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

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Timeslip said:
I don't think anyone has been using custom interface boxes since I added them, so it's quite possible that I've broken is_iface_tag_active at some point without noticing... I'll add it to my todo list to check, but in this case it's not needed, so all is well.

I used them once upon a time for a mod I was working on and iface_tags worked perfectly for me....
 
Timeslip said:
I'm pretty sure that giant npc block could be written more concisely, but as long as it works that looks fine. :)
Hehe, lazy copy paste just to see if it was working. 8-)
Thanks by the way.

@ Josan12
Hi, long time since I saw you around.
Out of curiosity, do you remember how you used "is_iface_tag_active"?
 
Darek said:
Out of curiosity, do you remember how you used "is_iface_tag_active"?
I'm using some sfall iface stuff for the alcohol addiction. Check my global scripts for that. Don't have access right now to check nor do I recall what all I did there.

Good to see you around too, Josan12.
 
killap said:
Darek said:
Out of curiosity, do you remember how you used "is_iface_tag_active"?
I'm using some sfall iface stuff for the alcohol addiction. Check my global scripts for that. Don't have access right now to check nor do I recall what all I did there.
Thanks. I think it only works for the "ADDICT" and "LEVEL" tags but nothing else. At least not number 2 nor the custom ones.
 
Dunno if this have been reported or not. I installed Hydroelectric Magnetosp....Hy-Mag into the reactor core, and thus gained "Idolized" status in the Gecko. But I decided (just for lulz) to send the robot again, to turn the frickin valve, that should get me on their bad side. But I still have the "Idolized" status and this just doesn't make sense. Here are two saves in this archive, before and after turning the valve.

http://rusfolder.com/34460655
 
Skynet said:
.Pixote. said:
killap said:
Skynet said:
Leather jacket running animation glitch (skips one frame) that was fixed for default player model seems to plague at least Sulik leather jacket variant and possibly several others variants.
Got a save game? And Pixote, thoughts on this?
He's a fix - http://www.mediafire.com/?356agz9aqu3od1c

There was one extra frame in the animation. :roll:

EDIT: I went through all he running animations and fixed a few extra ones. The link above has all the fixed FRMS.

Sorry to say, but even after updating the files running animation is still glitchy (tested Sulik version). Small freezes compared to butter smooth default model.
Didn't get to respond to this until now. Is it at least better than before? Pixote, any idea why the player model is better?

I recall this problem from way back and I'm not sure who fixed it. For some reason I'm recalling that I did but that work isn't really up my alley. However, in the long run besides scripting I've done basically a little of everything from audio work, to graphic work, to mapping, etc. So it's possible.
 
Put them into the data/art/critters directory.

The ones in folders are for the appearance mod and they need to go into the appearance directory, which is directly inside the root F2 directory.
 
killap said:
Skynet said:
.Pixote. said:
killap said:
Skynet said:
Leather jacket running animation glitch (skips one frame) that was fixed for default player model seems to plague at least Sulik leather jacket variant and possibly several others variants.
Got a save game? And Pixote, thoughts on this?
He's a fix - http://www.mediafire.com/?356agz9aqu3od1c

There was one extra frame in the animation. :roll:

EDIT: I went through all he running animations and fixed a few extra ones. The link above has all the fixed FRMS.

Sorry to say, but even after updating the files running animation is still glitchy (tested Sulik version). Small freezes compared to butter smooth default model.
Didn't get to respond to this until now. Is it at least better than before? Pixote, any idea why the player model is better?

I can confirm the fixed version of the player character in black leather (Max) has broken frame offsets, while the Sulik version in black leather has the same frame offsets as the original and should be OK. Sulik shouldn't freeze, but I need to check in game. I'll get back.

EDIT: It seems the frame offsets for the vault suit and max don't match up, maybe the original Max was wrong all along, and Sulik is based on the orginal Max...I'll get back. :crazy:
 
there are 4 subfolders namely HFR00S00, HMR00S(00-02) in appearance directory..so where to put bald max and long hair max folder ?

i didnt even know we could play long hair character.

edit: i think i have to get long hair dude 1.1 for this to work if i am correct? is appearance mod included in 2.2 RP or compatible with it ...argh i am so confused i don't even know what appearance mod is.
damn its right there with sfall...my bad ..i didnt start using sfall until after midgame, so i guess thats why the options wasnt given to me
 
Darek said:
Out of curiosity, do you remember how you used "is_iface_tag_active"?

I'm using this function both in Ardent's Mod and in Mutants Rising. In both cases, I'm calling them from obj_dude.int.
Examples from MR:

Code:
procedure map_update_p_proc begin
   //Crippled interface tag
   if (dude_is_crippled == true) then begin
      show_iface_tag(6);
   end
   else begin
      hide_iface_tag(6);
   end   
   
   //Blind interface tag
   if (critter_state(dude_obj) bwand DAM_BLIND) then begin
      show_iface_tag(7);
   end
   else begin
      hide_iface_tag(7);
   end
end

The code works flawlessly, although it is a little slow in combat (you need to wait until your turn for it to show up). You might of course fiddle with combat_p_proc and try to fix it, but I've found it's more hassle than it's really worth.

Of course, you also need to edit INTRFACE.msg from data/text/english/game:

Code:
#
#   Interface text from INTFACE.C
#
{100}{}{SNEAK}
{101}{}{LEVEL}
{102}{}{ADDICT}
{103}{}{POISONED}
{104}{}{RADIATED}
{105}{}{BLEEDING}#New tags for MR
{106}{}{CRIPPLED}
{107}{}{BLIND}

Hope this helps.
 
Ardent said:
Darek said:
Out of curiosity, do you remember how you used "is_iface_tag_active"?

I'm using this function both in Ardent's Mod and in Mutants Rising. In both cases, I'm calling them from obj_dude.int.
Examples from MR:

<snip>
You didn't use is_iface_tag_active there, just show/hide_iface_tag. is_iface_tag_active was indeed broken for ids >=5. It's fixed in svn now, although it's still not needed for this particular script. That it doesn't work for ids 0/1/2 is apparently by design, although I can't remember why.
 
Kickass.

Are you planning on releasing the source scripts for mod makers when it's done?
 
It seems no one ever noticed that the original Max leather critter in Fallout was wrong, the frame offsets didn't match the rest of the running critters. Anyway below is a fix to all the running black leather critters (Max) for the RP. I've updated the original post just in case people check that one first.

Looking through the frame offsets of the other critters, most of them are off by small margins, I can only imagine it was a nightmare for the original developers putting those critters together in the first place and it was the thing that gobbled up most of the development time.

http://www.mediafire.com/?6124pcx15m930cs

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hey lenny is still lenny when used powerarmor
it's no good! and new lenny skin is too slow in town..
ps : miria is still always miria model too?
it's unpair please patch this!! i love RP mod
but I don't know why they are unchanged
power armor and combat armor don't need their special model use originals model!! please
I want to make power armor party why they looking like low level

my english skill is bad cause my country's native language is not english. sorry
 
parkhwan - edit your post instead of posting 3 times in a row.

killap - it wouldnt be better if this thread is on sticky while the 2.1.2.b one is locked and removed from sticky?
 
There's a small glitch. Transparent bubble surrounding the player character doesn't overlay correctly with this type of animated display:

v5crwp.jpg


Also, funny thing happens in NCR. If you'll visit the Slaver's guild in the evening, Vortis appear to be walking on his bed. With shoes!

24b7pep.jpg
 
killap said:
In regards to the C:\Program Files confusion, I'll probably include a suggestion (C:\Games) in the message that comes up. But yes, what everyone has said regarding it is true. There were problems with sfall and other such things when F2 was installed to that directory.
If others can think of ways to make that message more clear, I'm open to suggestions. Though I kinda thought the message was clear enough already. :shrug:
My suggestion: you could make your installer offer to move the whole Fallout 2 installation from a protected directory to a new location, instead of simply saying that the game should be uninstalled and reinstalled. The installer would simply move the directory, and perhaps update some references, if there are those in config files or in registry, and update start menu shortcuts.

In your installer, in addition to being able to write a location, you could offer a list of locations, from which the user could select a directory, say C:\fallout2, C:\games\fallout2, etc. That way people would more easily choose a "good" location to the game. In that list, you should also offer an option to install to a different drive, since, for example, I use D:\fallout2. I've seen this approach in some installers, and I think it is a good idea.

You could do the above even if you don't like my first idea, of moving the installation.

Alternatively, your installer could be a full installer for Fallout 2 and RP, that is, it could offer to install Fallout 2 from a CD, by first preventing installations to program files, and then creating a proper directory. It would then copy necessary files from the CD, and then it would apply the restoration installer on top of that. But that might mean quite a lot of work with the installer. I have seen some installers that can that, and in a way, they replace the (usually dated) installer in a game CD.
 
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