killap said: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.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?
I thought you were enjoying the flattery.killap said:Stop with the image spamming, Pablo.
You haven't played the 2.x series? You're going to be quote pleased then when you replay with 2.2.Grand Cherokee said:If I remember well, last RP version I used was 1.2 or 1.4.
Too many map changes since then to make use in the RP. Thanks though.Grand Cherokee said:Some years ago when I liked to mess with F2Mapper and that item editor program, I altered Navarro Base to have a shower room, as well a private shower for the Commander. Heck, only shower in the base is the one in Sergeant's room.
Do you have interest in me sending it to you?
There's flattery and then there's posting really big non-RP related images all over this thread. It was amusing at first, but it's getting a bit old. Try to keep it to a minimum and don't embed them in the post.pablo said:I thought you were enjoying the flattery.
Your RP-update delays are getting old, several years old.killap said:There's flattery and then there's posting really big non-RP related images all over this thread. It was amusing at first, but it's getting a bit old. Try to keep it to a minimum and don't embed them in the post.
I admit that I rushed looking at it, was more interested in what broke it than why.killap said: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?
Darek said:Thanks killap and Pixote. Unfortunately still a bit ill and bored to death.
I admit that I rushed looking at it, was more interested in what broke it than why.killap said: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 just tried to call damage_p_proc directly when using skill on a mine (no crit check), but that didn't work any better (even though we know that works fine on it's own). It seems to me as if the code won't work when the mine is being interacted with (use skill on, look at, description etc.)
Oh, by the way, you can't shoot at mines (can't target them), they do take splash damage though.
Grand Cherokee said:Some years ago when I liked to mess with F2Mapper and that item editor program, I altered Navarro Base to have a shower room, as well a private shower for the Commander. Heck, only shower in the base is the one in Sergeant's room.
Do you have interest in me sending it to you?
killap said:Too many map changes since then to make use in the RP. Thanks though.
Darek said:You volunteering is that it?
Darek said:None of them work as far as I've seen. I've checked temple of trials, Redding, SAD surface and level 2 as well.
The thing is, I'm not so sure there is anything wrong with the engine here. I mean it's not really about crit failures or not, that's just a condition. It's more that the code is wrong for the circumstance it's being used in. Looks like it's removing the trap plate object before the engine is done with it.
jupiter said:is there or will there be spanish language option in your next mod version, and if not can you please make it so.Thanks
.Pixote. said:People who want other languages other than English might need to step up and volunteer their time - I'm sure Killap can pass you the new dialogue files, but the rest will be up to you.
Other than English what other languages was F2 original released with? If Spanish missed out then your in a world of pain, there will be about 800 text files to amend.
smilodom said:I thought that the new RP will be also available in french and german.
laijka said:Might be a stupid question but I'm new at the whole Fallout mods thing.
If I start a game using 2.1.2b will I have to start over when 2.2 comes?