it simply means you must never leave your car unattended on Virgin Street. One way to go about this is to talk to Jules when you get to New Reno the first time to get Golgotha on the world map, leave the car there, return to New Reno on foot and walk to 2nd Street. Now return for the car, and for the rest of the game you can park it on any of the other New Reno maps. (A quicker, if not 100% legit way of accomplishing this is to hit 2 through 4 on the New Reno town map instead of making the round trip.) Unless you really want to see the effects of the grav-plates, I'd say a better car during the game is much preferable to an even better car after the game.
This was all I found, in Unofficial Fo2 patch thread
Lazarus Plus said:
Haven't been able to find this information by reading the readmes and looking around, so if anyone knows, I would be grateful. Is the grav plate thing fixed now? Can I go to T-Ray, get my car back and still get the upgrade after the game? Thanks.
Killap replied it was fixed, but does that mean the grav-plate upgrade is still only available after finishing the game?
 
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