Fallout 2 Restoration Project 1.2 (Unofficial FO2 Expansion)

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TwinkieGorilla's save game crashes in the same manner (freeze when leaving map with the loading globe not moving) as Golan2072's save game. Preliminary testing shows that removing all the RP scripts and/or running the game without sfall still results in a crash with both saves. This means that either something is wrong with the map (what the fook could it be) or the game suddenly became corrupted in San Fran...
 
Killap, thank you for all of your hard work on this! I've got a bug.
Another episode of the missing car.
This is a post-fix error. I parked my car at the NCR, went to the Slaver's Camp with the Rangers, triumphed, went to the Tribe with Sulik's Sister, walked out to the woodlands to find no car. Walked to the Slaver's Camp, no car. Walked to the NCR, no car.
I've reinstalled your June 11th car fix, but that's done nothing.
I may have to go the game without the car, which I can do. It will makes things take much, much longer, especially since I'm getting encounters with raiding parties of 12 marauders! Half with H&K Caws and PC90s. It's impossible.
What to do about the car?[/img]
 
killap said:
TwinkieGorilla's save game crashes in the same manner (freeze when leaving map with the loading globe not moving) as Golan2072's save game. Preliminary testing shows that removing all the RP scripts and/or running the game without sfall still results in a crash with both saves. This means that either something is wrong with the map (what the fook could it be) or the game suddenly became corrupted in San Fran...
Just to be sure, the saves you are testing are from before the SFCHINA.SAV got corrupted, otherwise it's pretty pointless...

I took a save from before talking to Juan and Vikki, and removed the brahmins from SFCHINA.SAV, after that I could no longer produce the crash. (tested 6 times, meh it's getting boring).

I then removed the brahmins from SFCHINA.MAP and loaded a save from before I've entered San Francisco, still unable to produce the crash.

I'm not saying for sure that the brahmins are the problem, but removing 6 random critters from that map (no brahmins), and I could still make the game crash.

It sounds crazy but please try it out.
 
Darek said:
I took a save from before talking to Juan and Vikki, and removed the brahmins from SFCHINA.SAV, after that I could no longer produce the crash. (tested 6 times, meh it's getting boring).
How do you edit a specific .sav file?

Darek said:
I then removed the brahmins from SFCHINA.MAP and loaded a save from before I've entered San Francisco, still unable to produce the crash.
Interesting. So, I had added scripts (the generic brahmin script) to these critters since they didn't have a script before. Perhaps a map can handle only so many scripts attached to it?

Darek said:
I'm not saying for sure that the brahmins are the problem, but removing 6 random critters from that map (no brahmins), and I could still make the game crash.
This kinda breaks my above theory unless something is wrong inside the generic brahmin script. That doesn't make sense though.
 
killap said:
Darek said:
I'm not saying for sure that the brahmins are the problem, but removing 6 random critters from that map (no brahmins), and I could still make the game crash.
This kinda breaks my above theory unless something is wrong inside the generic brahmin script. That doesn't make sense though.

Could the crashes be related somehow to brahmin's shitting code, which you enabled way back?
 
Skynet said:
Could the crashes be related somehow to brahmin's shitting code, which you enabled way back?
That is possible. But other areas (like Klamath) should also be affected. Unless it is related to the number of brahmin shitting at once. Each call to the poo code creates a new object on the map. Perhaps they are not getting removed and this is the too many items (objects) bug rearing its ugly head... San Fran is pretty heavy with items/objects on the map.

EDIT:
Actually, I just looked at the script again and each poo that is placed on the map from the brahmin has a script attached (I forgot the designers had done this). This way you can actually shovel away the poo. You don't gain anything from this though except for the removal of the poo. My theory about too many scripts on a map might still hold some water but too many objects sounds reasonable as well.

EDIT2:
Actually, the poo is removed when one re-enters the map. Hmmm....
 
killap said:
How do you edit a specific .sav file?
Rename it to *.gz and extract it, rename the output to *.map, use the mapper, then do the opposite of what you did earlier.
killap said:
Perhaps a map can handle only so many scripts attached to it?
That's what I was thinking too.

About the brahmins, I removed critters in groups, and every time the cows were gone, it would not crash. Still it may just be the almighty God of randomness that is playing tricks on me.
Also it's not the sole reason for the crash, something else is needed, but what?

Have map corruptions been reported everywhere, or only in specific locations?
 
killap said:
Actually, the poo is removed when one re-enters the map. Hmmm....
...but the map is saved when you leave, no chance for removal. Hence the corruption.

It is the shit. I took a shovel and removed it and it didn't crash.
It explains why the time makes a difference, rest for 24 hours and the shit will have appeared.
 
Darek said:
killap said:
Actually, the poo is removed when one re-enters the map. Hmmm....
...but the map is saved when you leave, no chance for removal. Hence the corruption.

It is the shit. I took a shovel and removed it and it didn't crash.
It explains why the time makes a difference, rest for 24 hours and the shit will have appeared.
So the removal code should be done before leaving rather than when entering?
 
killap said:
So the removal code should be done before leaving rather than when entering?
Yes it has to be, since it's already too late once you've left.
Just try it and we'll see how it works out, I don't mind doing some testing.
 
Darek said:
killap said:
So the removal code should be done before leaving rather than when entering?
Yes it has to be, since it's already too late once you've left.
Just try it and we'll see how it works out, I don't mind doing some testing.
Okay, download this file
Just save it to your Fallout2/data/scripts directory.
 
Well my first test crashed, but I suspect that script wont take effect unless I enter San Francisco for the first time, right?

Edit: My second test (First time entering San Francisco) worked.
I'll try a few more times, but I believe it's working.

It would be nice if someone else could check it out as well though.
 
Darek said:
Well my first test crashed, but I suspect that script wont take effect unless I enter San Francisco for the first time, right?

Edit: My second test (First time entering San Francisco) worked.
I'll try a few more times, but I believe it's working.

It would be nice if someone else could check it out as well though.
E-mail me the saves you are working with and I will test them as well.

EDIT:
Script should take effect as soon as you load the game.
 
killap said:
E-mail me the saves you are working with and I will test them as well.
Done.


killap said:
Script should take effect as soon as you load the game.
Not so sure about that. That would mean the script ain't working.
But it seems to work from a fresh San fran experience. Too early too say.
 
:clap: bahahahaha....i can't believe this might be over brahmin shit!

anyway, i just went back to a savegame from a minute earlier and entered the BOS alone, instead of with the two companions on that save i gave you killap, and i was able to exit without a problem.

hope this info is helpful in some way.
 
Just installed Fo1/2 again, after a quick run through 1; I'll see if I can find any problems with both of your patches on 2.

Oh, is the "too many items" bug that blacks out your skill button fixed yet? Or is it still unfixable?
 
Phil the Nuka-Cola Dude said:
bug that blacks out your skill button fixed yet? Or is it still unfixable?
The bug that causes the skilldex to turn black has been fixed. The "too many items bug" (which doesn't seem to be related to the skilldex bug) has not been fixed. As you progress through the game, be mindful of how many items you have on one map at any one time. If you like to hoard, I suggest spreading your wares across the wastes.

@TwinkieGorilla
Hmmm...the fact that not bringing your NPCs prevented a crash makes too many items/objects on the San Fran map as a cause for the crash even more plausible.
 
Is it possible to get a guesstimate on the amount of items (I'm assuming it is a certain amount of item types, i.e 90000 pistol rounds wouldn't cause it) which causes the bug?

Also: Do special encounters reset their containers? If not, I suppose they will be where I keep my hoards.



Keep up the amazing work. :clap:
 
I suspect that every updates which You made in past are included in installer, right??

And my secound question, probably you will have no clue about it but still worth to ask.
Is there translating pack to polish language for RP 1.2??
I just found one for 1.1, will it work on 1.2?? :x
 
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