Megamod 2.3 technical issues and suggestions

OK, I will add some of those files in the next version for those with the German version.
 
NeoSeether said:
Issue:
Miria dialogue, MegaMod v2.34... gives "Error" as her default reply. Currently playing as a female PC.

Cause:
Saw no obvious errors in mcMiria.msg; next most likely case was the script itself.

Thus, used Int2SSL to de-compile mcMiria.int; error located within procedure Node000:

Code:
procedure Node000
begin
	if (get_critter_stat(dude_obj, 34) == 0) then begin
		gsay_reply(106, 154 + (local_var(5) > 0));
	end
	else begin
		gsay_reply(106, 10154 + (local_var(5) > 0));

Resolution:
Altered the last line to the following:

Code:
		gsay_reply(106, 154 + (local_var(5) > 0));

After re-compiling, issue was resolved. Wanted to inform MIB88 of the error in question.

Guess I was just bored.

Sorry fo bad english, i am from Russia and i translate this great mode to russian language. Many thanks to MIB88 for this fantastic job. Now about Miria script. As I have understood, this lines in procedure Node000 check, saw Miria Chosen before or not.

Code:
procedure Node000
begin
  if (op_get_critter_stat(op_dude_obj(), 34) == 0) then
    op_gsay_reply(106, 154 + (op_local_var(5) > 0));
#Miria don't saw Chosen and spoke:
#{154}{}{Why, hello there, stranger. I’m Miria.}
Code:
  else
    op_gsay_reply(106, 155 + (op_local_var(5) > 0));
#Chosen already met Miria and she spoke:
#{155}{}{I am so pleased you came back. What can I DO for you now?}
Code:
  op_set_local_var(5, op_local_var(5) + 1);
  op_giq_option(4, 106, 156, @Node018, 50);
  op_giq_option(4, 106, 157, @Node013, 50);
  op_giq_option(4, 106, 158, @Node014, 50);
  op_giq_option(4, 106, op_msg_string(14, op_random(375, 376)), @Node999, 50);
  op_giq_option(-3, 106, 159, @Node026, 50);
end

So, i think in this line
Code:
  else
    op_gsay_reply(106, 155 + (op_local_var(5) > 0));
must be number "155", not "154"

MIB88 correct me if I am not right.

P.S. I use Megamod v2.34.

And something more... file mcDavin.msg have duplicate strings:

Code:
{1000}{}{Yes, honeybunny.}
{1001}{}{What can I do for you?}
{1100}{}{I'm patched up. Let's go!}
{1200}{}{Just a few bruisers. Nothing serious.}
{1300}{}{I can walk, but I still need more medic attention.}
{1400}{}{I tried to heal myself the best I can, but I'm still heavy wounded.}
{1500}{}{No, honeybunny; I'd rather stay with you.}
{1600}{}{Sure thing, I'll put it away.}
{1700}{}{OK, I'm right behind you all the way.}
{1800}{}{Then I wouldn't be able to protect you. No, I better stay close.}
{1900}{}{Is that it? No way. I'm not letting you out my sight, you little riding cowgirl.}
{1005}{}{Are you deaf or something? Give me more room when we're walking around.}
{1006}{}{What you're doing wrong is I need you to walk far behind.}
{1007}{}{But... But... What did I do wrong?}
{1008}{}{What is it you want from me, my dearest?}
{1009}{}{Thanks, it was starting to chaff anyway. So now what, lover?}
{1010}{}{I used to skin the brahmin at the slaughterhouse, so I'm pretty handy with the
 knife. Also dad had me beat a brahmin to death with a crowbar once. I guess I could use
 a club if I need to. Uhhh, oh yeah, dad took me to shoot a pistol once, but I got
 scared and almost shot him by accident.}
{1020}{}{I need a little space, Davin.}

{1100}{}{I'm completely healed and ready to go.}
{1200}{}{Just a couple of bruises left, that's all. Don't worry about it, honeybunny.}
{1300}{}{Well, I'm mostly healed -- but I could use more healing when we get a chance.}
{1400}{}{I healed myself as much as I could but I'm still pretty badly hurt.}
{1500}{}{No, baby; I wanna come with you.}
{1600}{}{Sure thing, I'll put it away.}
{1700}{}{Understood. I like it close to you, baby.}
{1800}{}{No, no, honeybunny. I think... Oh, well, let it be then.}
{1900}{}{But then I wouldn't be near to you, honeybunny.}

I think some of them must be deleted or change its numbers :)

And about Postman.int script, I add this changes at the end of script:
Code:
variable Timer_Slow := 0;

...

procedure timed_event_p_proc
begin
  variable LVar1 := 0;

  if (op_fixed_param() == 1) then
  begin
    if (not maybe_in_battle()) then
    begin
      if (Timer_Slow == 1500) then
      begin
        Timer_Slow := 0;
        op_add_timer_event(op_self_obj(), op_game_ticks(6), 1);
        call Node030();
      end
      else
        Timer_Slow := Timer_Slow + 1;
    end
  end
end
Now Postman sing much slower... but it must be more tested, this is just simple decision. I have compiled version and test it, works fine fo me :)
 
Ah, yes, this was brought to my attention a while ago. I actually corrected it, but forgot to include the corrected mcmiria.int in Megamod 2.34. Thank you for pointing that out. (That is the problem I sometimes encounter doing work on 2 or 3 different computers.)

As for Davin's text: you are correct. I will need to change those dialog line numbers.

Regarding the postman, please let me know if that fix works alright. If it does, then I'll add it. Thanks.
 
MIB88 said:
Regarding the postman, please let me know if that fix works alright. If it does, then I'll add it. Thanks.

Ok, work finished. It was hard one, at least for me :) I compile and test script, looks like everything is fine. Postman song shown MUCH slower. Quest work. Veeeeeery little slowdowns was on my old notebook, but MUCH smaller as were earlier with original script.

So, the changes:

Delete from script procedure Node030 (it's no longer needed), and change last procedure like this:

Code:
procedure timed_event_p_proc
begin
  if (op_fixed_param() == 1) then
  begin
    if (not maybe_in_battle()) then
    begin
      op_add_timer_event(op_self_obj(), op_game_ticks(6), 1);
      if (Time_Slow < 3000) then
         Time_Slow := Time_Slow + 1;
      else
         Time_Slow := 0;
      if (Time_Slow == 3000) then
         op_float_msg(op_self_obj(), op_msg_string(1525, 141 + Sing_State), 0);
      if (Sing_State == 4) then
         Sing_State := 0;
      else
         Sing_State := Sing_State + 1;
         close := 1;
    end
  end
end

Looks simple, but work :)

Here, compiled script: http://rapidshare.com/files/146605530/postman.int.html

I hope, this will be useful.
 
Great work. Thanks. I will add this to version 2.35. (One more bug to remove from the list... yay!)
 
MIB88 said:
Great work. Thanks. I will add this to version 2.35. (One more bug to remove from the list... yay!)

I was glad to help.

Also I almost finish translation v2.34 to russian language, just about 100 .msg files remains to definitively check for errors. I use translated version 2.32, maked by Tom Duke aka Dude101 and AleksM, I am upgraded it to v.2.34. If they read this topic, i would be glad to help with translation in future, if they interested.

So, awaiting v.2.35.

MIB88, one question, maybe asked before, but I don't saw :) Why you don't pack mod into patch000.dat? I am packed mode, except .pcx files from Mr.FixIt parts and music files, and looks like it works without problems. :)
 
This has been brought up before, with regards to this project and Killap's Restoration Project. The problem is this:

We could make a patch000.dat file. However, consider how Fallout 2 gets its data. In order, it reads
1. critter.dat and master.dat
2. data folder
3. patch000.dat

3>2>1. So, if you make a patch000.dat file, the only way to get updates is to release the ENTIRE mod. With a data folder setup (like now), you can change just one file if you wanted to. Very easy to make minor updates so that the person does not have to download everything. Very annoying for those with slow connections, I'm sure. Of course, if everyone knew how to make a new .dat file after downloading just one file, it would be ok. However, most people just want to play mods... they don't care how it works or want to learn how to use those tools, and I don't blame them.

I think it is the best thing to do, though, since it might eliminate those errors that come in from time to time with party members not leveling correctly. Maybe someday, when the mod nears completion.
 
I see, logically, I can not disagree. I forget, what not all fans of game are so advanced. :) Thank you for answer.
 
mib88 no offense but your mod is pretty bad imo

you are mixing good mods(killap patch, timeslip mod, cult of personality) with crap mods(klint mod, wasteland taxi, gila lizard) and everything is buggy as hell i couldnt finish game at some point =/

i took 10ch character aiming for cult of personality with jinxed and max party, game was so buggy that i managed to get 9 NPCS(including davion, miria and pariah dog wich made jinxed probably not working at all because i noticed no critical failers at that point)

also im wondering how does that cult of personailty works at all, ive been playing very good character up to elvel 12 when i took it(karma around 400) then i became slaver, childkiller berserker etc (karma -550 or so) yet everyone is talking to ma althro some npcs are mentioning that im slaver for example they are giving me their quests etc without any problem so does cult of personality work on reputations also?

about finishing game i did some quests in new reno for all families except wrights i went there took quest from mrs wright and mr wright then when im trying to exit location game crashes sometimes i can get to new location but then its always crashing on that location exit grid
 
BN23-exGSA said:
Also I almost finish translation v2.34 to russian language, just about 100 .msg files remains to definitively check for errors. I use translated version 2.32, maked by Tom Duke aka Dude101 and AleksM, I am upgraded it to v.2.34. If they read this topic, i would be glad to help with translation in future, if they interested.

So, awaiting v.2.35.

I just caught this :D thanks! I wanted to support future releases in Russian, but never had the time to organise it.

We are currently working on Global mod, which probably wont see the light of day for a while.
 
Dude101 said:
I just caught this :D thanks! I wanted to support future releases in Russian, but never had the time to organise it.

We are currently working on Global mod, which probably wont see the light of day for a while.

I saw and played Global Mod, interesting project, I watching and awaiting final version of it :)

So, if you need assist in translations - contact with me :)
 
If me or an NPC puts on Frank Horrigan's armor we turn invisible.

Also, when I try to put the robot motivator in the sentry bot body for SkyNet, it doesn't do anything.
 
Robot motivator is not supposed to do anything because you need other part... it is in Sierra Army Depot, second floor.... look for it!
 
Tom9k said:
Robot motivator is not supposed to do anything because you need other part... it is in Sierra Army Depot, second floor.... look for it!

Thanks a bunch.

I would be very glad is someone would please help me with my problem involving Frank Horrigan's armor. I don't want to think I wasted all of those points on science and repair for nothing.
 
I just tried the armor with the mapper, and it works fine. Do you have 00000554.pro in your data/proto/items folder? Verify that you have this file, and if you don't, recopy this file from the download into that folder.
 
00000554.pro is there.

EDIT: Just a thought, but maybe the frm doesn't support all weapons. I was carrying a weapon with the minigun sprite. I'll try different weapons as soon as I can.
 
Tom9k said:
I think that Horrigan's armor support only his gun and knife... or not?

Can't test it for another 12 hours or so, but, it's true that Horrigan armor does not support every weapon type. But, that shouldn't make a character disappear. One of two things will happen: either the weapon will appear as the same gun or knife that Horrigan uses (even though it won't have the same stats) or the player will just be unable to use those weapons. I'll look into this later.
 
I just tested it, only weapons that use the Unarmed, Knife, or Flamer(Energy rifles, Bozar, etc.) will allow the frm to be displayed properly. It shouldn't be too difficult to edit it so that all weapons use one of those sprites, right?
 
No editing is required. All it requires is for me to copy a bunch of sprites and rename them. Very easy fix.
 
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