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

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Darek said:
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.
So is the consensus to stick with the resolution patch (3.0.6) that comes bundled with RP 2.1.2b? Seems like that one has worked best for everyone. But then again you said you saw the flickering in 3.0.5... is this perhaps caused by the newer sfall that comes with the open beta?
 
I actually like the newest high resolution patch. Now I can finally see the death screens, where in all previous versions, it always flashed by before ol' Ron could get a chance to rub my death in my face.

I, too, saw the flickering during that one sequence but it's a complete non-issue to me.

But I won't cry if we revert to using an older version if that makes the game more playable for everyone.
 
killap said:
So is the consensus to stick with the resolution patch (3.0.6) that comes bundled with RP 2.1.2b? Seems like that one has worked best for everyone. But then again you said you saw the flickering in 3.0.5... is this perhaps caused by the newer sfall that comes with the open beta?
I don't think think the res patch in RP 2.1.2b is 3.0.6 unless you added that later. My version of f2_res.dll says version 2.0.3 (it's an old install I hadn't bothered removing, so I could have modified it and forgotten about it, but I don't think so).
Like Dravean, the flickering is a non-issue for me, and I wouldn't bother reverting the res patch just because of that.
 
Keep the same resolution patch as the 2.2b please.

Killap, please keep the resolution patch from the latest beta as it works wonderfully for me.
If you think it may be causing problems though, perhaps you could make it an option in the installer.
 
Darek said:
I don't think think the res patch in RP 2.1.2b is 3.0.6 unless you added that later. My version of f2_res.dll says version 2.0.3 (it's an old install I hadn't bothered removing, so I could have modified it and forgotten about it, but I don't think so).
I probably just replaced my copy locally then. And whatever, I guess I'll just leave it as is (use the latest res patch) and those with problems can downgrade on their own.

@everyone
Looks like the repair bay stuff at the Sierra Army Depot is finally done. If you had watched the recently posted video by Josh Sawyer regarding when features get axed, you'll understand why this was scrapped. So many engine limitations and extra things to add in just to get it to work. Essentially more work than it's worth. Still it's a cool feature to that location and since it's been pulled, I must restore it. :D Hopefully my testers will agree.

Next up is the small addition the Westin assassination questline, by means of heart pills.

As for a timeline... it's done when it's done. ;)
 
jirik said:
nikoslav said:
I'd like to point out that I'm having some problems, albeit using a Wine emulator on a mac. Please check my post here in this topic:
http://www.nma-fallout.com/forum/vi...tart=2340&postdays=0&postorder=asc&highlight=
Thanks!
From what you wrote before, it seems that you have problem with fallout replacing modified files in data/proto/items and data/proto/critters from original dat files. Did you set them to read only?
If you have clean fallout installation, install RP and set files to read only. For example by command below from fallout root directory.
Code:
chmod 444 [dD]ata/[pP]roto/[iI]tems/* [dD]ata/[pP]roto/[cC]ritters/*

Check wine section in RP technical wiki.

Hey Darek and jirik, I wanted to follow up on nikoslav's behalf (as a fellow GOG Mac user). Fixing the permissions on the files indeed solved the purgatory problem in The Den. Much thanks to you both!

With that dealt with, on to a 2.2 problem. It appears SFall versions 2.16 and up are convinced Fallout 2 on wine is running in compatibility mode. By no means do I want RP to ship with anything but the latest SFall, but I was wondering if anyone knew of any potential problems running RP 2.2 with SFall < 2.16? Does 2.2 use any of the new functionality in the later versions of SFall?

Thanks,
Kyle
 
kybishop said:
With that dealt with, on to a 2.2 problem. It appears SFall versions 2.16 and up are convinced Fallout 2 on wine is running in compatibility mode. By no means do I want RP to ship with anything but the latest SFall, but I was wondering if anyone knew of any potential problems running RP 2.2 with SFall < 2.16? Does 2.2 use any of the new functionality in the later versions of SFall?

Thanks,
Kyle
I don't have fallout installed right now so can't test it but have you tried to fiddle with "Windows version" in winecfg?
[spoiler:a8432ba164]
wine01.jpg

[/spoiler:a8432ba164]
It can be also set from command line e.g.
Code:
winetricks winxp
It helps to solve compatibility issues for plenty of software running under wine.
 
kybishop said:
With that dealt with, on to a 2.2 problem. It appears SFall versions 2.16 and up are convinced Fallout 2 on wine is running in compatibility mode. By no means do I want RP to ship with anything but the latest SFall, but I was wondering if anyone knew of any potential problems running RP 2.2 with SFall < 2.16? Does 2.2 use any of the new functionality in the later versions of SFall?
I don't think it's wine but GOG. Their Fallout2.exe is set to run in 256 colors mode (which is a compatibility setting). It's easy to change on a windows system, but I have no idea how that works on a Mac.
 
Tried messing with the windows version to no affect.

RE: 256 colors
There's a post over on the GOG forums on editing the registries to remove the 256 color reg. It fixes the SFall compatibility check problem on SFall 2.12 - 2.15, but no longer works on SFall 2.16 and up.
 
Aha! Problem solved. It appears SFall 2.16 and up checks a new reg location and I hadn't deleted the 256COLORS reg that was there. For those that come searching as I did, it is located under
Code:
HKEY_LOCAL_MACHINE\Software\\Microsoft\\Windows NT\\CurrentVersion\\AppCompatFlags\\Layers
 
kybishop said:
killap said:
@kybishop and others
Please add all info about Wine setup to the RP tech wiki

http://falloutmods.wikia.com/wiki/F2RP_Technical_Info#GOG_Mac_edition

Now if only I could figure out what's wrong with the high res patch and constant permission changes things would be perfect, but alas, I'm happy to play in 640x480 with the minor chmod'ing inconvenience.
Do you think you could describe what problems you are having with the high res patch? Maybe the best place for that would be here: http://www.nma-fallout.com/forum/viewtopic.php?t=42386&start=820
Also be aware that the EPA section of the RP mod don't work so well without the high res patch.
 
Darek said:
kybishop said:
killap said:
@kybishop and others
Please add all info about Wine setup to the RP tech wiki

http://falloutmods.wikia.com/wiki/F2RP_Technical_Info#GOG_Mac_edition

Now if only I could figure out what's wrong with the high res patch and constant permission changes things would be perfect, but alas, I'm happy to play in 640x480 with the minor chmod'ing inconvenience.
Do you think you could describe what problems you are having with the high res patch? Maybe the best place for that would be here: http://www.nma-fallout.com/forum/viewtopic.php?t=42386&start=820
Also be aware that the EPA section of the RP mod don't work so well without the high res patch.

@darek: I'm probably just being dense here, but would it be possible to expand on that EPA part just a bit? Specifically, are there guidelines as to what minimum resolution I would need to use to have the "best" experience there?

Or maybe I'm reading too much into this and I simply need to have the patch *installed* somewhere?

Cheers,
Andrew
 
Paying without Money Bug

This is also a vanilla bug, not sure if people mentioned it already. When paying Metzger for Vic or paying for the Highwayman, you could still enter the barter mode and drop your money and then return to the conversation thread and agree to pay and basically get Vic and Highwayman for free!
 
Re: Paying without Money Bug

DaManKaga said:
This is also a vanilla bug, not sure if people mentioned it already. When paying Metzger for Vic or paying for the Highwayman, you could still enter the barter mode and drop your money and then return to the conversation thread and agree to pay and basically get Vic and Highwayman for free!
Ah, another case of the drop item exploit. Yeah, I've addressed a bunch of these, but I'm not sure I'll keep doing it. I mean, it's not a bug per se, just an oversight with how the conversation tree was structured. Let me know if you come across other situations like this though.

merenbach said:
@darek: I'm probably just being dense here, but would it be possible to expand on that EPA part just a bit? Specifically, are there guidelines as to what minimum resolution I would need to use to have the "best" experience there?
Basically you'll have scrolling issues with the res patch in that location. And it's possible your view will get stuck.
 
killap said:
If you had watched the recently posted video by Josh Sawyer regarding when features get axed, you'll understand why this was scrapped.
No? Link please?
Who is Josh Sawyer? :P And what repair bay? Damn it's been over ten years since I played Fallouts...
 
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