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

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Skynet said:
merenbach said:
Skynet said:
Typos....

Hank in Abbey, "COULD SOMEONE BRING ME A LIGHTER." should be "!" instead of ".".

Abbey healer, "Fine, GOODBYE." should be "!" instead of ".".

I would argue that it's a bit subjective. To me, those could easily be:

"COULD SOMEONE BRING ME A LIGHTER?"

and

"Fine. GOODBYE."

(with a period instead of a comma)

;)

Those particular dialogue files were made by me and i meant them to be shoutings.

BTW, i think various Abbey character dialogues have spelling errors because my english isn't perfect (was worse when i made them). Maybe someone with good english skills should proofread them....

For "COULD SOMEONE BRING ME A LIGHTER?", I'm with merenbach. In standard English, even rhetorical questions are punctuated with question marks. The ALL CAPS is enough to indicate the shouting. (If desired, though, a double punctuation of !? can be used.) The "Fine. GOODBYE." line works in any of the three ways proposed. I'd vote for the version with the period, though.

And yes, after a brief (12-month) hiatus, I'm back for a while and can do a bit of testing. I've missed you guys (and gals) ...

...but my aim is improving! ;-)

-memetics
 
killap said:
kicker04 said:
I had a program crash:
As I was fighting at the slaves camp (don't know if this has any significance) the program crashed with this error:
If this isn't reproducible, then it's a random engine issue.

So, no way to fix that?
 
kicker04 said:
killap said:
kicker04 said:
I had a program crash:
As I was fighting at the slaves camp (don't know if this has any significance) the program crashed with this error:
If this isn't reproducible, then it's a random engine issue.

So, no way to fix that?
Does it keep happening? I need more than just "game crashes" to get to the bottom it.
 
No no, as you said it surely is random based. But I thought that the error message would maybe mean something to you. I can't decode it.

What's the significance of: "The instruction at 0045360a referenced memory at feedfad2
The memory could not be read from "

These aren't even correct sentences ;)
 
kicker04 said:
What's the significance of: "The instruction at 0045360a referenced memory at feedfad2
The memory could not be read from "
Just the generic Fallout error message when it crashes. Basically it says that Fallout tried to read some information from an area of your system memory that wasn't setup to handle Fallout stuff and it crashed doing so.
 
drawnacrol said:
Hey Killap, does the RP work on the Gog Mac version of Fallout 2?
Not directly, since it relies on sfall which makes use of Windows dlls. You use WINE to get this to work under Mac though. There are instructions here. Hopefully others can help you if you run into problems.
 
Is the new beta of RP compatible with the mod "Unlimited Party Members Add-on" (and will the next stable release be) ?
 
killap said:
drawnacrol said:
Hey Killap, does the RP work on the Gog Mac version of Fallout 2?
Not directly, since it relies on sfall which makes use of Windows dlls. You use WINE to get this to work under Mac though. There are instructions here. Hopefully others can help you if you run into problems.

Cool, I'll stick to crossover Games since thats easier to install. I got one of the previous versions of the RP working flawless with that.
 
drawnacrol said:
Cool, I'll stick to crossover Games since thats easier to install. I got one of the previous versions of the RP working flawless with that.
Please post your findings to the tech wiki I linked to. Many people on Mac would be happy to play the RP.
 
killap said:
Please post your findings to the tech wiki I linked to. Many people on Mac would be happy to play the RP.
I would. I've been thinking about giving F1 and F2 to a mac-using friend of mine, and I'd like to make a recipe for getting them going with fan-made patches. He's clever enough that it wouldn't have to be ultra-simple, but the simpler the better I suppose. Luckily I have a mac too, so I can test it all out ahead of time.
 
Is there a way to manually increase the party limit beyond 5 if the Restoration Project is incompatible with the mod?
 
Companion Limit

kicker04 said:
NovaRain said:
This old thread might be helpful: http://nma-fallout.com/forum/viewtopic.php?t=93
Or just decompile the scripts in the add-on & RP 2.2 and compare them to find out what you have to add to RP 2.2 scripts.

That seems to go beyond my skills...

Maybe one of these genius modders will make a companion limit mod for the RP when Killap is done this beta. I know I would appreciate it as well. :)
 
Re: Companion Limit

wargus said:
kicker04 said:
NovaRain said:
This old thread might be helpful: http://nma-fallout.com/forum/viewtopic.php?t=93
Or just decompile the scripts in the add-on & RP 2.2 and compare them to find out what you have to add to RP 2.2 scripts.

That seems to go beyond my skills...

Maybe one of these genius modders will make a companion limit mod for the RP when Killap is done this beta. I know I would appreciate it as well. :)

I really hope so! Otherwise I would still stick to the old 2.1.2 version of RP as this is compatible with the mod.
 
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