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

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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?
 
Sduibek said:
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?
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.
 
killap said:
Sduibek said:
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?
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.
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. 8-)

EDIT: Ohhhh I don't know if it can be determined if they were dropped from within inventory though.

I don't expect Timeslip to fix it, she's stated clearly she wants to focus on Fallout 2 only. I just figured since I'm already cleaning up FO1 engine before moving to FO2 engine, I might as well fix it as best I can instead of giving the response to fans of "Oh it'll get fixed with the engine switch."
 
Sduibek said:
EDIT: Ohhhh I don't know if it can be determined if they were dropped from within inventory though.
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... ;)
 
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.

The thing is I never considered that an exploit, but normal gaming. It's not like the possibility of finding the merchants inventory. Of course, I think there should be a check; I simply assumed it was there, till today.
 
whaddya know, pizza found a bug! So Elridge in New Reno wants one of those lightbringers, if you give it to him and you get your reward and without clicking anything else go to barter, the item prices are significantly lower. Quite a bonus indeed, considering giving away the precious laser pistol ain't worth the caps if you are out for energy weapons. But definitely a bug O.o

ok there's a second requirement: you have to tell him that jules told you about the shop, after that you just give him the lightbringer and when you get the exp offer to barter. and every price is reduced down to practically nothing
 
killap 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. :clap:
Yay. Time to move onto the last point of that action plan then. :p

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?
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.
 
Timeslip said:
Yay. Time to move onto the last point of that action plan then. :p
Heh, well deserved too!

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
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.
 
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.
I meant what address does it crash at, and what details are recorded in the windows event log?
 
So I'm having on odd little problem with this mod... It completely ruins my game. I'm able to play the game normally without the Restoration Project, but as soon as I install either the 2.1.2b or this beta it stops working.
All I get is a black screen and with enormous luck maybe once I can see a flash of "Pleas Wait" screen when I launch the game, but that is usually gone by the time I try to turn the game on again. I have tried with Steam version and with pirated version, tried installing it somewhere else than the program files directory and nothing seems to work for me. You have no idea how many hours I have tried to search for an fix and tried those fixes.
I even installed DirectX 9.
You can only imagine how infuriating it is to try and find fixes when most of them are just "Install Restoration Project and you are set."
All I want to to do is play Fallout 2 with the Restoration Project installed...

Edit: Oh yes... Again I forgot to mention that I have Windows 7 68 bit OS.
 
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
 
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

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]
 
I can possibly help you if you post a screenshot of your fallout 2 folder, after you have installed the RP.
 
killap said:
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
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.
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.
 
UniversalWolf 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.
You might want to read back a couple more pages of thread to see what led to that conversation. :p
 
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]

Eh, I dont have steam version.

Did some research for u mate... Try this

http://fallout.wikia.com/wiki/Forum:Fallout_2_Restoration_Project_For_Steam?

OR this

http://forums.steampowered.com/foru...d08298598514c8f903f7157523a6d&t=948876&page=2
 
This has been over 10 years and im still being drawn to Fallout 2.

The last time i played restoration project was in 2011

Now, I'm glad to come back just in time for upcoming 2.2

:clap:
 
crazy_typ3r said:
The last time i played restoration project was in 2011
You're in for a treat then.


@Timeslip
Here's the error:
Code:
The instruction at 004c5d09 referencd memory at 02ac9a30 (02ac0d90)
The referenced memory is different each time (makes sense), but the instruction location stays the same. And here is a full Windows error log.
 
killap said:
@Timeslip
Here's the error:
Code:
The instruction at 004c5d09 referencd memory at 02ac9a30 (02ac0d90)
The referenced memory is different each time (makes sense), but the instruction location stays the same. And here is a full Windows error log.
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.
 
Elitech those are not fixes related to my issue but instead in failing to install the mod but thanks anyway.

Drobovik if you are offering your help to me then I ask you to tell me an email address that I can send the screenshot because I not really that much into forums so I don't know even half of the commands to be able to do that.

Also I have found out that when I turn on Fallout 2 with Restoration Project installed it for some odd reason resets my screen, showing "Input: HDMI" and then just black screen 'till I close the program, but it works usually fine without the Restoration Project so it shouldn't even be about my system...

But still, I'm running Windows 7 64 OS, AMD Radeon 7870 HD and have AMD Phentom II x6 1055T Processor 2.80GHz with 4Gt RAM if the complete details may help solve this mystery in any way.
 
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