Fallout 2 Restoration Project 2.1.2b (Unofficial Expansion)

Discussion in 'Fallout General Modding' started by killap, Sep 18, 2010.

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  1. Makenshi

    Makenshi Ahoy, ye salty dogs!

    Jul 28, 2006
    no it doesn't... lockpick is easy and fast to use, while it takes a lot of melee/unarmed/big guns skills to blow doors (i never managed to blast a door with a shotgun or crowbar, like some say it's possible... only with dinamite and rocket launcher - pancor blast or crowbar blow says "that won't even scratch the door")
     
  2. Ryuzaki

    Ryuzaki First time out of the vault

    21
    Apr 24, 2011
    I noticed a wierd thing in vault city
    I found Connar's evil twin in Lydia's bar hidden in a corner, he dont speak me until i solved the vault village problem. Then he tells me im a traitor and he's so mad :D
     
  3. valcik

    valcik So Old I'm Losing Radiation Signs

    Dec 20, 2008
    Ryuzaki,
    now this is an opportunity to edit the bugreport section in wikia. The evil clone must be eliminated, obviously it's a bug.
    (If you have a saved game, upload it somewhere and place the link into wiki, I'm sure killap will appreciate it.)

    edit:
    Hm, it was already reported back in the 1.2 version too:
    http://www.nma-fallout.com/forum/viewtopic.php?p=518861#518861
    (This leads me to a suspicious question: did you have deleted all the previously installed files, before the RP2.1.2b install?)
     
  4. marano

    marano First time out of the vault

    2
    May 8, 2011
    The Den map all black

    I enter The Den and see my character lost on a black map, empty void.

    What can I do? Is it possible that my save file is corrupted forever?

    Save file here https://rapidshare.com/files/461451787/SLOT27.zip

    Thanks in advance.
     
  5. Darek

    Darek is currently unavailable

    Jan 7, 2008
    Marano, it's not the save that is the problem, but your game itself.
    If I remember correctly it's one of two things.

    1. Missing proto files from your ...data/proto folders. They have to be set to read-only otherwise they get erased when you start the game. Reinstall everything and then make SURE they are set to read only. Even if they say the are, uncheck them and set them to read only again.

    2. You installed a newer version of the highres patch on top of the one included in the RP. (The RP needs custom settings in the HI res patch for it to work correctly.)

    Oh, and keep your save, like I said it's nothing wrong with it.
     
  6. marano

    marano First time out of the vault

    2
    May 8, 2011
    It worked!

    Thanks Derek!

    I reinstalled the game and it worked :D
    I didn't install another resolution patch on top of the restoration project, and I don't know if the problem was the read only files since I'm using wine on linux.

    Another problem that I have is the game becoming slower after a few minutes of gameplay. It's worse when I play in full screen with hi resolution. I already tried using an older wine version but the problem persists. Also I've added the wine configuration for ddraw to native/builtin.
     
  7. Darek

    Darek is currently unavailable

    Jan 7, 2008
    Sorry, don't know nothin bout linux.

    Anyway, killap, here's something about Kaga:

    It's always bugged me that Kaga doesn't flee properly. He just goes away like 10 hexes and then stands there and wait for you to shoot him down. Since he uses obj_on_screen to check when to disappear 10 is too little on default screen res, and with the high res patch it's a joke.

    I suggest a change in his AI.
    Change his max_dist=10 to 30 or higher (that means that if you are closer than 30 hexes to him he will run away).
    It's maybe better to make a new AI for Kagas final encounter with max_dist=10, so unarmed players don't get in trouble (though I'm not sure if this is necessary).

    In combat_p_proc procedure you have this code for disappearing:
    Code:
    	if (not(obj_on_screen(self_obj))) then begin
    		set_global_var(399, global_var(399) bwor 64);
    		destroy_object(self_obj);
    	end
    
    That part needs a 'if critter_is_fleeing' check or you risk a rather nasty endless loop bug (it had one originally).

    Kagas disappearing act in critter_p_proc procedure is a bit wonky but I'm not sure what can be done.
    Problem is that he tries to move straight away from you and don't consider if the path is blocked or not, and if he can't move he don't do anything (change direction or disappear).
    This works a lot better in my opinion (though not perfect). Basically he will disappear when off the screen or when 30 hexes away (for those with higher resolutions). First he will try to run away straight from you like it was before (I set it to 30 hexes, or that's what I think it means, but I'm not sure it's working properly), but only if he's 15 hexes away from you. If not (in case he's stuck or you are too close/chasing him) he will change direction and then hopefully run off the map. The 'rotation code' I added seems to work much better than the 'run from dude code' but has the obvious drawback that Kaga might run towards the player before going away.
    Anyway, this is just an idea for improvements. You can have a look and see if you think it's useful and maybe play around with the values or something.
    Code:
    procedure critter_p_proc
    begin
    	if (get_critter_stat(self_obj, 35) < get_critter_stat(self_obj, 7)) then begin
    		if (not(local_var(7))) then begin
    			set_local_var(7, 1);
    		end
    		if ((not(obj_on_screen(self_obj))) or (tile_distance_objs(dude_obj, self_obj) > 30)) then begin
    			set_global_var(399, global_var(399) bwor 64);
    			destroy_object(self_obj);
    		end
    		else begin
    			if (tile_distance_objs(dude_obj, self_obj) < 15) then begin
    				if (anim_busy(self_obj) == 0) then begin
    					global_temp := rotation_to_tile(tile_num(dude_obj), tile_num(self_obj));
    			 		animate_move_obj_to_tile(self_obj, tile_num_in_direction(tile_num(self_obj), global_temp, random(30, 40)), 1);
    					global_temp := (global_temp + 1) % 6;
    					while((anim_busy(self_obj) == 0) and (global_temp != rotation_to_tile(tile_num(dude_obj), tile_num(self_obj)))) do begin
    						debug_msg("flee loop: rot == " + global_temp);
    						animate_move_obj_to_tile(self_obj, tile_num_in_direction(tile_num(self_obj), global_temp, random(30, 40)), 1);
    						global_temp := (global_temp + 1) % 6;
    					end
    				end
    			end
    			else begin
    				if (not(anim_busy(self_obj))) then begin
    					animate_move_obj_to_tile(self_obj, tile_num_in_direction(tile_num(self_obj), rotation_to_tile(tile_num(dude_obj), tile_num(self_obj)), 30), 1);
    				end
    			end
    		end
    	end
    	else begin
    		if (not(combat_is_initialized) and (local_var(5) == 2) and obj_can_see_obj(self_obj, dude_obj)) then begin
    			attack_complex(dude_obj, 0, 1, 0, 0, 30000, 0, 0);
    		end
    	end
    end
     
  8. Dravean

    Dravean Where'd That 6th Toe Come From?

    477
    Mar 6, 2005
    I fucking hate that about Kaga, and I love you, Darek, for trying to fix it. Thanks. You're on a roll, man.
     
  9. .Pixote.

    .Pixote. Carbon Dated and Proud
    Modder

    Sep 14, 2009
    Just a little report on the map changes for RP 2.2. They have been finished - including the 2 new Brotherhood mini bases (The Den, NCR). The obvious bugs have been addressed, but most changes are very subtle (just tweaking)...but the exit grids have been fine tuned so the PC will face the direction they are running when they enter a map (this didn't always happen in the original maps). EX: In the Den when you run from one map to the other the PC faced backwards when the map loaded. I hated that shit...



    I will test play the game and then pass the finished maps onto Killap.

    Something I wanted to ask people - is it OK for the PC to exit the Temple cave in front of the cave entrance, instead of in front of the Elders tent.

     
  10. Lexx

    Lexx Background Radiant
    Moderator Modder

    Apr 24, 2005
    Sure it's ok, but it would require a message log text like "You have completed the temple of trials and should visit the elder now." Else new players will not know what the fuck to do.
     
  11. killap

    killap Bear Dude Moderator Modder

    May 16, 2005
    As always, thanks for your help Darek (and to everyone else too).

    Darek, if you could post all your fixes/suggestions to the wiki, that would be awesome. I believe you had sent me a pm with some stuff too, so I want to make sure I don't miss anything.

    Pixote, great work as usual. I'm not sure I like the idea of changing the location of the player when he/she exists the Temple though. While it might seem more logical, the original devs had their reasons.
     
  12. .Pixote.

    .Pixote. Carbon Dated and Proud
    Modder

    Sep 14, 2009
    They were spoon feeding the players...the game is built on exploration, if a new player can't explore the first location, then maybe this isn't the game for them. :wink:
     
  13. valcik

    valcik So Old I'm Losing Radiation Signs

    Dec 20, 2008
    Suggestions from Darek were added to wiki. (Titled as Kaga Encounter.)
     
  14. SHADOW-XIII

    SHADOW-XIII First time out of the vault

    98
    Nov 19, 2007
    I see you removed windows glass @ Becky's ? (&fireplace?)

    as for Cave, yes it's better to get out near cave
     
  15. smilodom

    smilodom Look, Ma! Two Heads!

    344
    Apr 17, 2008
    @Pixote
    I second this
    For me it seems even more logical this way whatever the defs had in mind.
    But it requires the log text file like Lexx already suggested
     
  16. NovaRain

    NovaRain Casual Modder Modder

    Mar 10, 2007
    Wouldn't it make players easily run into those spore plants when they completed the temple of trials?
     
  17. smilodom

    smilodom Look, Ma! Two Heads!

    344
    Apr 17, 2008
    Yes maybe.. :mrgreen:
     
  18. tiagop

    tiagop First time out of the vault

    82
    May 24, 2006
    It's more logical for the PC to exit the temple cave at its entrance, but for new players it's better to be placed at the front of the Elder's tent, I think it would be a good idea to add the message and put on Cameron's dialogue "Where can I find the Elder?" (this is only to be newbie friendly).. So I vote yes ! :D

    Great job with the artwork/map editing as always Pixote :clap:
     
  19. The Regular One

    The Regular One First time out of the vault

    56
    Mar 25, 2009
    You could make the starting point difficulty dependent if thats possible.
     
  20. .Pixote.

    .Pixote. Carbon Dated and Proud
    Modder

    Sep 14, 2009

    The plants would be a pain if you're low on health, or have never played the game before (but people playing the game for the first time shouldn't play the RP, but the original first IMO), for those of us that have played the game multiple times it makes sense to exit the cave at the correct location...but I will let Killap decide on this one. :mrgreen:

    On another issue - are people interested in having a new Lenny critter. This guy is based on the original Ghoul critter, but this version looks more like a crispy burned Ghoul, not the typical greenish Ghoul. He wont be able to run around like the current Lenny critter, but will stumble across the maps (which means he is slower to travel). This is a unique Ghoul critter only for Lenny, he wont be found anywhere else in the game. He has a slight radioactive glow about him, and can use the rifle animation, instead of the submachine gun animation, which means he can't use the 223 pistol but all of the rifle weapons instead.

    I personally like this version of Lenny but he does have a tendency to burst you in the back of the head, like Ian from Fallout 1. :roll:

     
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