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

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mercurio101 said:
appearance mod
No, i didn't. Actually, this is the first time i hear about it... I have only installed the "raw" version from Steam (which I have bought a short time ago) and then set up the [F2_Restoration_Project_2.2_pb1] patch. That's all.
Yes you did. It's one of the optional additions you can choose in the RP installer (iirc the box is ticked as default).
It works without the Appearance mod killap, but not with it.
 
Another thing - solar scrotcher seems to be only 4-shots wepon ... despite noon it says "out of ammo". I don't need that weapon, but if you fail to kill in those few shots some quest at EPA won't be doable.
 
Darek said:
It works without the Appearance mod killap, but not with it.
Damn it, really? I thought I recomputed the offset. Bah, I'll check. I also wish I didn't have to hack it like that.

ziemeck said:
Another thing - solar scrotcher seems to be only 4-shots wepon ... despite noon it says "out of ammo". I don't need that weapon, but if you fail to kill in those few shots some quest at EPA won't be doable.
I think that gun is all hardcoded but I could be wrong, but I don't recall this problem. In any event, you now only need to hit a critter with that gun, no need to actually cause death using it. Also wow, you're flying through this game. Already at the EPA? Didn't I release this thing last night? :P
 
ziemeck said:
Another thing - solar scrotcher seems to be only 4-shots wepon ... despite noon it says "out of ammo". I don't need that weapon, but if you fail to kill in those few shots some quest at EPA won't be doable.
It's still 6 shots and can be recharged in daylight. I checked it in the Mapper, so should be the same as in the real game.

killap said:
Darek said:
It works without the Appearance mod killap, but not with it.
Damn it, really? I thought I recomputed the offset. Bah, I'll check. I also wish I didn't have to hack it like that.
You really don't, you know. Map_enter_p_proc is your friend.
 
Darek said:
killap said:
Darek said:
It works without the Appearance mod killap, but not with it.
Damn it, really? I thought I recomputed the offset. Bah, I'll check. I also wish I didn't have to hack it like that.
You really don't, you know. Map_enter_p_proc is your friend.
Well I think there might have been another place in the game that does a similar check, so really that doesn't fix the overall problem (which is why I was computing the offset in the first place). But yes, good point. 8-)
 
killap said:
Well I think there might have been another place in the game that does a similar check, so really that doesn't fix the overall problem (which is why I was computing the offset in the first place). But yes, good point. 8-)
That would be the Vault city "free day pass" thing I assume.
Not having a look at the script but if that is the one, just check if item slot 0 is empty instead.
Also, just looked at Klint's script. You can just replace the FID check straight up with "if not (cur_map_index == 4) then begin".
 
I have a save game, inside the EPA building, meaning I'm missing skynet, since I left him at the ground level when I went down the elevator shaft.

I installed the 2.2, and went outside, but the robot is nowhere to be found.

The problem is that the save was done on version 2.1.2?

save game file: http://www.mediafire.com/?j3dtsp8dn59d3a9
 
Foede said:
I have a save game, inside the EPA building, meaning I'm missing skynet, since I left him at the ground level when I went down the elevator shaft.

I installed the 2.2, and went outside, but the robot is nowhere to be found.

The problem is that the save was done on version 2.1.2?

Since you are taking part in the beta test, you should be starting a new game with the newest version of the RP, not using old saves. Several of the fixes and changes won't be applied if you use an old save from a previous version.
 
@Foede
I can't remember what exactly the issue was but I thought it was simple enough that previous saves from older RPs could benefit from the fix. I'll look at your save game.

However, what Dravean said it correct. If anyone is trying out the 2.2 beta, they should be doing this on a clean install, as per my initial post in this thread.

@Darek
Nah I realize it's easy to remove those fid checks and instead use a map check for Klint, etc. I'm just saying that this doesn't resolve the problem of fid checks being messed up, which is why I computed the offset when using Mash's mod. I can see myself or someone using that check in the future and wondering wtf is going on, which is what happened to me when I first discovered the problem. But yes, for now, I'll go ahead and use your suggestions cause inevitably the offset will change again, or something.

@everyone
Realize that this is a beta. This means that I won't be throwing out fixes until the end, when the final release is made. You shouldn't be playing this as your "Wooo, finally get to experience the RP play-through". That's not what this is about. You can do that in a week or so when the final version is out. But please do play this build and report issues you find.
 
:)

hey killap what about the new women's skin ?
and i remember pixote make new design map in military bease a few months ago. Is in the new version ?
 
killap said:
Darek said:
It works without the Appearance mod killap, but not with it.
Damn it, really? I thought I recomputed the offset. Bah, I'll check. I also wish I didn't have to hack it like that.

ziemeck said:
Another thing - solar scrotcher seems to be only 4-shots wepon ... despite noon it says "out of ammo". I don't need that weapon, but if you fail to kill in those few shots some quest at EPA won't be doable.
I think that gun is all hardcoded but I could be wrong, but I don't recall this problem. In any event, you now only need to hit a critter with that gun, no need to actually cause death using it. Also wow, you're flying through this game. Already at the EPA? Didn't I release this thing last night? :P
I am corner-cutting a bit, consider it rather beta-testing of some issues than "normal" walkthrough. The quest was completed despite I did not kill a thing using scrotchet (I hit a plant a few times though). The problem persists. But if noone observes that - it might be something messed in my files (previous version of RP suffered the same problem though, I did not test vanilla though).
 
Error loading message file text\english\game\pro_item.msg at offset 11d56.

{58101}{}{This person has died a horrible death on the medical table...}
{58201}{}{This person has died a horrible death on the medical table...}
{58401}{}{This person has died a horrible death on the medical table...}
{58501}{}{This person has died a horrible death on the medical table...}
{58601}{}{This person has died a horrible death on the medical table...}
{58701}{}{This person has died a horrible death on the medical table...}

"." 16-bit 85 modify 2E
 
There's a typo in dcMom.msg file:

{802}{}{There's gotta be something we can do about this. From what I hear, you seem the be the only person around that actually gives a damn about those kids.}
 
ziemeck said:
The quest was completed despite I did not kill a thing using scrotchet (I hit a plant a few times though). The problem persists. But if noone observes that - it might be something messed in my files (previous version of RP suffered the same problem though, I did not test vanilla though).
Yeah, you don't have to kill anything with it, you just have to make sure it fires and works.

Provide a save game though so that I can take a look.
 
I don't remember this being an issue in the previous version of the RP, but now characters (I've tested the Bald Dude, Default Dude and my Punk Girl) all seem to have problems with animation offsets when playing the ******AL (search for traps, door opening, steal etc animation). The issue is the animations play smoothly when the character has his hand empty, but if you try to do it again with a spear, rifle, etc equipped something wrong happens with the offsets and the character teleports a hex (or so) away and back again. Dunno if anybody else has witnessed this is his gameplay.

I did perform a fresh install of the game and the RP 2.2.

EDIT:

Also, I've found an encounter described as 'A pack of golden geckos and a family of radscorpions' but there were only golden geckos on the map.

Save: http://speedy.sh/sEjmC/SLOT01.rar
 
I don't remember this being an issue in the previous version of the RP, but now characters (I've tested the Bald Dude, Default Dude and my Punk Girl) all seem to have problems with animation offsets when playing the ******AL (search for traps, door opening, steal etc animation). The issue is the animations play smoothly when the character has his hand empty, but if you try to do it again with a spear, rifle, etc equipped something wrong happens with the offsets and the character teleports a hex (or so) away and back again. Dunno if anybody else has witnessed this is his gameplay.

yes yes yes , this^^^ (as i already mentioned this problem earlier)...we have to do something about this ...this has reduced my game experience to half!
 
Geras said:
Dunno if anybody else has witnessed this is his gameplay.
Same here, the character will "shift" a bit when playing ******AL animations with weapons equipped. It seems the problem itself doesn't come from RP. I tested MR demo (with sfall updated to the latest build) and also see the same issue.

EDIT: Hmm, guess that's probably a vanilla problem. I tried FO1 and saw approximately the same shifting occurs. Some appearance/direction/weapons are less obvious.
 
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