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

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i see well looks like im a little late to the party then but im glad someones working on it because i could think of no more comprehensive fo2 experience. but onto to a point i forgot to bring up during the wrong place wrong time wasteland encounter the one where most people meet frank for the first time ive noticed there seems to be a lot of sceen flicker as my character walks up to watch the family get murdered this is the only time it happens so is this a bug or intentional or what? i would provide a save file if it would help but i dont have one near it and knowing me i would likely cause my pc to asplode because im just that clumsy.
 
I get the same thing. I'd just assumed that it was some kind of inherent property of the wizardry that let them tinker with the display options, since it's the very same kind of flicker that happens when I try to FRAPS the game.
 
killap said:
@everyone
Looks like the repair bots in Sierra Army Depot won't work during combat (for a number of reasons) and there really isn't anything around these engine limitations. Each time I work on this, I see why this feature was pulled. Still, they work quite well once combat ends and I do believe it's a nice addition to that location. Just gotta fix the queuing system and the repair bots will finally be restored. Easier said than done of course, because I must either rewrite the queuing entirely, since it doesn't scale well at all, or modify it slightly and expand the currently fixed amount of bots that can be repaired/replaced.
And it looks like I won't be able to rewrite the queuing system the way I want - Fallout scripting is too limited.

I guess I'll just be expanding the fixed sized limit.

@Yamu/AmericanSephiroth
I don't recall seeing this flickering, but then again I've never had any graphical issues/slowdowns with F2 on my XP modding machine. I'm curious if you see this with no resolution patch. Or if you run 3.0.6 of that patch.
 
Re: Great work

wargus said:
Lootable armor seems like it would take too much of the difficulty away in the RP for my tastes but maybe others like it.

I had an idea a while back about damage and armor...basically new clean armor is rare and desirable, and super expensive (it protects the user much better), the majority of the armor in the game is old and shitty, so looting shitty armor isn't so lucrative, and people will stop running around with 10 metal armors to sell to the merchants.

I was hoping Mutants Rising might be able to come up with something...but it might be too radical for F2.

"Could armor have hit points...lets say Leather armor had 300 hit points (armor points), and over time as you fight the various encounters your armor gets worn down (10% of actual damage), so eventually its a tattered rag - lets say at its worse it loses 80%+ of it defensive qualities. It would mean players have to source new armors during the game."


damagedarmor.gif
 
In my opinion 2 things that would drastically change gameplay and add more challange to it are realistic carrying weight(i.e. you can't carry much more than you would be able to carry IRL) and armor that gets damaged after certain amount of damage taken so you have to repair it(but again after every repair you lose like 5% of the original protection). What do you think? Is this even implementable?
 
Re: Great work

.Pixote. said:
I had an idea a while back about damage and armor...basically new clean armor is rare and desirable, and super expensive (it protects the user much better), the majority of the armor in the game is old and shitty, so looting shitty armor isn't so lucrative, and people will stop running around with 10 metal armors to sell to the merchants.

I was hoping Mutants Rising might be able to come up with something...but it might be too radical for F2.

"Could armor have hit points...lets say Leather armor had 300 hit points (armor points), and over time as you fight the various encounters your armor gets worn down (10% of actual damage), so eventually its a tattered rag - lets say at its worse it loses 80%+ of it defensive qualities. It would mean players have to source new armors during the game."


damagedarmor.gif


This idea is simply brilliant. Nice.
 
Re: Great work

.Pixote. That work you've done with the armor looks awesome. In the Megamod it would be a perfect addition. You could use the Mr. Fixit mod and if your character has enough repair and a spare set of armor or an armor repair kit/tools they could repair their own armor. The only downfall I see to this whole idea is that if you run around with an army(lots of followers) there would be a lot of micro managing to be done for your companions armor.

If Killap was to add something like that I would like it as an optional mod along with the other mods I previously mentioned. It could probably be made to be balanced but I think it would change the game too much for the RP.

The way I see the RP is a fully completed version of Fallout 2 and I love it. The game play is the same as Fallout 2, minus all the bugs, and adds all the things that were supposed to be in the game in the first place. These other mods are very fun, but they change the way the game is played. I think the reason we all like the RP is because it keeps the game as close to the original as possible.

That being said, I would still love to see more optional mods work with the RP. Most importantly for me personally is the No Companion limit because I like to play a 10 Charisma character and I think it makes sense that someone that persuasive could have an army following them.
 
I am really looking forward to this. Would you believe me if I told you I never played RP, waiting for a final version all those years (see my registration date)?
 
First, congratulations for the new release! I'm looking forward for the final version, I've been searching for an excuse these last months to play Fallout 2 again, and this will be it! :D

I wanted to ask is it possible now to go to the Oil Rig if I fuel the Hubologist's shuttle instead of the Tanker? I remember there was some bug with this kind of action (vanilla if I'm not mistaken).

An what about the Kill Badger and the Pornstar Romance bugs? I've written about them here.
 
Octopuss said:
I am really looking forward to this. Would you believe me if I told you I never played RP, waiting for a final version all those years (see my registration date)?
Awesome. You will be quite pleased.

eXalted said:
I wanted to ask is it possible now to go to the Oil Rig if I fuel the Hubologist's shuttle instead of the Tanker? I remember there was some bug with this kind of action (vanilla if I'm not mistaken).
That was never the intent of the shuttle. There was talk of the vertibird going to the Tanker, but in the end that feature never made sense. You can fly the vertibird to Navarro in the RP though, which is what everyone agreed upon was the original intent.

eXalted said:
An what about the Kill Badger and the Pornstar Romance bugs? I've written about them here.
Someone would have to confirm this for me. Sorry, I just don't have the time to verify. Every bug that I'm aware of has been fixed, so I assume these are no longer problems.
 
killap said:
That was never the intent of the shuttle. There was talk of the vertibird going to the Tanker, but in the end that feature never made sense. You can fly the vertibird to Navarro in the RP though, which is what everyone agreed upon was the original intent.
Yeah, I know that using the shuttle to go the Oil RIg makes no sense at all, and it should be left as it is. However does it means that fueling it makes the game stuck? Or there was a way to fuel both of them? I'm sorry I don't remember clearly that part of the game.
 
@Killap
Is there any further improvement between Sgt. Granite and the Dude, if the player had convinced Sgt. Granite and his troop after the fight with Horrigan?
There could be the following dialogue to replace the awful and senseless floating text.
A window would be much better
Sgt. Granite may coming up to the player the window opens and he says: " I think we should be leaving now".

The chosen one has the option to say. "This is probably a good idea".

For further improvement he has also the possibility to say; "See you at the cafe of broken dreams".
I am just thinking, instead of the awful floating text who is not fitting at all...
Then all survivors together are leaving the oil rig.

Just my two cents. Laughing
 
Re: Great work

Geras said:
.Pixote. said:
I had an idea a while back about damage and armor...basically new clean armor is rare and desirable, and super expensive (it protects the user much better), the majority of the armor in the game is old and shitty, so looting shitty armor isn't so lucrative, and people will stop running around with 10 metal armors to sell to the merchants.

I was hoping Mutants Rising might be able to come up with something...but it might be too radical for F2.

"Could armor have hit points...lets say Leather armor had 300 hit points (armor points), and over time as you fight the various encounters your armor gets worn down (10% of actual damage), so eventually its a tattered rag - lets say at its worse it loses 80%+ of it defensive qualities. It would mean players have to source new armors during the game."


damagedarmor.gif


This idea is simply brilliant. Nice.
In my opinion, if this came true, then unless you could find enough replacement, or could repair equipment, the unique armors would become quite useless...
 
killap said:
killap said:
@everyone
Looks like the repair bots in Sierra Army Depot won't work during combat (for a number of reasons) and there really isn't anything around these engine limitations. Each time I work on this, I see why this feature was pulled. Still, they work quite well once combat ends and I do believe it's a nice addition to that location. Just gotta fix the queuing system and the repair bots will finally be restored. Easier said than done of course, because I must either rewrite the queuing entirely, since it doesn't scale well at all, or modify it slightly and expand the currently fixed amount of bots that can be repaired/replaced.
And it looks like I won't be able to rewrite the queuing system the way I want - Fallout scripting is too limited.

I guess I'll just be expanding the fixed sized limit.

@Yamu/AmericanSephiroth
I don't recall seeing this flickering, but then again I've never had any graphical issues/slowdowns with F2 on my XP modding machine. I'm curious if you see this with no resolution patch. Or if you run 3.0.6 of that patch.

umm i just run just the rp as it came from the beta installer nothing else just plug and play so to speak
 
Re: AmericanSephiroth Sceen flicker

AmericanSephiroth did you install the 1.02 official patch first? Does it help if you change the graphic's settings in the f2_res_Config.exe ?
 
First, thank you for this. It is very nice to run this without any special tweaking on 2560x1440 resolution and with no broken palettes or something.

BUT:

Because of the no-armor-looting and armor having much higher effect on damage the game is MUCH more difficult than the original.

Also I seem to be running out of ammo all the time. I would think if I would have to shoot regular gecko several times I would pack a lot more ammo than just one clip in the gun. I mean the random robbers and such running out on the field. Usually after encounter I have a backpack full of shitty pistols but no ammo and I have had to loot the corpses during battles just to get the ammo to shoot the others.

I guess hitting a target is also a lot harder nowadays. Basically under 100% most combat skills are pretty useless and just waste ammo.

ALSO, is there some kind of level vs level thing going on? If so, please remove this, or have a switch for this. Beside autoscaling this is most annoying thing in modern "rpg's".

Also I would like to report few bugs. Sometimes game just crashes when you MISS a regular gecko with a gun (broken animation or something?) and for some reason the doors on the church in the den did not open when I started a fight with the guards. I think I do have a savefile for the church thing.
 
@Pas-2
You might want to check if you accidentally install YAAM or enable Glovz's fixed damage formula during the installation.
 
Re: Great work

wargus said:
If Killap was to add something like that I would like it as an optional mod along with the other mods I previously mentioned. It could probably be made to be balanced but I think it would change the game too much for the RP.

Don't worry, the armor idea won't be for the RP, it would alter the gameplay far too much. But it could possibly work with Mutants Rising, if Ardent was interested in scripting it.

I went as far as building all of the looted critters for the mod - when you take armor from a dead critter their appearance will change to that of a semi-naked corpse, etc... Megamod is welcome to the art.

[spoiler:9be7bac58d]
lootablearmor001.gif


lootablearmor002.gif


lootablearmor003.gif


lootablearmor004.gif


[/spoiler:9be7bac58d]

* Sorry for the sidetracking the thread Killap... :look:
 
killap said:
I don't recall seeing this flickering, but then again I've never had any graphical issues/slowdowns with F2 on my XP modding machine. I'm curious if you see this with no resolution patch. Or if you run 3.0.6 of that patch.
I get this too, but it's not too bad and only lasts a couple of seconds.
It's there as far back as version 3.05 at least (oldest I had to try).
When turning off the high res patch I no longer get this problem.
Also using whatever res patch included in RP 2.1.2b works fine.

Pas-2 said:
Because of the no-armor-looting and armor having much higher effect on damage the game is MUCH more difficult than the original.

I guess hitting a target is also a lot harder nowadays. Basically under 100% most combat skills are pretty useless and just waste ammo.

ALSO, is there some kind of level vs level thing going on? If so, please remove this, or have a switch for this. Beside autoscaling this is most annoying thing in modern "rpg's".
These have not been changed from the normal Fallout 2 game at all.
It's quite possible that you installed one of the optional ammo damage mods though, like NovaRain suggested. They do modify your damage output a little but that is it, not chance to hit or anything else.
 
Re: AmericanSephiroth Sceen flicker

wargus said:
AmericanSephiroth did you install the 1.02 official patch first? Does it help if you change the graphic's settings in the f2_res_Config.exe ?

i just installed the game from the disk and then immediatly installed the rp open beta but as ive said the flicker only happens during the "wrong place wrong time" frank horrigan encounter (while my character is walking up to the encounter) so its not a major issue its barely an inconvenience. but as ive said i just plugged and played i did not change anything because i have a horrible track record with that (it ended with me having to delete and reinstall everything to fix it.)
 
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