Hi-Res Patches for Fallout1&2 & the BIS Mapper

Lexx said:
/Edit: Except the menu point "screen settings" which froze my mapper and screen, so I had to logoff / restart in order to use my system again. :>
It sounds like its not finding the "f2_res.dat". Do you have a copy of it in your Mapper dir? You could alternatively modify the "f2_res_dat" path in the "m2_res.ini" to point to the one that comes with the fallout2 patch(Something I failed to mention in the config section of the read-me :oops:).
Sorry about the crash as well, I put safeguards in the fallout2 patch to prevent that happening but forgot to do the same for the mapper.
 
Mash said:
I put safeguards in the fallout2 patch to prevent that happening but forgot to do the same for the mapper.

I'll give this patch a thorough workout Mash...thanks again for your fine work. :clap:

PS: Any chance of rectifying the screen setting issue.
 
An extra button to toggle on/off the new placed scroll blockers could be nice as well. This way I wouldn't need to check out the screen borders all the time when working on an older map again. That just got into my mind.
 
I've figured out what's going wrong with screen settings window, I'll upload a new version tomorrow.
Lexx said:
An extra button to toggle on/off the new placed scroll blockers could be nice as well. This way I wouldn't need to check out the screen borders all the time when working on an older map again. That just got into my mind.
Yep, that sound like a good idea. I'll see if I can squeeze a small toggle button in there some place.

Edit:
New version of the mapper patch is up. The Screen Settings window should work properly now and I added a button to toggle the edge lines on and off.
 
Tested it, both runs without any problem for me. Nice work. :)
 
Thank you Matt. :D

Could the "Map angled borders - All 10 000 tile and 40 000 hex positions can be utilized." be made optional inside Fallout 2 - f2_res file. It's fine in the mapper.

I noticed it messes around with some of the exit grids in the RP (see SFChina.map). Its minor, but I will have to check all the maps to see what the effect is. It might be worth turning it off in the actual game, but it does help a lot with making maps.

One more small request - could the loading screen (Splash screens) have a 5 second delay...sometimes they load so quickly you miss them. I think they are a nice entry into the game, and shouldn't be missed. :mrgreen:
 
My nice new Viewsonic monitor takes a significant time to switch resolutions for fallout 2 - maybe 4 or 5 seconds. I would love to see an adjustable pause of 4 to 20 seconds for the loading screen :)
 
Yes to the splash screen delay, I'll make it optional with a variable range, a max of 20 seconds sounds about right.

.Pixote. said:
Could the "Map angled borders - All 10 000 tile and 40 000 hex positions can be utilized." be made optional inside Fallout 2 - f2_res file. It's fine in the mapper.

I noticed it messes around with some of the exit grids in the RP (see SFChina.map). Its minor, but I will have to check all the maps to see what the effect is. It might be worth turning it off in the actual game, but it does help a lot with making maps.
There are only a few maps that are badly affected SanFran and the RP's Abbey are probably the worst. These really didn't look much better in the previous version of the hi-res patch as I had to push the angle boundaries out for the bigger resolutions.
One thing I'm thinking of trying is angled clipping which might neaten things up a bit at least.
 
I'll go through and adjust the map edges for the RP - since the last release I have expanded some of the underground locations, and removed some of the black boarders - i.e. Becky's still, Modoc well, etc. I thought it would look better if those areas were less boxed in. For areas like San Francisco - I will adjust the maps, and expand the viewable area.

What's so cool about this new edge system is I can move the maps (shift across) without having to worry about the correct map offset numbers. But some maps crash when you attempt to shift them, is this because the map area is fully tiled, and it has hit an invisible boundary? If so, could that boundary be adjusted so it wont crash when reached.

Any chance of a breakthrough with art limits... :mrgreen:
 
.Pixote. said:
But some maps crash when you attempt to shift them, is this because the map area is fully tiled, and it has hit an invisible boundary? If so, could that boundary be adjusted so it wont crash when reached.
Yeah, I'm also curious of this. I believe there is some tile boundary. Why else would a map only crash when shifted in a specific direction (can't remember what map I've seen this happen). But there's more to it than that, on the old tribes map there where a few blocking hexes stacked on the same hex, pretty central on the map, and unless they where removed it couldn't be shifted. The strange thing was that there were other stacked blocking hexes that didn't cause any trouble.
 
While we are at mapper stuff: There is a bug with placing scripts. At approx 16 placed scripts, you can't place new scripts anymore and the map can't be saved. You need to restart the mapper to get it working again. Any chance to maybe see a fix for that?
 
Fallout 1 High Res Patch 3.0.2 is up. Patches for Fallout2 and the Mapper have also been updated.
The main addition is angled edge clipping, which is for tidying up the boundaries of maps which can't be made to fit in a rectangle.
For Fallout2:
Included map edge files for the RP and Mega Mod have been updated. If you installed those from the previous version you should delete the *.edg files from data\maps before installing the new.
Links in my sig and the first page.
 
What is going on with my game lol? I'm running the latest high res patch and latest Sfall but no the restoration project mod (should I be? I have never beaten Fallout 2 once yet) trying to run the game @ 1680x1050 on a 16:10 Monitor, I also noticed on the vanilla game from GOG no matter what patch I install the games mouse is acting funky and slow.



Uploaded with ImageShack.us

This is what my file looks like:

[Graphics]
;Set to 0 for 8 bit fullscreen
;Set to 4 for dx9 fullscreen
;Set to 5 for dx9 windowed
;A dx9 mode is required for any graphics related script extender functions to work (i.e. fullscreen shaders)
;Modes 1, 2 and 3 are no longer supported
Mode=4

;If using a dx9 mode, this changes the resolution
;The graphics are simply stretched to fit the new window; this does _not_ let you see more of the map
GraphicsWidth=1680
GraphicsHeight=1050

;This changes the settings of the hardware scaler in graphics modes 4 or 5
;Set to 0 to disable, 1 to use only if screen res > 640x480, 2 to use if screen res != 640x480 or 3 to use always
;To use a hardware scaler a file called 'global.fx' must be placed in data\shaders, and must contain one technique with one or more passes
GlobalShaderMode=0

;Set to something other than 0 to apply a software scaler in graphics modes 4 or 5
;This can be used instead of, or in addition to, the hardware global.fx shader
;This option is unsupported when using Mash's resolution patch
;0 - Default scaler
;1 - 2xSai
;2 - SuperEagle
;3 - Super2xSai
;4 - hq2x
;5 - AdvancedMame2x
;6 - letterbox
;7 - no scaling
ScaleFilter=0

;Set to 1 for a linear texture filter, or 0 to disable
TextureFilter=0

;Set to 1 to do the palette conversion on the gpu
;Faster, but incompatible with the Scalefilter and TextureFilter settings
;Requires v2.0 pixel shader support
GPUBlt=1

;Set to 1 to allow using 32 bit graphics for talking heads
;Requires graphics mode 4 or 5, and gpublt set to 1
Use32BitHeadGraphics=1

Did I do something wrong here?
 
..well done, now open the f2_res.ini file and set the same resolution for high-res patch. :wink:
 
valcik said:
..well done, now open the f2_res.ini file and set the same resolution for high-res patch. :wink:
Ok but now there is another problem once I had the unofficial patch installed it fixed the mouse issues but once I re installed sfall it made them worse :(

The menus I think are running at high res but the game is not at all it is now just stretched 640x480 looks extremely ugly and the mouse and my character are extremely slow.

Lexx I really need some help here I know helping noobies can get old but keeping them in the dark can only lead to more questions :wink:

I do not have the sfall options in game anymore and I'm pretty sure it is not running anything above 8 bit even though I have it set to 32 bit and 1680x1050 in both ddraw and the sfall ini file :(
 
Aw, Lexx is right! There is nothing wrong with your screenshot, the original map is just smaller than your native resolution, that's all. Revert the f2_res.ini settings back to the default values and you are good to go.
1magus said:
I do not have the sfall options in game anymore and I'm pretty sure it is not running anything above 8 bit even though I have it set to 32 bit and 1680x1050 in both ddraw and the sfall ini file :(
The 16-bit colour setting in high-res patch is not compatible with sfall's DX9 mode. Just set the 8-bit colour mode in high-res patch (f2_res.ini) and the DX9 mode will be available.
 
valcik said:
Aw, Lexx is right! There is nothing wrong with your screenshot, the original map is just smallest than your native resolution, that's all. Revert the f2_res.ini settings back to the default values and you are good to go.
1magus said:
I do not have the sfall options in game anymore and I'm pretty sure it is not running anything above 8 bit even though I have it set to 32 bit and 1680x1050 in both ddraw and the sfall ini file :(
The 16-bit colour setting in high-res patch is not compatible with sfall's DX9 mode. Just set the 8-bit colour mode in high-res patch (f2_res.ini) and the DX9 mode will be available.

Ya this still is not working once I installed the unofficial patch it seems to of messed the other 2 programs up.

I just re installed both and they are at default settings, I turned off DX9 mode for ddraw and both are set to 1680x1050 and fs_res is set to 16 bit mode but it is clearly in 8 and the videos are all messed up when before they were running just fine but the game was not.

Also I tried setting it to 8 bit color mode and yes the DX9 mode works than but only for the videos and not for the maps at all.
 
Hm, the sfall mod is included in the unofficial patch too. I guess there is another copy of ddraw.ini file on your HDD now, try to search for it. (In a worst case, reinstall the game and put only an unofficial patch + high-res patch there, nothing else.)
 
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