Fallout 2 Restoration Project 2.1.2b (Unofficial Expansion)

Status
Not open for further replies.
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")
 
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
 
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?)
 
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 You installed a newer version of the highres patch on top of the one included in the RP.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.
 
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.
 
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
 
I fucking hate that about Kaga, and I love you, Darek, for trying to fix it. Thanks. You're on a roll, man.
 
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...

021scr00000.gif


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.

022scr00001.gif
 
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.
 
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.
 
killap said:
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.

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:
 
.Pixote. said:
killap said:
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.

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:

@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
 
Wouldn't it make players easily run into those spore plants when they completed the temple of trials?
 
.Pixote. said:
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.

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:
 
tiagop said:
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)..


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:

023scr00001.gif
 
Status
Not open for further replies.
Back
Top