Fallout 2 Restoration Project 2.1.2b (Unofficial Expansion)

Status
Not open for further replies.
Cant Install

when i try the installer version(not the manual) I get all the way up to the part where I have to choose where Fallout2.exe is and i pick C:\Program Files (x86)\Interplay\Fallout 2 it says that its not there. Help?
 
For testing random encounters, you could edit the encounter tables in worldmap.txt to contain just one entry. For example:
Code:
[Encounter Table 63]
lookup_name=Fran2_C
maps=City Encounter 1
enc_00=Chance:100%,Enc:(4-8) FRAN2_San_Fran_Caravan FIGHTING (3-6) EPA_Tough_Fire_Geckos
 
Happy New Year everybody! :D

.Pixote. said:
All the alterations to the maps were done to improve the atmosphere and fix bugs. Pipes, dirt, posters, whatever, these things are secondary to the game itself. The biggest change was to the lighting, towns now have enough lighting for the player to run around at night without having to skip to the daytime.

I guess I'm weird, but I really wish that it was much darker at night.

(Sorry for making such a belated reply but I am just getting caught up on this forum)
 
Re: Cant Install

Fragalaging said:
when i try the installer version(not the manual) I get all the way up to the part where I have to choose where Fallout2.exe is and i pick C:\Program Files (x86)\Interplay\Fallout 2 it says that its not there. Help?
You're running Vista/7, right? I believe the files you want are in a different location. Do a search for Fallout2.exe and point the installer to wherever that is.

@everyone
I made it through all the locations (not encounters, misc, etc) on the bug wiki. In this pass I was tackling scripting issues. Next up are the maps issues.

I'm hoping to get a beta out to testers in the coming weeks.
 
Re: Cant Install

killap said:
I'm hoping to get a beta out to testers in the coming weeks.
Great, so we can expect the finished release by New Year, 2013. :)
250px-Teddy_bear_27.jpg
 
Darek said:
OK, here's a bug from the Misc section. Raider traps don't explode on crit failure when disarming them.
I always thought it was an engine bug, but it's not, it's in the script
Well it looks like the reason for the problem is that the trap plate object is being removed and thus any code that follows this (ie the explosion, damage to the player, creating a tripped plate object) doesn't get run. I think it would make sense to keep that segment of code (no need to keep useless objects lying around), but have it be the last thing run.

EDIT: Hmmm, never mind. It's actually the spatial that is the main script here. Once you detect the trap, an object is created with the same script attached. So what I said above doesn't matter here. However, I'm confused how that code is a problem with critical failures. The code there is essentially the same for running over or shooting at the mine. Why don't we see the problem then?
 
I am running the game on Wine. It worked fine as regular game with Hi Res patch, but when I reinstalled it as 1.0, and then applied Restoration Patch, I got the infamous "wmareainit: error loading cities" error after loading screen.

So I patched the exe with F49+, which supposed to fix it, and it did, but now I don't think I am running Restoration Mod any more, because there is no sign of it whatsoever (meny says 1.02) and I can't find any info rock behind Klint.
 
Killap - good to see you went throught caravan n misc bugs, i was curious, i saw a lot of engine issues there, does timeslip check to place to see if something could be done about them? or does he told you if they are unfixable?
 
Felipefpl said:
does timeslip check to place to see if something could be done about them? or does *he* told you if they are unfixable?

Just in case you haven't heard - Timeslip is a lady. 8-)
 
Felipefpl said:
Killap - good to see you went throught caravan n misc bugs, i was curious, i saw a lot of engine issues there, does timeslip check to place to see if something could be done about them? or does he told you if they are unfixable?
Timeslip may check that page but I doubt she'd be able to do anything about it. Many of them would probably require significant changes to the engine, way out of the scope of sfall.

You all have to understand that a 100% bug free experience isn't going to happen with Fallout 2. It'll be close and way more so than playing with the vanilla, but never truly there. I'll get it as close as I can though.
 
killap said:
You all have to understand that a 100% bug free experience isn't going to happen with Fallout 2. It'll be close and way more so than playing with the vanilla, but never truly there. I'll get it as close as I can though.
How about you just rewrite the whole mod? That would make the scripts completely bug free.

Don't worry, I can wait forever. Squashing bugs is important.
12830-777bf0-530-364.jpg
 
lockheed said:
I am running the game on Wine. It worked fine as regular game with Hi Res patch, but when I reinstalled it as 1.0, and then applied Restoration Patch, I got the infamous "wmareainit: error loading cities" error after loading screen.

So I patched the exe with F49+, which supposed to fix it, and it did, but now I don't think I am running Restoration Mod any more, because there is no sign of it whatsoever (meny says 1.02) and I can't find any info rock behind Klint.
It would be nice to get any reaction to my question. Especially since searching the forum with google does not produce any working solution.
 
pablo said:
How about you just rewrite the whole mod?
:rofl: Seriously, it's taken Killap, literally, years to get it this far. He has a life and a day job too. I also get the impression he's experiencing modding burnout. He continues with the bug squashing because of sheer dedication. He's made it clear that the next one is likely going to be the final release. The only major thing left after that will be multilingual support. The RP is English only for now.

Besides, having a few bugs in the old Fallout games have become part of their charm!
 
@ killap

I'm pretty sick with high fever and my brain is just mush atm.
I pretty much never get ill so I had forgot how much it sucks. :(

Will get back to you with comments later.
 
Get well soon Darek, the RP needs your talent at finding solutions to some of the more unusual bugs.
 
@pablo
Ah, code rewrites. That brings up memories from one of the projects I've worked on for my job. Yeah, ain't gonna happen. And I was referring to the actual Fallout 2 engine. Fallout 2 can never be bug free because of it. Now I'm not saying the work I've done is 100% bug free, but I'll try and make it be.

I'm also a bit disturbed at the number of bear pictures you have found. I still chuckle though.

@lockheed
Did you check out the WINE section of the RP technical wiki?

@Darek
Feel better! No rush on my comments.
 
killap said:
@pablo
Ah, code rewrites. That brings up memories from one of the projects I've worked on for my job. Yeah, ain't gonna happen.
Then what are we going to be waiting for after 2015? :)
nicehooters.JPG
 
2015?

You forgot life on Earth ends this year? Not on 2077 :o

Still... :)

I'd to say that Killap's work is fantastic, everyday this man makes this game even better than it already is, an almost perfect game. :clap:

Hey Killap, since you're putting it at beta stage, do you plan to release this new and last version in the next months?

Thanks !
 
Grand Cherokee said:
Hey Killap, since you're putting it at beta stage, do you plan to release this new and last version in the next months?
Yup, that's the plan. Beta out to testers soon. If you want to help test, shoot me a pm and I'll add you to the list. You must be willing to report detailed issues and have the time to complete a playthrough in a reasonable time frame.
 
Status
Not open for further replies.
Back
Top