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

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you are going to fix the remaining issues right? there are several of them on wikia that didnt get fixed including the endings.

Edit: several days after this post p p l added more there to check, go carefully through each section or you could lose something. ;)
 
killap is it safe to assume that bugs you labeled "Engine bug" (in the RP Bugs wiki) have been at least been attempted to be fixed but failed to actually fix, by the community here?

If so that's a shame because some of these are rather significant :(

[spoiler:7a181727ce] Unlimited Ammo bug: Give an NPC several identical empty guns and appropriate ammo. Remove/trade other guns or ammo so they won't be selected. Set the NPC's combat choice to ranged. Select 'Use best weapon' then click on 'Talk'. Click on 'I need to talk to you about your gear' then 'Put your weapon away'. Select 'Trade' then manually unload their weapons. They now have more ammo than they started with. Repeat. Engine issue.

It's possible that when you or a companion enters a map you may be on the same space as an NPC. You won't be stuck though, so no worries. Engine issue.

NPCs are able to walk through locked doors. This is most often seen during combat. Engine issue.

Some companions, such as Vic, become unresponsive and act like walking containers. This is caused by the companion getting knocked out in combat and you leave the map during this. You need to go into combat mode again to let them 'wake up'. Engine issue.

If you have low unarmed skill and then miss on a standing fire gecko, the hit-n-miss animation won't play. Engine issue.

The floating text is rolling very furiously when some of your opponents lie unconscious in combat. Engine issue.

For the Educated Perk: It applies for the current level, *IF* you take it at the first time since leveling up at the character creation screen. If you click the character creation screen, cancel out of the perks list, close and reopen the character creation screen, and then select the Educated Perk, it DOES NOT apply to the current level. (Note: This bug goes back all the way to Fallout 1.) Engine issue.

Clicking your weapon at the exact moment that someone else initiates combat causes the button to remain "pressed in" graphically, and it doesn't release until you try to initiate combat again that way. Engine issue.

In the Pip boy, if you click status, click a city, then click somewhere else on the Pipboy screen, it'll load up another city's quest status. Engine issue.

If you give a critter tons of super stims in hopes of killing it, and then leave the map, the game will crash when it tries to kill the critter. Engine issue.

NPCs hooked on jet becomes utterly useless - stuck with 1 AP. Jet antidote doesn't work on them. Engine issue.

Ability to gain too high stats from drug use - use drug twice, save and load and you can use drugs to raise your stats even more. Engine issue.

Drugs used on one critter will affect all critters of that same type (i.e. look the same). Engine issue.

NPC's leveling up while under drug influence don't end up with correct stats - it checks the current stats and not base stats. Engine issue.

A game saved in combat where one of your NPC's has died will become corrupted. Engine issue.

Saving in combat is generally just a bad idea and will cause many unexpected problems. Engine issue.

Sometimes if you do an insta-kill to a critter (super critical hit, etc), code in their death procedure is not run and things regarding that character might be broken from that point on (e.g. no one recognizes the critter as dead). Engine issue. [/spoiler:7a181727ce]
 
Sduibek said:
killap is it safe to assume that bugs you labeled "Engine bug" (in the RP Bugs wiki) have been at least been attempted to be fixed but failed to actually fix, by the community here?

If so that's a shame because some of these are rather significant :(

[spoiler:4f4ed83a90] Unlimited Ammo bug: Give an NPC several identical empty guns and appropriate ammo. Remove/trade other guns or ammo so they won't be selected. Set the NPC's combat choice to ranged. Select 'Use best weapon' then click on 'Talk'. Click on 'I need to talk to you about your gear' then 'Put your weapon away'. Select 'Trade' then manually unload their weapons. They now have more ammo than they started with. Repeat. Engine issue.

It's possible that when you or a companion enters a map you may be on the same space as an NPC. You won't be stuck though, so no worries. Engine issue.

NPCs are able to walk through locked doors. This is most often seen during combat. Engine issue.

Some companions, such as Vic, become unresponsive and act like walking containers. This is caused by the companion getting knocked out in combat and you leave the map during this. You need to go into combat mode again to let them 'wake up'. Engine issue.

If you have low unarmed skill and then miss on a standing fire gecko, the hit-n-miss animation won't play. Engine issue.

The floating text is rolling very furiously when some of your opponents lie unconscious in combat. Engine issue.

For the Educated Perk: It applies for the current level, *IF* you take it at the first time since leveling up at the character creation screen. If you click the character creation screen, cancel out of the perks list, close and reopen the character creation screen, and then select the Educated Perk, it DOES NOT apply to the current level. (Note: This bug goes back all the way to Fallout 1.) Engine issue.

Clicking your weapon at the exact moment that someone else initiates combat causes the button to remain "pressed in" graphically, and it doesn't release until you try to initiate combat again that way. Engine issue.

In the Pip boy, if you click status, click a city, then click somewhere else on the Pipboy screen, it'll load up another city's quest status. Engine issue.

If you give a critter tons of super stims in hopes of killing it, and then leave the map, the game will crash when it tries to kill the critter. Engine issue.

NPCs hooked on jet becomes utterly useless - stuck with 1 AP. Jet antidote doesn't work on them. Engine issue.

Ability to gain too high stats from drug use - use drug twice, save and load and you can use drugs to raise your stats even more. Engine issue.

Drugs used on one critter will affect all critters of that same type (i.e. look the same). Engine issue.

NPC's leveling up while under drug influence don't end up with correct stats - it checks the current stats and not base stats. Engine issue.

A game saved in combat where one of your NPC's has died will become corrupted. Engine issue.

Saving in combat is generally just a bad idea and will cause many unexpected problems. Engine issue.

Sometimes if you do an insta-kill to a critter (super critical hit, etc), code in their death procedure is not run and things regarding that character might be broken from that point on (e.g. no one recognizes the critter as dead). Engine issue. [/spoiler:4f4ed83a90]
Nope. So you are free to give it a shot. :P
The number of people who can fix engine bugs here are limited, and so is their time. Only the worst bugs and whatever other bug has been intriguing enough has been fixed. Most engine bugs left has probably not even been tried to be fixed.

I did try to fix the NPC and their drug problems through sfall(and make jet antidote useful to them too). Didn't finish it but just made a test with one NPC. It involves removing timer events and is potentially risky as not much is known about that. A lot of testing would have been needed, so at the time I didn't feel like continuing.
 
killap said:
@everyone:

Writing up changelogs and readmes. These always take longer than I anticipate...sigh.

I also want to do some quick testing to make sure nothing is horribly out of whack.

Then there's putting everything together for the unofficial patch. Ugh, so much to do for one of my releases.

Sooo, this week looks reasonable for an update.

You really can't fix the weight of the BB ammo... slob slob.. it has been there since it was first release and it's for there after nearly 15 years.

Please...
 
Hi all, just one question, to make the RP working properly, needs to be "clean" intallation - means version of Fallout 2 v1.00 ? (so v1.01 could be a problem?)
regarding the steam/gog - what version is there? it would be also NOT clean install, or.. ?

Thanks.
 
SHabajda:
"Clean" means just Fallout 2. Don't worry about version, just do not install any other patches or mods except RP.
 
just installed fresh fallout 2 from gog + latest RP.
what bothers me is that i cant alt tab from the game, only black screen appears.
any advice?
 
Niksha said:
just installed fresh fallout 2 from gog + latest RP.
what bothers me is that i cant alt tab from the game, only black screen appears.
any advice?

You can use calculator-key if you have one on your keyboard.
 
Trephs said:
Niksha said:
just installed fresh fallout 2 from gog + latest RP.
what bothers me is that i cant alt tab from the game, only black screen appears.
any advice?

You can use calculator-key if you have one on your keyboard.

dont have it, but thanks anyway :)
 
Is it possible to control party members during combat? If so - how? I couldn't find any information other than "sfall has this option".

I set ControlPartyMembers=1 in ddraw.ini, but it doesn't have any effect. They still do what they want in combat.
 
as far as I know sfall 'had' this option back then, but have no damn idea why it was removed on latest version, and my question had been ignored about this issue weirdly, even having sent a pm to Timeslip abıut this..

Now correct me anyone if I'm wrong.
 
lockheed said:
Is it possible to control party members during combat? If so - how? I couldn't find any information other than "sfall has this option".
You can't control party members for now. The current version of sfall doesn't have the function, as it got removed along with multiplayer options when sfall hit version 3.0. Timeslip added it back in recent SVN source codes, but there's no new release for sfall yet. Unless you want to compile the source code by yourself or willing to try some "unofficial" compile. BTW, the function still has some issues/bugs, but it's not buggier than it was before AFAIK.
 
I think we've established that meeting ETA's isn't Killap's strong suit.

That or the changelog is being turned into a novel.

Perhaps the bugs in the high resolution patch are the cause of the delay.
 
ETAs not being met is kind of the name of the game with large projects. There's just so many things to do, it's crazy.
 
"It's done when it's done!" is great, I personally think. So long as it is actually done, when it's done... ;)

Which has absolutely been the case, in my experience, with killap's work so far.

Well done, sir! Take your time. Maybe I'll even have forgotten more of the game, by the time you actually release.

But may I suggest v3.0...? v2.2 implies a minor revision. Which's not really the case, is it?
 
AelpirT said:
But may I suggest v3.0...? v2.2 implies a minor revision. Which's not really the case, is it?
I agree. When it's not something you're getting paid for, or being overseen by a superfluous committee, versioning is more what you'd call "guidelines" than actual rules. :wink:
 
Niksha said:
just installed fresh fallout 2 from gog + latest RP.
what bothers me is that i cant alt tab from the game, only black screen appears.
any advice?

anybody knows solution for this?
 
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