Fallout 2 Restoration Project 1.2 (Unofficial FO2 Expansion)

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Hi!
I'm new to this Restoration Project (and Fallout 2, just finished the original Fallout), and would like to know if Fallout 2 uses a timelimit? I've heard reports of 13 years, but if I install this "patch", is the timelimit removed or changed?
Also, should I wait for 1.3 before I start a game?

I'm sorry if I should've read all 79 pages and found my answer there, but I'm in a hurry before going to work.
Best of regards to you all :)
 
If you don't mind waiting a month or two, then I'd say your best bet would be to wait for 1.3. It'll be adding some pretty sweet things and fixing a lot of issues with 1.2. Killap has said to expect it before the end of the year.

However, if you decide you can't wait and start playing 1.2, and then later upgrade to 1.3, your saves won't be compatible. You'll have to start over.
 
Jakkal said:
Hi!
I'm new to this Restoration Project (and Fallout 2, just finished the original Fallout), and would like to know if Fallout 2 uses a timelimit? I've heard reports of 13 years, but if I install this "patch", is the timelimit removed or changed?
Also, should I wait for 1.3 before I start a game?

I'm sorry if I should've read all 79 pages and found my answer there, but I'm in a hurry before going to work.
Best of regards to you all :)

There is a 13 year old time limit (Which should be more than enough to finish the game) but I don't whether this patch disables it or not, or whether playing an extended game (i.e. continue playing after finishing the main quest) allows you to play indefinitely.

As for v1.3, I'd say wait for it. If you start now and then download the update, any savegames (even from previous versions of the restoration pack) will not work. It's just around the corner anyway.
 
nowise said:
Does anyone know if this mod will work with the Fallout 2 version they are selling on GOG.COM?

Well, I can't think of any reason why it wouldn't.

I think it's pretty safe to say that it will work.
 
Wintershade said:
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.
I didn't say you were lying, I was just referring to the fact that you said NO ONE is disappointed. :) I am, but I hope I made it clear that I'm by no means disappointed in or upset with killap. I'm just a bit disappointed I wasn't able to play it last weekend.

As for free time, if you think you have little of it now, wait until you hit real life. I thought college was time consuming (and it was), but now I wish I had the free time I had while enrolled in a rigorous engineering program.
 
Wintershade said:
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.

...

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.

If you do not have ddraw.dll set to "Native" then you aren't using sfall. It's as simple as that. Almost all of sfall is in that file. I have an ATI card.



Wintershade said:
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.
Given that my results are "it works", and "it" is current from the repository, I need not excuse anything, unless there's a glaring security issue that it introduces.

Wintershade said:
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! :)

Perhaps not, but there is if you want to use sfall, which what I stressed earlier. sfall is included as a component of the full RP 1.2, so to fully install it, you do need to use a "native" library: ddraw.dll.
 
El_Castro said:
If you do not have ddraw.dll set to "Native" then you aren't using sfall. It's as simple as that. Almost all of sfall is in that file. I have an ATI card.
Ok, so this means I'm not using sfall? I mean, I installed the Windows 98 version of RP and I don't even have the ddraw.dll in my Fallout2 directory.


El_Castro said:
Given that my results are "it works", and "it" is current from the repository, I need not excuse anything, unless there's a glaring security issue that it introduces.
You are probably using Ubuntu pre-8.10 or another stable Debian derivative (or just the stable Debian). No, there are no security issues that should be fixed in the newer versions, I'm just saying that this version is quite old (my current version is 1.1.7, and there are at least two versions that are newer than this one - they're called wine-git and wine-hacks, and many people use them as well), and the current state of WINE has much changed.

El_Castro said:
Perhaps not, but there is if you want to use sfall, which what I stressed earlier. sfall is included as a component of the full RP 1.2, so to fully install it, you do need to use a "native" library: ddraw.dll.
OK, so as I mentioned before, I'm not using the "native" ddraw.dll, and I don't even have it. What exactly am I missing?
 
Wintershade said:
El_Castro said:
If you do not have ddraw.dll set to "Native" then you aren't using sfall. It's as simple as that. Almost all of sfall is in that file. I have an ATI card.
Ok, so this means I'm not using sfall? I mean, I installed the Windows 98 version of RP and I don't even have the ddraw.dll in my Fallout2 directory.
nah, the windows 9x version is named sfall.dll and the exe is hex edited to match. The path search order is different on win 9x to what it is on xp, so the spoofing trick doesn't work. If you're not getting the cities limit error, and the version number on the title screen mentions the RP, then sfall is working properly.

If it works for you, not much point in changing stuff around now.

Wintershade said:
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 Very Happy
I also maintain that while using any real native version of ddraw from windows is definitely not a good idea, setting it to native in wine mearly to force it to load sfall's ddraw.dll (which will behave in exactly the same way as the sfall.dll that you're currently using; loading the built in dll, which will work as normal) is fine. It's only to switch the path search order of wine around to match windows xp, you're not going to magically end up using a real native version of the dll. :P

I've never actually made a list of all the win xp only features... I only mentioned movies because it's the most recent. I doubt there's anything you'll miss though. upscaling filters/resolution changes, (res patch can take care of that) windowed mode, (wine can handle that), shaders, eax, etc.
 
Timeslip said:
nah, the windows 9x version is named sfall.dll and the exe is hex edited to match. The path search order is different on win 9x to what it is on xp, so the spoofing trick doesn't work. If you're not getting the cities limit error, and the version number on the title screen mentions the RP, then sfall is working properly.

If it works for you, not much point in changing stuff around now.
And it works. So, as you said, no point in changing stuff.

Timeslip said:
I also maintain that while using any real native version of ddraw from windows is definitely not a good idea, setting it to native in wine mearly to force it to load sfall's ddraw.dll (which will behave in exactly the same way as the sfall.dll that you're currently using; loading the built in dll, which will work as normal) is fine. It's only to switch the path search order of wine around to match windows xp, you're not going to magically end up using a real native version of the dll. :P
I know that. But then again, there's no magic in getting the native Windows ddraw.dll, you just install the DirectX in WINE and there it is.

Timeslip said:
I've never actually made a list of all the win xp only features... I only mentioned movies because it's the most recent. I doubt there's anything you'll miss though. upscaling filters/resolution changes, (res patch can take care of that) windowed mode, (wine can handle that), shaders, eax, etc.
...pixel shading textures, redesigned world to compete with the modern high-definition widescreen games, perspective changing like in WoW or KotOR, 7.1 audio, force feedback touchpad and IBM clit support... :P :D :D :D :P
 
lystrodom said:
I can answer most positively that it does work.

How did you managed to get this mod work with Fallout 2 from gog.com? First I installed Fallout 2 (setup_fallout_2.exe), that exe is from gog.com. After that I installed F2_Restoration_Project_1.2.exe. I try to launch the game and get this error: Fallout appears to be running in compatibility mode

I don't know how to change that, sorry if this is a stupid question.
 
gogfallout said:
How did you managed to get this mod work with Fallout 2 from gog.com? First I installed Fallout 2 (setup_fallout_2.exe), that exe is from gog.com. After that I installed F2_Restoration_Project_1.2.exe. I try to launch the game and get this error: Fallout appears to be running in compatibility mode

I don't know how to change that, sorry if this is a stupid question.
Right click on the shortcut for Fallout 2 on your desktop (or wherever it is) and click properties. Then go to compatibility tab and uncheck all options. Strange, but when I installed lately F2 again on my computer I had this checked, but never changed it myself before ;) Hope this will help you :)
 
RakuPL said:
gogfallout said:
How did you managed to get this mod work with Fallout 2 from gog.com? First I installed Fallout 2 (setup_fallout_2.exe), that exe is from gog.com. After that I installed F2_Restoration_Project_1.2.exe. I try to launch the game and get this error: Fallout appears to be running in compatibility mode

I don't know how to change that, sorry if this is a stupid question.
Right click on the shortcut for Fallout 2 on your desktop (or wherever it is) and click properties. Then go to compatibility tab and uncheck all options. Strange, but when I installed lately F2 again on my computer I had this checked, but never changed it myself before ;) Hope this will help you :)

There was no tab selected. I even checked everything, saved and unchecked all, but still get error :(
 
Who rustled the Brahmin.

When I tell the innkeeper that the Dunton brothers were guilty,
showing her the fake scorpion pincers, she just asks for more proof..
where do I get this 'proof"? I'm using version RP 1.2..
 
Re: Who rustled the Brahmin.

Hathrael said:
When I tell the innkeeper that the Dunton brothers were guilty,
showing her the fake scorpion pincers, she just asks for more proof..
where do I get this 'proof"? I'm using version RP 1.2..

Go to the Dunton's house brahmin pen and use the binoculars on of the brahmins.
 
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