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

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killap said:
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.
Without the res patch you mean. :P (Just to clarify.)
Not to mention if you go there without the car, you won't be able to leave as you can't reach the exit grid.
It's not that you need a higher resolution, but rather that the high res patch allows for bigger maps. The EPA maps took advantage of this and without the patch, you won't be able to scroll to see everything on the maps.

kybishop said:
@Darek http://www.nma-fallout.com/forum/viewtopic.php?p=1001735#1001735

I've made a post in the thread describing my issues, will gladly provide more info should you want it
That info was not for me, but Mash, the creator of the res patch.
Sorry, I just don't know enough about the res patch to be of much help.

Octopuss said:
No? Link please?
Who is Josh Sawyer? :P And what repair bay? Damn it's been over ten years since I played Fallouts...
Lazy.

Also
The Nearly Ultimate Fallout 2 Guide said:
the robots in the SAD going to the repair bay for maintenance and repair bots replacing killed robots with new ones
From the "Unfinished business" section.
 
Re: Great work

Sorry, this is mostly out of RP's scope, but I had no other place to reply to that, and I don't want to make it seem like I totally ignored the subject.

.Pixote. said:
Don't worry, the [lootable] 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.

It is a very well-designed and cool-sounding feature, but I will not script it for vanilla MR, for the following reasons:
1. Too much work. The overhauled healing system sounded like an easy thing to do and I'm still tweaking and streamlining it, and this sounds like it's a tonne of work, so it is probably much more than that.
2. I'm not sure some of the ideas with changing the way corpses look and dynamically tracking and saving various armor items' HP values can even be implemented with the current tools.
3. Average Carry Weight for the PC/NPCs oscillates around 100 lbs, so it's basically impossible to carry two full armours of the heavier (= more valuable) kind, along with weapons, healing items (which also weigh at least 1 pound), quest items and misc equipment (explosives, ropes, flares) which is much more useful in MR, than in the originals. So the perceived problem of there being too many armours lying around is invalid.

To justify my intrusion and make my post a little more about the RP, I would like to say I found no bugs that haven't been reported yet, and that the mod is simply stunning. Excellent work! :clap: :wink:
 
Hi, I recently installed the beta on Windows 8, and there are a few things I'd like to report.
First, somehow the default settings makes my gameplay REALLY slow, even though my computer is fairly new (HP Envy m6, 6GB RAM and AMD A10 4600 IIRC). I installed the game in my user's folder to avoid the need of disabling UAC. Anyway, that's solved, I tweaked a little my config (disabled the singlecore option, enabled GPUBlt, and a few other changes) and now it's a normal speed again.
The other thing, in the quest of finding the dog in Arroyo, I can't find the dog in the map with all the geckos, where it is supposed to be since vanilla game.
Extra data, I'm playing retarded, jinxed and bad luck PC.
EDIT: Here, a savegame where I am.
http://www.mediafire.com/?k6bd4rhl2b9oifv
 
Oppen said:
Hi, I recently installed the beta on Windows 8, and there are a few things I'd like to report.
First, somehow the default settings makes my gameplay REALLY slow, even though my computer is fairly new (HP Envy m6, 6GB RAM and AMD A10 4600 IIRC). I installed the game in my user's folder to avoid the need of disabling UAC. Anyway, that's solved, I tweaked a little my config (disabled the singlecore option, enabled GPUBlt, and a few other changes) and now it's a normal speed again.
Did you have to enable all those to get it to "normal" speeds? I'm curious whether it was singlecore/GPUBlt or both that was the real culprit. I also can't recall why I have it set to force to single core. I recall there was some problem with F2 and multi cores...

Oppen said:
The other thing, in the quest of finding the dog in Arroyo, I can't find the dog in the map with all the geckos, where it is supposed to be since vanilla game.
Extra data, I'm playing retarded, jinxed and bad luck PC.
EDIT: Here, a savegame where I am.
http://www.mediafire.com/?k6bd4rhl2b9oifv
I'll take a look at the save game later, but don't you have to have the quest in the first place for the dog to show up? Can you even get that quest with a 1 INT char?

EDIT: And good to know things are working on Win 8.
 
killap said:
Did you have to enable all those to get it to "normal" speeds? I'm curious whether it was singlecore/GPUBlt or both that was the real culprit. I also can't recall why I have it set to force to single core. I recall there was some problem with F2 and multi cores...
I'm not sure, I'll try changing one by one from the defaults I've found (anyway, the default in my machine for resolution was 1024x768, when your changelog says it should be 640x480, that's another thing I changed to try to get better speeds) until I find which one fixed the problem. I assume there are some race conditions, that's the only reason I can think of to disable the use of multiple cores.
killap said:
I'll take a look at the save game later, but don't you have to have the quest in the first place for the dog to show up? Can you even get that quest with a 1 INT char?

EDIT: And good to know things are working on Win 8.
Well, the quest doesn't appear on the pipboy, but I talked to the character (I can't remember his name) who is supposed to give me the quest, and I told him I'll look for his dog before going there.
 
Oppen said:
Well, the quest doesn't appear on the pipboy, but I talked to the character (I can't remember his name) who is supposed to give me the quest, and I told him I'll look for his dog before going there.

Killap is right, you can't do this quest with a low-int character. And the dog doesn't show up if you don't start the quest. That's not a bug, that's a feature ^^

I must warn you, with low-int a lot of your classic game content won't be where you usually look for it, especially when it comes to quests, but you'll get hilarious dialogues instead.

BTW, i'm doing intense tests (for french dialogues mostly) and i didn't get any bug so far. Well done Killap, you really nailed it.
 
HawK-EyE said:
BTW, i'm doing intense tests (for french dialogues mostly) and i didn't get any bug so far. Well done Killap, you really nailed it.
Awesome, I'd love to finally include the full French RP translation. Let me know how I can help in that area. So much for me to juggle, but I hope one day to have all the various translations in place.

And the final (non beta release) will be even more bug free, so glad to hear things are already quite nice. :)
 
HawK-EyE said:
Oppen said:
Well, the quest doesn't appear on the pipboy, but I talked to the character (I can't remember his name) who is supposed to give me the quest, and I told him I'll look for his dog before going there.

Killap is right, you can't do this quest with a low-int character. And the dog doesn't show up if you don't start the quest. That's not a bug, that's a feature ^^

I must warn you, with low-int a lot of your classic game content won't be where you usually look for it, especially when it comes to quests, but you'll get hilarious dialogues instead.

BTW, i'm doing intense tests (for french dialogues mostly) and i didn't get any bug so far. Well done Killap, you really nailed it.
I'm aware that you lose a lot of quests and such, but since I was able to volunteer in-game to find the dog, I thought the quest was doable with a low int character.
 
Oppen said:
I'm aware that you lose a lot of quests and such, but since I was able to volunteer in-game to find the dog, I thought the quest was doable with a low int character.
I just looked at the script and I see no way for you to have gotten any dialogue from Nagor about getting his dog back. He always says he's busy to dumb characters.

EDIT: I did find that dumb players miss out on additional dialogue from Nagor when you keep coming back to him over the course of the game. It's the same that normal players get but dumb players should also have been able to see and respond to it. An vanilla bug squashed!
 
Darek said:
Basically you'll have scrolling issues with the res patch in that location. And it's possible your view will get stuck. Without the res patch you mean. :P (Just to clarify.) Not to mention if you go there without the car, you won't be able to leave as you can't reach the exit grid.

It's not that you need a higher resolution, but rather that the high res patch allows for bigger maps. The EPA maps took advantage of this and without the patch, you won't be able to scroll to see everything on the maps.
I made a big mistake with that map, you should never make a map that overflows the maximum map area. Ideally I should crop the edges and move the map up so players can access the car at 640x480 resolution. Do we still have time Killap? :look:
 
killap said:
Oppen said:
I'm aware that you lose a lot of quests and such, but since I was able to volunteer in-game to find the dog, I thought the quest was doable with a low int character.
I just looked at the script and I see no way for you to have gotten any dialogue from Nagor about getting his dog back. He always says he's busy to dumb characters.

EDIT: I did find that dumb players miss out on additional dialogue from Nagor when you keep coming back to him over the course of the game. It's the same that normal players get but dumb players should also have been able to see and respond to it. An vanilla bug squashed!
That's it, then. I admit I skimmed it at first assuming such a simple quest would be given. But when I spoke again I got that answer that made me thought I had the quest.
Well, at least I got some xp from the gecko killing :)
 
Don't know if this has been reported yet, but new Lenny is missing line 5100 and 5101 (glowing dialog). Haven't looked at normal Lenny as that would require a reinstall.
 
Just one small recommendation:
Why don't you implement a code that changes the wrong music path in fallout2.cfg? Took me quite a time to figure out why the music was lost. ;)
 
kicker04 said:
Just one small recommendation:
Why don't you implement a code that changes the wrong music path in fallout2.cfg? Took me quite a time to figure out why the music was lost. ;)
There's already an option in sfall's ddraw.ini:
Code:
;Set to 1 to override the music path used by default if not present in the cfg
;Set to 2 to overwrite all occurances of the music path=2
OverrideMusicDir=2
 
NovaRain said:
kicker04 said:
Just one small recommendation:
Why don't you implement a code that changes the wrong music path in fallout2.cfg? Took me quite a time to figure out why the music was lost. ;)
There's already an option in sfall's ddraw.ini:
Code:
;Set to 1 to override the music path used by default if not present in the cfg
;Set to 2 to overwrite all occurances of the music path=2
OverrideMusicDir=2
And is set by default to 2 in the RP, I think.
 
Oppen said:
NovaRain said:
kicker04 said:
Just one small recommendation:
Why don't you implement a code that changes the wrong music path in fallout2.cfg? Took me quite a time to figure out why the music was lost. ;)
There's already an option in sfall's ddraw.ini:
Code:
;Set to 1 to override the music path used by default if not present in the cfg
;Set to 2 to overwrite all occurances of the music path=2
OverrideMusicDir=2
And is set by default to 2 in the RP, I think.

I believe the problem is that in some cases at least, the music path variable in the CFG is present, but set incorrectly -- I know that in my case it was a bunch of meaningless gibberish!

Is this case accounted for?
 
.Pixote. said:
I made a big mistake with that map, you should never make a map that overflows the maximum map area. Ideally I should crop the edges and move the map up so players can access the car at 640x480 resolution. Do we still have time Killap? :look:
There's always time. 8-) But my fear is that you'll have to basically remake that map, right? Too much change for me this late in the process... Hmm.
 
AelpirT said:
I believe the problem is that in some cases at least, the music path variable in the CFG is present, but set incorrectly -- I know that in my case it was a bunch of meaningless gibberish!

Is this case accounted for?

Yea, meaningless glibberish sounds like what I found in the music path of the cfg. I think it's an issue of the GOG version. I had to change it manually to have sound in Umbra Tribe, the installer didn't.
 
killap said:
.Pixote. said:
I made a big mistake with that map, you should never make a map that overflows the maximum map area. Ideally I should crop the edges and move the map up so players can access the car at 640x480 resolution. Do we still have time Killap? :look:
There's always time. 8-) But my fear is that you'll have to basically remake that map, right? Too much change for me this late in the process... Hmm.

No it's just the 1st elevation, and its just a case of moving the map and deleting some tiles, more or less. :look:
 
But my fear is that you'll have to basically remake that map, right? Too much change for me this late in the process... Hmm.

Postpone the release date to make things better, i can wait and i'm sure the others can wait too. ;)
 
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