Speaking of which, that script uses lists, which I've never seen before. Is that a Fallout 2 scripting thing or a sfall scripting thing?killap said:So, Darek's script is the only viable solution for F1 until Timeslip makes a new dll for it.
Speaking of which, that script uses lists, which I've never seen before. Is that a Fallout 2 scripting thing or a sfall scripting thing?killap said:So, Darek's script is the only viable solution for F1 until Timeslip makes a new dll for it.
Sfall and I believe sfall for F2 only. So sadly your best bet is to trigger combat anytime active explosives are dropped, which I'm not sure you can even determine in F1. Or just live with a 50% fix (whatever you currently have) until Timeslip comes to the rescue.Sduibek said:Speaking of which, that script uses lists, which I've never seen before. Is that a Fallout 2 scripting thing or a sfall scripting thing?killap said:So, Darek's script is the only viable solution for F1 until Timeslip makes a new dll for it.
Actually I can indeed determine that, since back in Alpha 1 (or thereabouts) I added code to drop the explosives if held active in hand, like Fallout 2 does.killap said:Sfall and I believe sfall for F2 only. So sadly your best bet is to trigger combat anytime active explosives are dropped, which I'm not sure you can even determine in F1. Or just live with a 50% fix (whatever you currently have) until Timeslip comes to the rescue.Sduibek said:Speaking of which, that script uses lists, which I've never seen before. Is that a Fallout 2 scripting thing or a sfall scripting thing?killap said:So, Darek's script is the only viable solution for F1 until Timeslip makes a new dll for it.
Yes, this is what I meant. I seem to recall the drop function isn't triggered in some cases, but I can't recall. The intricacies of Fallout scripting is becoming foggy to me...Sduibek said:EDIT: Ohhhh I don't know if it can be determined if they were dropped from within inventory though.
Drobovik said:No, Oppen, I'm actually good with the exploit. I like break open the game's potential as much as the next guy. It's just nice when developers give us, the exploiters, the finger. You can't just do all you want, Mr. Gamer. hahaha
But sometimes balance should be considered too, you know. That's all I'm saying.
Even if we patch up all the exploits, in Fallout some smart fella still will find another one. Beauty of this great game.
Yay. Time to move onto the last point of that action plan then. :pkillap said:Anyway, if I do these changes then I think my workaround is a pretty viable solution. However, Timeslip's new sfall dll is the winner. I couldn't reproduce a crash at all with various scenarios (normal explosive tests, stating combat at various times during it, doing explosive deaths across several maps, etc). All came out good. Great job, Timeslip! Cleanest solution.
No clue; I've never seen a super stim related crash. What the crash details?killap said:Yeah, I've seen crashes with that too. And I can reproduce one consistently with the Enclave save game. Just super stim the vault girl by the reactor exit a good 10 times and try to leave the map - insta crash. Doesn't matter if you start combat, leave the map first and then super stim, etc. Only waiting around on the map (or sleeping) is the way to get the game to not crash when over stimming someone. Any thoughts here, Timeslip?
Heh, well deserved too!Timeslip said:Yay. Time to move onto the last point of that action plan then. :p
All it takes for me is to massively overstim someone and then leave the map. Waiting around/sleeping until they die doesn't cause the crash. Just a map transition is the trigger it seems. I have a few save games that can reproduce this if you can't on your end.Timeslip said:No clue; I've never seen a super stim related crash. What the crash details?
I'll try massively overstimming a few people and see if I can trigger it
I meant what address does it crash at, and what details are recorded in the windows event log?killap said:All it takes for me is to massively overstim someone and then leave the map. Waiting around/sleeping until they die doesn't cause the crash. Just a map transition is the trigger it seems. I have a few save games that can reproduce this if you can't on your end.
Winji said:Edit: Oh yes... Again I forgot to mention that I have Windows 7 68 bit OS.
Elitech said:Winji said:Edit: Oh yes... Again I forgot to mention that I have Windows 7 68 bit OS.
Well, there's ur problem xD
Seriously though, make sure u have no other patches installed apart from the original game before u apply RP... Works fine for me so far, and im on 64 bit win 7
Is this bug the same one that sometimes causes crashes when you plant explosives on people and then leave the map? It has some similarities: a map transition when there is an NPC set to die after a short period of time passes.killap said:All it takes for me is to massively overstim someone and then leave the map. Waiting around/sleeping until they die doesn't cause the crash. Just a map transition is the trigger it seems. I have a few save games that can reproduce this if you can't on your end.Timeslip said:No clue; I've never seen a super stim related crash. What the crash details?
I'll try massively overstimming a few people and see if I can trigger it
You might want to read back a couple more pages of thread to see what led to that conversation. :pUniversalWolf said:Is this bug the same one that sometimes causes crashes when you plant explosives on people and then leave the map? It has some similarities: a map transition when there is an NPC set to die after a short period of time passes.
Winji said:Bloody typos...
That's the problem though... I done nothing but installed it via steam and then applied the RP and still doesn't work. It's really depressing really.
And people saying that just installing RP is fine and especially when they say that they have excatly the same OS as I do........[/u]
You're in for a treat then.crazy_typ3r said:The last time i played restoration project was in 2011
The instruction at 004c5d09 referencd memory at 02ac9a30 (02ac0d90)
Thanks. Something is trying to either realloc or free an invalid pointer then. That's probably going to be a bit of a pita to track down, but I'll see what I can do.killap said:@Timeslip
Here's the error:
The referenced memory is different each time (makes sense), but the instruction location stays the same. And here is a full Windows error log.Code:The instruction at 004c5d09 referencd memory at 02ac9a30 (02ac0d90)