Fallout 2 Restoration Project 2.2 - OPEN BETA (ie NOT FINAL)

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Killap said:
Dragonwinglet said:
2)Another tiny bug with Smiley from Klamath.
You save Smiley, then you go to the end/beginning of the cave with him, he will thank you and will tell you that you are going to meet in Klamath. When you save the game and load it, he will disappear.
Well he should disappear from those caves anyway.
Do you not find him back in Klamath?

Yes, I did. But he has empty inventory in Klamath (in caves he has some gecko hides).
So, when you try to steal Gecko Hides (at the end of caves, after saving him), and you are not successful, he will attack you and than you have to load the game. Ta-dá, he is not there anymore, and in Klamath, as I said, has an empty inventory.


Killap said:
Dragonwinglet said:
3)Game crashed after encounter (after clicking OK):
Scorpion attacking molerat and pigrat
Iam not sure if this will help :)
This could be anything. Unless you can consistently reproduce it, my answer is meh. ;)
I know you can't do much about it, just saying that there is some bug too. Yes, I know your answer! ;)

Killap said:
Dragonwinglet said:
Now, Iam in Den, working on Tylor-Laura quest.
Hmm, I thought this quest was finally bug free. Thanks for the save game though, I'll look into this.

EDIT: Ah, found it. So I was already taking into account Lara dying when I initially coded this but it looks like I left out an important line. Fixed!
Great!
 
I'm playing a stupid game and I've encountered a couple of issues.

First, several times the dialogue was interrupted when I responded with the usual grunt (Urk!). The recent one and, to be honest, the only one that was a bit weird was when I was speaking with Tandi after the Vault 15 quest. I reported the outcome and gave her the parts and the dialogue ended. When I tried speaking with Gunther, the option to ask for a ree-ward came and I got the usual xp and cash.

Second, at Vault 13 I was able to repair the computer after I hit it in the special spot and in the dialogue with the functional computer I was able to form normal sentences without the urks and oogs, run diagnostics and even attempt to hack into the overseer's logs.
 
Dux said:
Killap, is there a reason those animations would not be a part of RP? I know that both you and probably 95% of the community are suckers for new graphics (count me in), so I'm surprised that you're not all over them and getting them into the RP as fast as possible :lol:
I am indeed a sucker for new Fallout graphics. The problem is that this set is not yet fully complete and thus not ready to be used as a new playable character. I could still include them so that punk girl npcs you encounter can have more weapon animations. But since they are not scripted to use those weapons, you'd never see the new animations anyway. As soon as that set is ready though, I most certainly will be adding it to the RP (yes this means I will never be truly finished with this project ;))

dirtman said:
I'm playing a stupid game and I've encountered a couple of issues.
Save games, please.
 
Thanks for your hard work Killap! I want to ask you guys that is there a way to restore old Lenny after recruiting him? He is damn slow (can not run) in his new form and became a nuisance.
 
umarth said:
Thanks for your hard work Killap! I want to ask you guys that is there a way to restore old Lenny after recruiting him? He is damn slow (can not run) in his new form and became a nuisance.

There is the option to turn off the new graphic for Lenny, but I'm too tired atm to remember where at.
 
Matthews said:
umarth said:
Thanks for your hard work Killap! I want to ask you guys that is there a way to restore old Lenny after recruiting him? He is damn slow (can not run) in his new form and became a nuisance.

There is the option to turn off the new graphic for Lenny, but I'm too tired atm to remember where at.
The option you are thinking of, Matthews, is in the installer. There is no way to turn it off after the fact. And I don't believe reinstalling the RP and unchecking that option will fix it. Worth trying though. :)
 
Could there perhaps be made an option to check/uncheck which graphical options you want on characters in the ingame menu? Just curious, don't know if it really can be worked out. Considering we got two players who have mentioned the same thing in quite short time, it could well be worth checking it out (even if one did so in a less than polite manner).
 
Matthews said:
Could there perhaps be made an option to check/uncheck which graphical options you want on characters in the ingame menu? Just curious, don't know if it really can be worked out.

That seems doubtful. A more plausible solution would be to alter the installer so that it warns players that the new Lenny critter has no run animation and will thus be slow and lumbering. That way the player can make a more informed decision.

Matthews said:
Considering we got two players who have mentioned the same thing in quite short time, it could well be worth checking it out

Wait, two people actually recruited Lenny? :wink:
 
Hi! I've just registered to post some bugs.
First of all, there is a typo in the rp-changelog.txt
======================================
Release 2.2: - Released JAN/11/2012
======================================
it really should be 2013 :D

Next, if you happend to kill Wooz in Gecko (with superstims or by accident) and when escort Broter Jason from Abbey - his dialog will be as if Wooz is still alive.
SAVEGAME: http://speedy.sh/QXY35/BrotherJasonBug.rar

Big thanks to Killap and all of you guys for this great project!
 
Dravean said:
Matthews said:
Could there perhaps be made an option to check/uncheck which graphical options you want on characters in the ingame menu? Just curious, don't know if it really can be worked out.

That seems doubtful. A more plausible solution would be to alter the installer so that it warns players that the new Lenny critter has no run animation and will thus be slow and lumbering. That way the player can make a more informed decision.

That can work, aye. :)

Dravean said:
Matthews said:
Considering we got two players who have mentioned the same thing in quite short time, it could well be worth checking it out

Wait, two people actually recruited Lenny? :wink:

I know, right?! :crazy:
 
Some feedback:
Made a save in Gecko, quit game, restored old Lenny with the exe provided in Uninstall folder and copied 00000107.pro found in Uninstall folder to Savegame/.../proto folder. No change, still new model.
Restored old Lenny with the exe provided in uninstall folder and copied 00000107.pro to Savegame/.../proto folder that contains a savegame from an earlier time which i never got into Gecko. Opened game, load a savegame, entered Gecko for the first time, checked Lenny, yup, Old Lenny :)

So if you never got into Gecko you can change new Lenny model with the old one. Vice versa.


Dravean said:
Wait, two people actually recruited Lenny? :wink:

I'm trying to crate a freakshow army :twisted:

Marcus, Lenny, Goris, Skynet, K-9 and Myron Baby! Myron! :D

And hoping the game gets much harder with these group, lol

PS: I should start practicing my English writing skills :(
 
Animator said:
First of all, there is a typo in the rp-changelog.txt
======================================
Release 2.2: - Released JAN/11/2012
======================================
it really should be 2013 :D
Bah, I do this every year. And I just realized that I've been writing checks, signing documents, etc with the wrong year for the whole month so far. Hah...

Animator said:
Next, if you happend to kill Wooz in Gecko (with superstims or by accident) and when escort Broter Jason from Abbey - his dialog will be as if Wooz is still alive.
Good catch, an oversight on my part. Fixed.

Shu said:
Is it today? Tell me it's today! *fingers crossed*
It's almost the 26th where I am. But no, it won't be today, despite the first post of the thread saying it would. Still a bit more to finish up.

@everyone
The good news is that Cassidy is fully lip-synced now. I just need to code it up and he should be good to go. Of course it'll be optional, so no need to fret. Big thanks to Josan12, tobecooper, Aguirre for pushing through all the files and syncing the talking head to the proper mouth animations. Personally, I think it's a tedious task, so I'm happy this process was sped up with their help.
 
Another thing. Don't know if this can be considered as a bug, but it's surely a mistake.

I have looked into the 00000522.pro proto file - Cat Jules final stage.
So, his base Action Points stat is 10, then all previous stages has AP 9.
But game engine still gives him only 9 AP.

To make it 10 it should be 9 in base stat +1 in extra stat. Or put 9 to base stat to make it clear, that he has only 9 AP for a whole game.

My vote - for a first variant :)
 
Animator said:
Another thing. Don't know if this can be considered as a bug, but it's surely a mistake.

I have looked into the 00000522.pro proto file - Cat Jules final stage.
So, his base Action Points stat is 10, then all previous stages has AP 9.
But game engine still gives him only 9 AP.

To make it 10 it should be 9 in base stat +1 in extra stat. Or put 9 to base stat to make it clear, that he has only 9 AP for a whole game.
No, that's indeed a bug. He should gain the extra action point on his last level. Fixed.
 
killap said:
No, that's indeed a bug. He should gain the extra action point on his last level. Fixed.
It seems the same problem will also happen on Dex. And Kitsune doesn't have the extra AP setting on her last level like Cat & Dex. Is it intentional?
 
NovaRain said:
killap said:
No, that's indeed a bug. He should gain the extra action point on his last level. Fixed.
It seems the same problem will also happen on Dex. And Kitsune doesn't have the extra AP setting on her last level like Cat & Dex. Is it intentional?
If Dex was set to get an extra AP, and actually isn't, then yes he's got a bug too. Does Kitsune get another stat increase for her last level? I can't recall. I don't believe all three were supposed to get an AP increase.
 
killap said:
If Dex was set to get an extra AP, and actually isn't, then yes he's got a bug too. Does Kitsune get another stat increase for her last level? I can't recall. I don't believe all three were supposed to get an AP increase.
Dex's base AP in final stage (00000517.pro) is 9, and base AC is 10. But all his previous stages have only 8 AP & 9 AC. So I think he'll get a similar problem like Cat Jules as in Animator's post.

About Kitsune, no, she doesn't get stat increase except HP for her last level. Just though all EPA NPCs would have the same stat increment. :oops:
 
NovaRain said:
killap said:
About Kitsune, no, she doesn't get stat increase except HP for her last level. Just though all EPA NPCs would have the same stat increment. :oops:
You can always mod them to match your needs. Although fitting the npcs with gauss pistols makes them deadly even with 8 AP.
 
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