Fallout 2 Restoration Project 2.1 (Unofficial FO2 Expansion)

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Re: Running into a wierd instance

Rextor said:
Is that a celeron 900 or a celeron @ 900 Mhz?

Also, you do have graphics mode set to 0 in ddraw.ini?

Those specs aren't that bad, though I don't know what computations are occurring with the appearance mod. You can always disable it in ddraw.ini if you so desire.
 
@Glovz

My last two games both had "DamageFormula" set to 0. I've seen it effect melee weapons and guns so far.

I did have "OverrideCriticalTable" set to 2 in ddraw.ini and I think that was a default setting.
 
Re: Running into a wierd instance

Timeslip said:
mtwitte said:
Any idea why this might be happening? and how i might fix it?
What's the value of your 'DamageFormula' line in ddraw.ini? If it's not 0, does changing it to 0 fix it?

Thanks all is well now
 
Lord Danath said:
I already posted about this problem before.

The 0 damage criticals hits happen when using the default damage formula.

I only tested it with Unarmed and Melee Weapons but I'm guessing the problem happens with guns as well.

Basically the problem is that every critical ALWAYS do 0 damage both to you and to your enemies.

For reference I didn't choose the YAAM option on the installer.

I did choose in installer the YAAM, and my ini says DamageFormula=5 (ie YAAM) - this setting works for me perfectly.

Maybe even if you do not chose in the installer the YAAM, the ini will be DamageFormula=5 (or 1, Glovz) and do crap like 0 criticals.
 
Whateverson said:
I have the "critically hit for 0 damage" bug..every critical does 0 damage.
I have a clean install of Fallout and i have included everything in the RP installer
And you are running 2.1.1, yes? Did you modify any of the ammo mod settings in the ddraw.ini?

I'm running 2.1.1, and i didn't modify anything
Sulik had once a critical that did dmg but almost all criticals do 0 dmg
 
Hmmm...

I don't have the game installed right now, so could someone test what occurs with these settings in the ddraw.ini:

Test Case A:
DamageFormula=0
OverrideCriticalTable=2
RemoveCriticalTimelimits=0

Test Case B:
DamageFormula=0
OverrideCriticalTable=2
RemoveCriticalTimelimits=1
 
35a5gjm.jpg


Something's not right here. :shock:

I did the trade quest for the warrior dude at Primitive Tribe and as a reward I got two REALLY HEAVY fridges.
 
Reconite said:
35a5gjm.jpg


Something's not right here. :shock:

I did the trade quest for the warrior dude at Primitive Tribe and as a reward I got two REALLY HEAVY fridges.

Would keep 'em. In Fallout they might be worth a fortune. Ever seen Indiana Jones and the Kingdom of the Crystal Skull?
 
My Bug Report on the Wiki Fallout 2 Restoration Project

Well, I did post the Misc Bug Report for the Critical Hit New Game, as well as a Character File, that should expose the bug, very nicely..


Has anybody tested it, using the character file yet? The bug should be obvious with that used, so long as there is no reloading of save files, and after hitting the world map for the first time.

I think it might just be a Critical Hit Table Fixed bug.... As in the DDraw.ini, the new default is 2 for the 'Fixed' Critical Hit Tables.

There may yet be a bug in those new tables, sadly after reloading a save file, any save file for the game, the BUG is Void.

Thus, having a character file I thought is the best and only way to show this new game only bug. P.S. The Character File can be accessed via the above Wiki, under Misc Bug reports, My Created Character File Download Link.. I sincerely hope this helps to swish this bug. Good Luck, to All.
 
SPC said:
Reconite said:
I did the trade quest for the warrior dude at Primitive Tribe and as a reward I got two REALLY HEAVY fridges.[/quote]

Would keep 'em. In Fallout they might be worth a fortune. Ever seen Indiana Jones and the Kingdom of the Crystal Skull?[/quote]

Heh, ironically there's a special encounter featuring exactly that in [i]New Vegas[/i] XD
 
SPC said:
Reconite said:
(image)

Something's not right here. :shock:

I did the trade quest for the warrior dude at Primitive Tribe and as a reward I got two REALLY HEAVY fridges.

Would keep 'em. In Fallout they might be worth a fortune. Ever seen Indiana Jones and the Kingdom of the Crystal Skull?

You, SPC, is a funny guy. :lol:

About the bug: This is really weird!
It doesn't make any sense.
 
So, I dropped the "fridges" and it turns out they're just really heavy desert scrubs, as the name obviously suggests (derp). Either way, they shouldn't be in my inventory.
 
Re: My Bug Report on the Wiki Fallout 2 Restoration Project

chaosjr7 said:
Well, I did post the Misc Bug Report for the Critical Hit New Game, as well as a Character File, that should expose the bug, very nicely..
That one has been fixed already, and will be included in 2.1.2. The 0 damage bug sounded different, since there weren't many reports of it going away on a game load, but if it had the same cause then it's also been fixed already.
 
Reconite said:
I did the trade quest for the warrior dude at Primitive Tribe and as a reward I got two REALLY HEAVY fridges.

I have no idea why but i absolutely pissed myself laughing when i read this. :clap:
 
I've gone searching through the various RP and Sfall discussion threads, and I'm a bit confused. Consequently, this may or may not be a bug. (And even if it is, it may well be specific to my machine.)

Using the same install I detailed earlier upthread (humongous, RP v2.1.1 all options) the only 'alternate' appearance I get during character creation is the long-haired dude. There's no options beyond default for race, male or female, and only the default appearance for a female PC.

Reading this it seems as though I'm missing a couple things, as part of a bad download/install, perhaps...

Or is long-haired dude the only one that was actually implemented as of 2.1.1's release?
 
Ah, the mushroom clouds part, and I can see clearly.

[off topic rambling]
I lurked and read these forums for quite a while, though unregistered, up until the beginning of this year. Real life, the intruding pain in the ass that it is, kept me away until a day or two before the release of RP2.1.1, so I'm still playing catch up on 6 or 7 months worth of modding developments.

And, of course, now that I'm capable of making a bug report, the next step is to figure out how to actually add one to the wiki. That is, as they say, all Geek, er, Greek to me.
[/off topic rambling]

My thanks again.
 
More of the doppelganger bug.



As you can see there is a dead body of my character. I can loot it (and double my inventory that way). It's dead cause I spawned my own clone due some obscure bug. And killed it. And now it randomly pops near exit grids. Whee.
 
So, just a quick question.

I haven't played the RP 2.X line yet and my question is:
Should I start now or still wait for the next release?
 
DForge said:
As you can see there is a dead body of my character. I can loot it (and double my inventory that way). It's dead cause I spawned my own clone due some obscure bug. And killed it. And now it randomly pops near exit grids. Whee.
Seems beneficial, I wish I got that. :P

Having only one Holy Hand Grenade for Frank Horrigan in my recent throwing run was pretty hard.
 
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