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

Re: Bug in patches v3.x.x

Mash said:
I haven't had the chance to get much net time in lately so apologies to anyone who's been waiting for a reply. ... Progress on the Mapper is slow but ongoing.
Thanks for continuing your work, at whatever pace is best for you. I for one appreciate your dedication... slow but ongoing is much better than a burst of energy leading to a half-complete and abandoned project. :-)

-m
 
Lexx said:
When placing proto objects in the gameworld (scenery or items), they will remain as is, even if you edit the proto. This means, whenever you edit the proto flags of such an object, you'll have to replace them in every map. Would be good if they would "refresh" automatically on map load or save.
Hi Mash,

I know you have a lot on your plate but this feature Lexx mentioned would be huge to those of us who dream about re-balancing the game.

If I might further suggest that along the same lines as what Lexx has suggested, a command to simply update all protos (item, critter, scenery) on all maps. I would guess a save all maps command might be needed as well or this could be added to happen automatically when an update all protos on all maps command is executed.

Your work is excellent! :notworthy: :clap: :ok:
 
It would be great if it removed orphaned protos, those bastards crash maps. What I mean is when you place an object on a map, and for whatever reason the proto gets changed, or lost, and the object is saved on a map. When the map opens it can't find the correct object/proto and crashes the map.

Or maybe it would be better to have a generic artwork loaded (like the red question mark box that appears with the blockers), then you simply remove the object.

Actually the mapper we use is pretty horrible, because it's so inflexible.
 
New versions of the hi-res patches for fallout 1&2 are available. Links in my sig and the first post.
Just a couple of bug fixes for fallout2.
For fallout1 I've added a couple of small additions. A fix for the screen flicker problem and another to reduce cpu usage. These are both disabled by default but can be turned on via the ini.

@Pixote & Glovz,
I still have a few unknown vars in the map object structure to figure out. But I think updating\checking objects against protos is some form should be doable.
 
Is there any way to enable hi rez when playing Restoradion Mod 2.1.2b on WINE? I have not found one. The screen always scales up, or remains in original resolution, but with huge black box around it.
 
lockheed said:
Is there any way to enable hi rez when playing Restoradion Mod 2.1.2b on WINE? I have not found one. The screen always scales up, or remains in original resolution, but with huge black box around it.

It works without any problem as you can see http://www.4shared.com/photo/2Wc6na3Y/fall.html . It should be working out of box, but if you have problem, update sfall and hi-res patch to newer version. If the hi-res patch is active there should be new graphical submenu in main menu preferences.
 
Right, I used to play with Hi Res patch and it worked fine. The problem is, I am now playing RP and it looks like you can't have both.
 
lockheed said:
Right, I used to play with Hi Res patch and it worked fine. The problem is, I am now playing RP and it looks like you can't have both.
Erm, you can have both, the problem, I think, is you use a scaler from sfall, which IIRC is incompatible with the hi res patch. Set the scaler setting to 0 and then you can set the resolution via f2_res.ini.
 
Oppen said:
lockheed said:
Right, I used to play with Hi Res patch and it worked fine. The problem is, I am now playing RP and it looks like you can't have both.
Erm, you can have both, the problem, I think, is you use a scaler from sfall, which IIRC is incompatible with the hi res patch. Set the scaler setting to 0 and then you can set the resolution via f2_res.ini.
I have this set this way already.
 
lockheed said:
Oppen said:
lockheed said:
Right, I used to play with Hi Res patch and it worked fine. The problem is, I am now playing RP and it looks like you can't have both.
Erm, you can have both, the problem, I think, is you use a scaler from sfall, which IIRC is incompatible with the hi res patch. Set the scaler setting to 0 and then you can set the resolution via f2_res.ini.
I have this set this way already.

This is my working configuration with resolution 1024x768 for RP.
- RP 2.1.2b
- Hi-res patch 3.06 f2_res.ini
- Sfall 2.16 ddraw.ini
- Wine 1.4-rc1

And these are my Wine registry keys for Fallout2.exe
Code:
"DirectDrawRenderer"="opengl"
"Multisampling"="enabled"
"OffscreenRenderingMode"="fbo"
"RenderTargetLockMode"="readdraw"
"UseGLSL"="enabled"
"VertexShaderMode"="hardware"
 
jirik, do you have extra resolution menu in the Main Menu? Because I haven't. And in what order you install those things?
 
lockheed said:
jirik, do you have extra resolution menu in the Main Menu? Because I haven't. And in what order you install those things?
Yep, I have that menu. If you haven't, you don't have hi-res patch active. Install newest sfall and hi-res patch versions as I have and it will be working.
I installed first RP, then Sfall and at the end hi-res patch.
 
jirik said:
lockheed said:
jirik, do you have extra resolution menu in the Main Menu? Because I haven't. And in what order you install those things?
Yep, I have that menu. If you haven't, you don't have hi-res patch active. Install newest sfall and hi-res patch versions as I have and it will be working.
I installed first RP, then Sfall and at the end hi-res patch.

Ok, it worked but made the fps drop made things veeery choppy. I'd rather see less and have the game playable.

How do I go back without downgrading sfall and HiRes patch? Changing scaller options between 0-7 in ddraw.ini does not seem to have any effect.
 
Added an option in the "f1_res.ini" to fix the flickering screen problem.
Thus potentially nullifying the need for Screen Refresh exe? Very nice! You continue to impress :)
 
game messages kerning height can be changed define your own
Sometimes feel crowded kerning
 
Can set the number of rows to display game messages?
English game messages = 6
Chinese game messages = 5
 
Thanks gvx, I'll include your 'ScrnSet.msg' file in the next release.
I'll see what I can do about row number and spacing options. This should only be necessary for the Chinese version correct?
 
Yep, the size of FO2 Chinese characters is larger than the default English alphabets. There's at least one case in game (the Bridge of Death) that the player can't see the lowest dialogue option or select with mouse, since it's out of the screen.
 
@NovaRain:
I see what you mean, there is only room for seven lines of text. English versions do about eight I think. I might be able to fit an extra line in there by shifting things around a bit. I'll see what I can do.
 
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