Fallout 2 Restoration Project 2.1.2b (Unofficial Expansion)

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killap said:
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.

I appreciate the opportunity but no thanks. Probably I wouldn't meet the time frame.

If I remember well, last RP version I used was 1.2 or 1.4. 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?
 
Grand Cherokee said:
If I remember well, last RP version I used was 1.2 or 1.4.
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:
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?
Too many map changes since then to make use in the RP. Thanks though.

pablo said:
I thought you were enjoying the flattery.
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.
 
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.
Your RP-update delays are getting old, several years old. :P

Anyway, to show you the appreciation for your hard work from all of us, here is another lovely bear image. :)
 
Thanks killap and Pixote. Unfortunately still a bit ill and bored to death. :(

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 admit that I rushed looking at it, was more interested in what broke it than why.
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.
 
Darek said:
Thanks killap and Pixote. Unfortunately still a bit ill and bored to death. :(

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 admit that I rushed looking at it, was more interested in what broke it than why.
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.

(Temporarily surfaces from the depths...)

Hmm...can someone verify whether or not mines in other places (i.e. not at the raiders' tunnels) explode on disarm critical failure? If yes, we may be able to workaround the problem using killaP's suggestion. Or else, someone can do some spelunking in the executable to see what's up. :P

(Sinks back into the depths again...)

-- The Haen.
 
You volunteering is that it? :P

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.
 
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.

Well, I can try to rebuild it. That wasn't hard to do. Only problem would be remembering F2Mapper stuff.

I would have to rebuild it anyway. I included more stuff in it, like Sergeant's weapon being concealed in his hands, not n inventory. I didn't think a tough guy like him would let you steal his gun so easily. Four robots, one of each type. And different weapons for the Commander and Quartermaster. Such things.

Well, is there any other new program that I can do this?

Could you send me the v2.2 or only the Navarro map to work on? Or do you prefer that I use the v2.1b, since I don't think so I would have time to beta test v2.2 too.

On a side note, I haven't found the fallout 2 cd yet. Can I work on the Navarro map without the game installed?

Thanks !
 
I have to say thanks for this Killap. I can actually play Fallout 2 without the bugs I used to encounter. Kudos man. You rock! The new content is superb too. Adding in partially done quests and plotlines is amazing. I enjoyed playing the new content, and looking for new random encounters. Thanks again though. I just needed to gush a little.
 
Darek said:
You volunteering is that it? :P

Heck no! :P My fianceé will kill me if I spend time in computer games right now instead of what she considers more important stuff -- I'm quite sure you know what I mean. ;)

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.

But if it's the same code being run when the player steps on it (note: I haven't personally checked out the script for myself), or when it is damaged by a nearby explosion, then maybe there's a flaw in how the used_on_skill event handler, um, handles stuff -- which in turn would be an engine issue.

Cheers,

-- The Haen.
 
is there or will there be spanish language option in your next mod version, and if not can you please make it so.Thanks
 
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.
 
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.

I volunteer, but it might take me a lot of time, I'm lazy and busy but spend a lot of time in the PC reading about Fallout, playing, etc. I was already thinking in volunteering but didn't to avoid rising hopes :p
Although the official Fallout had no spanish version, there is an unofficial translation which is updated to the unofficial patch.
I think we could start from there. Would you join me, jupiter?
Also, I know of at least two or three friends of mine who are gonna volunteer free beers for me if I make the translation :P
 
@ Smilodom
Not the initial release of 2.2 . It has been stated several times here that (hopefully ) language packs will be the only thing needed to be done after 2.2 ;)
 
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?
 
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