Fallout 2 mod Fallout 2 Restoration Project 2.2 (Unofficial Expansion)

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teukros said:
Nothing wrong with having two updates in a single month.
Yes and no. In the world of automatic updating or notification systems, yes I agree. Sadly in the case of the Fallout modding world there will always be various versions of mods floating around. I want to minimize this for the RP.

Drobovik said:
Bear Dude and any other russians who are lurking round here.

Russian RP translation is heading into a quick beta testing stage (week or so) in couple short days.
Does this mean final translation end of month? Uh oh, something else to delay the RP? ;) I kid. As I said, this moderate update needs to get out and translations are not a blocker.
 
killap said:
Yeah, you're right and I feel like this was brought up before. I wonder why he doesn't have this ability. Most likely an oversight. I'll add it.

Shouldn't this have been posted over at the patch thread, rather than RP?
 
Aleksi said:
I've just encountered this bug : in combat, whenever vic moves the game crash ...

I tried with another scenarios, the result is still the same. How do I fix this?

And yeah, doc Johnson doesn't fix crippled NPC :(

Windows 7 Ultimate x64, F2RP 2.2 exe installer, Patch 1.0.2.28.

GOa9p2h.jpg


Save file : http://www.mediafire.com/download/0rm2r3dv22z8372/SLOT01.rar

I tried that save and it crashed twice, the other 30 times it didn't. Can't say much more than it seems to be related to Vic. On the bug wiki there's a report on Vic crashing when fighting scorpions and mole rats too. I wonder if it's multihex critters that is confusing him?

While fighting the sentry bot I've seen him just skipping his turn when right next to the bot and when a bit further away he turns his flee state on (he, just noticed that flee state means to run away from dude, not from attacker). Also, his melee and unarmed skills are ridiculously low in comparison to most other NPCs. That could be a factor as well. He don't know what to do and/or turn flee stat on. Just some thoughts, but when it's not crashing more often it's impossible to find a pattern.
 
Hi, Bear Dude. You are amazing. One question: should I wait until the new release to install the RP on my GoG version? I'm not sure whether the current release has been tested for GoG. I'm very impatient, but I will wait a week or two if you think running into crippling bugs is likely with the GoG (or in general, though none reported thus far seem horrible from what I recall). Thanks.
 
Trephs said:
Why can't I rest in Vault City even if I'm citizen?
Because it's a setting that is either on or off to begin with and can't be changed in-game later. You can change it in maps.txt if you want to, but it will affect all your savegames whether you are a citizen or not.
 
Maybe dumb question but... is it possible to convert English Fallout2 to Russian language version?
I've got only English CD...
 
Aekell said:
Hi, Bear Dude. You are amazing. One question: should I wait until the new release to install the RP on my GoG version? I'm not sure whether the current release has been tested for GoG. I'm very impatient, but I will wait a week or two if you think running into crippling bugs is likely with the GoG (or in general, though none reported thus far seem horrible from what I recall). Thanks.
Heh, well I always suggest to wait for the latest. There aren't any specific GoG issues though, except the config file often pointing to the incorrect music directory. The next version of the RP installer will catch this and correct it.

There have been a number of issues fixed but none are really show stoppers. I have maybe 2-3 items I need to get done for this release and then I'm good to go. I have been dragging my feet a bit in hopes that the next high res patch comes out (rumor has it this will happen this week). That release actually does correct some nasty issues, which is why I'm eager to include it. So yeah, I'd say wait a week and we'll see where we're at. :)

@tomekp
A Russian translation for the latest RP is in the works. Should hopefully be ready in a month. The one linked to by Dude101 is old, I'm assuming. Drobovik can comment better on this.
 
btw killap, Mirak and other dudes posted other issues again. There is one hidden on NCR and i saw also comments after your comments about the issue. ;)
 
Thanks Dude101! It's working :) I was afraid that I would need to get original RU version...
I am polish native, but I would like to learn russian, and I believe that there is no better way to start doing it like playing Fallout, especially now, when RP is (almost) done. Of course I will wait for a new translation as you recommended, Killap, and then... :)

I'm impressed by the amount of the work done for this project.
 
tomekp,

Glad you are into our Great and Powerful (Russian language)

About the translation for RP. It is done. I just wanted to beta test it first, before releasing. Have about a dozen testers going at it as we speak. Should be out by the end of the month.

The only thing I have left to possibly add to it is properly done female dialog lines. But still debating, if it's worth it. 240 or so scripts to edit. :crazy:
And maybe get Cassidy and missing Marcus lines recorded in Russian.
 
Thanks for the suggestion! I'll try to wait about a week. Really want to finally see the EPA, expanded Hubologist-Shi stuff (always felt underdeveloped in vanilla), etc., but I'll wait :). Finishing a playthrough with latest unofficial patch anyway.
 
Finally got time to try that save again. Same deal. Hard crash after I take down the first deathclaw.

I'm on Windows 8 x64 with a Haswell 3.2ghz quad core CPU and a GeForce 660 if that helps at all.
 
Drobovik said:
tomekp,

Glad you are into our Great and Powerful (Russian language)

About the translation for RP. It is done. I just wanted to beta test it first, before releasing. Have about a dozen testers going at it as we speak. Should be out by the end of the month.

The only thing I have left to possibly add to it is properly done female dialog lines. But still debating, if it's worth it. 240 or so scripts to edit. :crazy:
And maybe get Cassidy and missing Marcus lines recorded in Russian.
Finish the translation! It would be a shame to stop at 98%. Don't relegate the female gender to the terems of old!
 
ETPC1 said:
Finally got time to try that save again. Same deal. Hard crash after I take down the first death-claw.
I've tested it a bit more and my advice is don't use the flamethrower, or grenades either for that matter. The death-claws seems to be a bit sensitive to those weapons here.
I have a save where I have three death-claws grouped close together. If try to use the flamer, the game freezes instantly, but it's fine if I use a pistol or the vindicator. At first My tests indicated you had to hit three critters in one go with flamer or grenades for it to crash but later I saw it crash with less (though not as often). I also had a few crashes when using the gauss rifle, especially on the mutated mole rats.

@ killap,

It may be a multihex problem as I've only seen this problem with that type of critter. The angel seem to matter, how many critters (and how close to each other they are) and what weapon is being used. It's weird and very hard to pinpoint the exact cause.
I know Haenlomal fixed something to do with NPCs targeting multihex critters, maybe something else broke then?
Or more likely, something else with it is bad/broken, and it's always been. I suggest you try to turn off the multihex flag on the protos of the tough death-claw and the mutated mole rat and see if that helps. Also have to replace those critters on the map.
Edit: I've tested it and it seems to stop the crashes. Maybe Timeslip can look into it and see if she can find the problem, otherwise just replace the multihex critters. It's the only way.

Speaking of mutated mole rats, they don't work in the RP (Melchior don't call them). In his combat procedure there are two checks for "if (local_var(6) < 3) then begin", the 3 should be a 4 I believe. Or at least it works then. <strike>Also wondering if there really are supposed to be 6 mole rats and not 4. Map var 3 is set to 6 as soon as you enter the map, not sure what controls that so couldn't check if its fine or not.</strike> Never mind, the critters are already on the map, so 6 is the correct number.
 
The mirrored sunglasses don't seem to work. I just wiped out the Salvatores with CH7, and now that I have Mason's mirrored sunglasses, I have CH7. Here's a savegame.

I tried dropping the shades on the ground and picking them back up to see if it'd reset, but it didn't. Still 7.

RP 2.2 in Win 7 x64 Pro.
 
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