SaF said:
when I try to install the RP it tells me I should reinstall the game someplace else aside Program Files. Which I can't, since my SSD is too small for another partition, and Steam won't let you create another game folder on the same partition. Any suggestions on this?
This check is in place because Program Files is protected and screws up sfall and other related stuff. Is C:\Program File default for Steam? I don't have the Steam version so I never thought about this. Is this a problem for Steam users? Has anyone else using Steam successfully installed the RP?
SaF said:
I set music_path1 & 2 to sound/music and then just copied abbey1.acm (and prmtribe.acm, just as precaution) from \data\sound\music to sound\music, and it solved the problem.
This makes me wonder whether I should include a default fallout2.cfg file in the RP. I've see many reports of no music.
valcik said:
As I see, this version is distributed with a default graphics mode + default 8-bit colour depth settings. Also, the screen resolution is set to 1024x768 px, I guess you'll want to change it for a final public release.
Oops, those are the settings I run the game at. That's odd that the build directory was setup the same way, but in any event I'll take a look.
mercurio101 said:
1: Why does the very first triber (before the trial building) say very different thing than before?
What do you mean? Do you have a save game?
mercurio101 said:
2: Why do radscorpion's tail weigh 5 pounds instead of 20 (or so)?
And of course, i very much appreciate your work guys, Fallout 2 is more than just game for me.
Are you talking about the small radscorpion tails? Small radscorpions now drop small tails as opposed to dropping the same large tail that the bigger radscorpions do. Since they are much smaller, their tail is smaller and weighs less.
ziemeck said:
I had to download the following DLL files to run sfall:
d3dx9_25.dll
d3dx9_31.dll
d3dx9_42.dll
d3dx9_43.dll
Hmm, what OS are you running? And I guess you haven't installed many games on it? But good to know, I'll add those too incase other people need them. I already include 2 directx dlls in the release.
ziemeck said:
Beside that no problems so far (except for default resolution - 1024x768 instead of original 640x480).
Yeah, my mistake. That is what I run the game at.
ziemeck said:
I have just came across Claim jumpers near Redding. One M-60 lady in the party retreated immediately before she even got wounded, screaming "I'll be back soon" or likewise. After dealing with the rest of the jumpers, i started shooting at her. She did not entered the fight, I just executed her in a few rounds- shooting at her with no reaction. Such behaviour is pretty common also among Jakuza arround New Reno. I suppose there's a malfunctioning script. Even if bad guy freks out, he/she should fight back if attacked.
Hmm, sounds like they might not be able to use such weapon animations. Did you see them holding the weapon or did you find the weapon on their body after the fact?
ziemeck said:
Another funny thing I observed in that fight - M60 lady picked up shotgun dropped (critical miss) by black leather guy from her team (despite she did not shoot once from M60) . This should not happen - if enemy has ammo they should rather attack than pick up weaponry.
That's the joy of the Fallout AI/combat system.
MisterCrit said:
Immediately upon finishing the Temple of Trials and entering Arroyo, the player's PIP Boy shows the objectives 'Retrieve the Geck for Arroyo' and 'Find Vic the Trader'. I can see how 'Retrieve the Geck' might belong there due to the first cut-scene where the Elder says "The GECK can give LIFE to the wasteland!... This will be your quest."
My thought was that the 'Find Vic the Trader' objective should only be added after the Player talks to the Elder in her tent (this is where Vic is first mentioned).
This is how it was in the original game and I assume it was done that way in case you didn't talk to the Elder and just went on to the next city. Yeah, who plays a RPG and doesn't explore everything. You never know though.
archerengelo said:
ok , now i don't know if its just me , but the animation feels off at certain places.. the female character i am playing doesn't feel smooth while interacting with objects like it skips a frame or something to get to the default static position? ..same also happens for the enemy/animal/critter when it tries to rise back up after getting hit to the ground, it moves to neighboring tile..annoys the heck out of me.
this never happened with earlier RP version.
Hmm, I haven't noticed this or heard otherwise. Anyone else confirm this?
@mercurio101
I'll be looking into your save game. Thanks for posting one.