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

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valcik said:
There's a small glitch. Transparent bubble surrounding the player character doesn't overlay correctly with this type of animated display:

v5crwp.jpg

Not a big deal.

valcik said:
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

You better teach this guy some manners then... :P I suppose he could be moved 1 hex to the side.
 
valcik said:
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!


Yeah, he should take his shoes off before he walks on his bed. :wink:
 
Tony Brasco said:
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....
I think that's the point, if the installer could interact with the Program Files directory in such a way, then it wouldn't need the message warning users. Precisely because it's a protected folder makes what you're suggesting quite complicated.

Or I'm totally wrong.
 
.Pixote. said:
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

FCmRi.gif
5OAOR.gif
RfzpD.gif
tI5Lj.gif
Xqw0F.gif
T32vJ.gif

Working fine now!

If only this nuka cola were as sweet as you...
 
Wonderful work! Enjoying it immensely!!

But... Kaga needs work.

He tries to run away, but does not actually run off the map. So one can, if desired, end combat, approach Kaga and pop a few bullets in him. Rinse and repeat until Kaga's dead.

I suppose it's possible I'm seeing bits of the map that I wouldn't normally be able to get to, since I'm playing at 1920x1200. But wouldn't it be better to just have him run to the edge of the map and then remove him, just to be safe? I didn't even try to read Fallout scripts, of course, let alone write them, so I have no idea if anything like that is possible.

If not, I guess we'll have to live with a gimped Kaga, is all.

Other than that, nothing wrong I could find up to leaving the Den on my way to Vault City.
 
The whole Kaga thing is just annoying. Its a really silly encounter and has forced me to reload on several occaisions because he killed me. I wish it could be made optional like the horrigan encounter which can be turned off with sfall.
 
fortyseven said:
The whole Kaga thing is just annoying. Its a really silly encounter and has forced me to reload on several occaisions because he killed me. I wish it could be made optional like the horrigan encounter which can be turned off with sfall.
You can remove Kaga encounters in worldmap.txt.
 
Kaga is a nice encounter, even if it bugged out a few times due to him not actually leaving the field of combat. The strenght-thing has to do with what level your character is on, so on lower levels = weaker Kaga.

Almost never had any trouble with fighting him myself, since I tend to head to San Fran as the first thing to do after leaving Arroyo, to get Power Armour. ;)
 
@AelpirT
Yeah, that's a pretty crazy resolution to run Fallout at, but several do.

This discussion has come up before and he would only disappear when he goes out of view on the screen (obviously the chance of this gets slimmer as your resolution goes up). I can't remember if I did anything for when he gets close to the edge of a map. And in fact, it's a bit tricky since he can show up on a several dozen maps, all of which have different exit grid locations. I'll look into this though.

@everyone
I finally have a chance to look through the issues posted in this thread and hopefully get them all fixed today. We'll see if you all reported enough so that further inquiry isn't needed. ;)
 
agris said:
Tony Brasco said:
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....
I think that's the point, if the installer could interact with the Program Files directory in such a way, then it wouldn't need the message warning users. Precisely because it's a protected folder makes what you're suggesting quite complicated.
Or I'm totally wrong.
I am not saying you are wrong. Or right :). But as far as I know, if the game is installed in a protected location, the problem is that when you save your game, Windows automatically "captures" an order by any program to write stuff to a file, and instead of saving anything to the game directory, it saves everything to the current user directory, which is in a completely different location. So later, when you try to load a save game file, the program (fallout2) can only "see" files in the current directory, or perhaps in a specific save game directory, and thus the previously saved games are "lost". Since the game cannot "see" saved files in that situation, the game should not be installed to any protected directory, since the game is only programmed to look for files in the current directory (and Windows has moved files out of that directory to current user directory).

But, this does not mean that nothing can be done if the game is already installed in "Program Files", or in some other protected directory. It is easy to move the game out of there.

If the CD installer needs admin rights when the game is installed, then there should be no problems if later anything needs to be moved to a different location, when RP installer is executed. Why? Because the same rights are needed in both situations (that is, if you can install stuff to Program Files, you can also move them. If you are using admin rights, you can install, uninstall, move and delete anything you want anyway).
 
fortyseven said:
The whole Kaga thing is just annoying. Its a really silly encounter and has forced me to reload on several occaisions because he killed me. I wish it could be made optional like the horrigan encounter which can be turned off with sfall.

Just run off the map if you feel you can't take on Kaga's gang, another approach is to target Kaga aggressively until he tries to flee, then take out his gang. Remember people can always run if they feel they can't win a battle. You can't win them all.

@Matthews - it sort of goes against the spirit of the game to make a runner for San Francisco after Arroyo, you might as well just pimp your game with an editor (F2se). :roll:
 
Nah, the sport is to come down to San Fran with no saves whatsoever. And on the way you got aliens, Fire geckos, Enclave troops etc...

Always something fun to do. ;)
 
Sorry, not about to read the entire thread but:

Has it been mentioned anywhere (unless its actually a change?) about the missing Morton bros?
 
Turd Henley said:
Sorry, not about to read the entire thread but:

Has it been mentioned anywhere (unless its actually a change?) about the missing Morton bros?

I met those fuckers on many occasion in my test run , and they took great pleasure in killing me, so there is no change there. But you will meet them more often around Redding and in between Vault City and New Reno.

You did waste their brother in Redding? They were in their normal place on the Redding map, correct?
 
Made it through the entire thread and my inbox here. A long day of Fallout modding indeed... Here are my responses to acknowledge that I fixed your bug. If I passed one, do tell.



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.
The RP now correctly defaults to 640x480 (the vanilla resolution of the game)

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
I now include d3dx9_31.dll, since Timeslip said this was needed for the high-res patch. I'm not including d3dx9_25.dll or d3dx9_23.dll. I am curious why you needed it though. Also, the RP already came with d3dx9_30.dll. Was this needed way back for sfall or the high res-patch? Or I was just including it because of stabbing in the dark?

ziemeck said:
EDIT2
MOBSTERS can be located in such a way that they block the highwayman's door - the only way to travel further is to kill them, since you cannot push them.
Link: zcnet.22web.org/fo2/SLOT02.zip (note - you must copy and paste the link, or you get redirected to commercials)
I've since moved the starting position of the car on that map.

mercurio101 said:
Found one bug (?)
My character is female, so I used her female abilities to cut the price for freeing the Vic in two (long story short, to get her sleep with Metzger). The problem is - door to the room locks after they taking their time in it. You still can easily unlock it (with 40% lockpicking ability), but it still seems strange that you have to unlock it as if you are a prisoner.
P.S.
Sorry for my poor English though
Oops, this is a bug on my part. I had locked the door in the RP, since why would Metzger just let you waltz in here. However, it would not unlock in the situation you described. And in fact, Metzger is also stuck in there with you until you actually unlock the door to get out.

archerengelo said:
yes finding a website to link my save games ..in a minute

edit: here you go http://www.filedropper.com/slot03

oh, lara's dead in shootout at church(east of den)...and i have no idea what happened to tyler...he was not there at the house(residential area) when we arrived.
Link dead. And other filedropper links in this thread are dead too. Apparently they don't last very long, please use other hosters in the future.

mercurio101 said:
1: Why does the very first triber (before the trial building) say very different thing than before?
And fixed per the discussion with Darek. I still wonder what is going on with the high-res patch though...

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?

save game file: http://www.mediafire.com/?j3dtsp8dn59d3a9
Testing your save game, I can confirm what you said. I'm curious if others are still running into this problem. But of course only if they are doing a fresh install of this beta. In any event, Skynet is still there but just hidden. The new fix handles this differently and thus won't help previous saves games. Sorry.

gvx said:
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
Ah, good catch. Those periods were not in the proper encoding.

valcik said:
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.}
Fixed. Thanks for spotting that.

Tony Brasco said:
I noticed a change in the readme that said:

Code:
"Lucas now gives you a text float when he has no more to teach you, rather than running through the same dialogue again only to learn that he has nothing more to offer. This is now consistent with the other warriors who teach you at your tribe. "
But Lucas has healing powder, which you can barter if you want to, so this change also means that you can not barter it anymore, if you don't do it initially, before training. I don't know if this is a problem.
Hmm, I didn't think of this. Good point. I'll think about how I want to do this. Or I'll just revert it back.

EDIT: I looked over this again. In the vanilla game he does only give a float once he teaches you, like with Jordan. So at that point you would lose the ability to barter. However, if you are already skilled and ask Lucas for help, he'll say you already know enough. At this point you can just keep going through the same dialogue tree over and over.

I'll just make it where after the first time he tells you that you already know enough, he'll give the float. Essentially just like if he had taught you.

Geras said:
A minor bug, probably still from vanilla:

Sajag, the owner of The Golden Gecko bar in Klamath after Smiley the trapper rescue still says that '...he hasn't come back and that was a while back, too.'
Yeah, many characters in the game don't update their dialogue properly once you complete a quest. I have since updated Sajag and Bob to gives proper text depending upon what quests you have completed in Klamath. Now it's more realistic.

Skynet said:
-This table spot can be walked on in Klamath: http://imgur.com/uv8Gi
Huh, wasn't this fixed ages ago and multiple times? Regressions...

Skynet said:
-Stacy inside Mom's place in Den has a bug. Hover your mouse on her and description box says "You see Stacy.", but when you talk to her and then quit dialogue the description box says "You see bar patron." It should be other way around.
Great catch. Vanilla bug.

Skynet said:
Also, Tyler rarely initiates his dialog before combat in house party fight in Den's residental area (other npc's block sight to player?).
Yeah, good point. I've repositioned the player to now be directly in front of Tyler when you are teleported to the house party.

Darek said:
The +1 Ag syringe doesn't get removed after use (yay, free agility for everyone). I'm pretty sure we fixed this and the proto is good, so the version of the epasl map must have regressed (using the old syringe proto).
Oh regressions. Well, I just cleared the inventory and put it back in. Hopefully that's all it took to fix this.

Darek said:
The 'gender bender' still have error messages for females, when choosing long hair or bald. Women should probably not even have those dialog options.
Hmm, I guess I had added dialogue way back and then the text file didn't carry over. In any event, no more error dialogue lines.

Skynet said:
Bug in Modoc. With this latest RP i no longer can tell Balthas that Jonny is alive with slags or lie about him being kidnapped by them. I just get get floater "Please, bring my son back to me safely." from Balthas all the time.
And fixed. Good catch there Darek. I still don't think the devs were using the right variable combination there (if you look at how they are defined) but in any event, everything should work now.

Skynet said:
I also found out from Balthas msg-file that there is a dialog response of Balthas refusing to believe Jonny is dead when you return bb-gun from well. I have never ever gotten this response, but the crying dialog instead. Is this another bug?
Yeah, but I think this was later changed by them. There is no way both can be used, unless we assume that the player is more convincing with certain stats. In any case, nothing in the scripts point to this.

SaF said:
[*]When talking to Aldo, no matter which dialogue line you choose, you get only one response from him (the bad one).
Well, this is actually the same behavior a normal player has with Aldo. You can say you'll give money, even if you don't have enough. And if you don't, then you'll get that line from him.


SaF said:
[*]Considering Torr, there are two mutually exclusive options: first one is to accept his quest and get transferred to the pastures immediately (and Torr disappears after leaving them); and the second one is choosing to postpone the quest and getting into actual conversation with him, but this way you can't get his quest afterwards (although he still mentions it in "what's going on around here?" line). Save game from the first link can be used to test this.
[/list]
Yeah, seems like an oversight on the original devs. I've tweaked it so that you can still offer to help after the dialogue situation you described.

Darek said:
crippled code for message box to show up
Great stuff and hopefully this will prevent further invalid bug reports.

Magnus said:
Are you planning on releasing the source scripts for mod makers when it's done?
Yeah, probably.

.Pixote. said:
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.
Very awesome! Added to my internal build.

parkhwan said:
and new lenny skin is too slow in town..
Then don't select him in the installer.

parkhwan said:
lenny is still lenny when used powerarmor
ps : miria is still always miria model too?
Well, I don't think Lenny really fits into those armors. As for Miria, there are no new models for her. And yes, no new one is needed for power armor, but then she'd be able to use all the weapons. Remember, she is a joke NPC. Want a better female character? Look to the EPA.

valcik said:
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!
Moved him to the left side of the bed. I guess things were shifted around during map enhancements.
 
killap said:
@AelpirT
Yeah, that's a pretty crazy resolution to run Fallout at, but several do.

Yes, I know: it's too low, right?

I'm thinking it's time I took advantage of Eyefinity. How does 5760x1200 sound...? :crazy: :wink:

But seriously: outstanding work by all the modders; a game designed to work at 640x480 is working flawlessly, really, at this much higher a resolution. I mean, I'm following the game's natural flow (IE, not running off into the fog-of-war to get to places the in-game character has yet to hear of), I'm in Redding now and literally everything one might expect to be affected by the resolution is working perfectly. :notworthy:

Apart from this little Kaga hiccup, that is... :(

killap said:
This discussion has come up before and he would only disappear when he goes out of view on the screen (obviously the chance of this gets slimmer as your resolution goes up). I can't remember if I did anything for when he gets close to the edge of a map. And in fact, it's a bit tricky since he can show up on a several dozen maps, all of which have different exit grid locations. I'll look into this though.

I can live with things as they are right now. It's Kaga who has problems living with them!...

:lol:

See what I did there? I kill myself, sometimes... :rofl:

Ah, yes, anyway: as I said, I have no idea how Fallout scripting works, so please feel free to laugh at my simplistic notions and ignore them, but I did get the Horrigan-killing-civilians encounter and I noticed that he and his goons just disappear from the middle of the map.

Nothing of the sort is possible for Kaga?

I mean, even his just disappearing in the middle of the fight is preferable to the current situation, IMO: he already decides to chicken out with enough HP remaining that he will reach the edge of the map easily unless the player is cheating, I think.

Or is it supposed to be possible to kill Kaga before his final encounter *without* some sort of exploit? I don't remember ever managing such a feat.
 
AelpirT said:
Or is it supposed to be possible to kill Kaga before his final encounter *without* some sort of exploit? I don't remember ever managing such a feat.
It's not too hard to kill him before the final encounter, but it surely needs a bit of luck to knock him down or cripple his legs for you & NPCs draining his HP. The 3rd & 4th encounters are pretty dangerous though. NPCs or I can hurt pretty bad or get killed in the first round from a point blank burst of Kaga's goons.
 
Just registered to express my gratitude to killap and others for this amazing work. Thanks for The Project. :clap:
Now about bugs. Only two minor bugs so far.
1.After trial in Arroyo go to Duntons (Klamath) immediately. You can ask them about brahmin mutilations but you just arrived in town! Extrasensory perception perhaps? :crazy:
http://imageshack.us/photo/my-images/197/scr00000.jpg/
2.Childs in Klamath. Typo in KCHILD.MSG {214}{}{Mommy says I talk to much.} Should be "... too much". Looks like vanilla bug though.

OS: Linux Fedora 17.1 32bit wine 1.5.18
Fallout2+RP2.2 public beta full installation.
 
Effektor said:
Just registered to express my gratitude to killap and others for this amazing work. Thanks for The Project. :clap:
Now about bugs. Only two minor bugs so far.
1.After trial in Arroyo go to Duntons (Klamath) immediately. You can ask them about brahmin mutilations but you just arrived in town! Extrasensory perception perhaps? :crazy:
http://imageshack.us/photo/my-images/197/scr00000.jpg/
AFAIK the brahmin mutations are mentioned in the Elder's briefing?

I hope the newest release will be really good. I have played the latest release and I had a feeling many times that it has too fan-madef climate (in dialogues, map-graphics), I've seen also some minor-bugs and had strange encounters (on the same map every time). AFAIS it will be done during the next release. I wonder how's Vic's Talking Head. It would be cool to have Talking Heads for all the major NPCs. How about Skynet? ;)
 
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