Megamod 2.4 Technical Issues and Suggestions

Overseer said:
Any suggestions?

Since I'm able to play (I've found solution to my mentioned above problems), I had similar problems.
I don't know exactly what is going wrong in your case, but I recommended you open your ddraw.ini, then under [Graphic] section set Mode=0 (that one for 8 bit fullscreen). Then if You don't have High Resolution Patch You should get it. Any future changes to graphic You can do during playing, in options menu.

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Heh, I had a very strange bug - when new game started, the movie form end of Temple was shown, and my character appeared in the village, in vault suit. ;P And I haven't made any changes in sfall with starting map.
 
Both of you, Panzerkampfwagen and Overseer, are missing files. A failure to save means missing files (party NPC files) from the data/proto/critters folder, usually. The black screen is usually due to missing files from data/proto/items. I suggest you both reinstall, following the guidance in the readme files. Use the tips in the megamod 2.34 readme.txt.
 
Okay i fixed it, you were right. Its working fine now, but i have one thing i can't fix too. When i enter in world map, my traveling is so slow that i need about 5 mins just to enter another town.. i tried to edit something in draw.ini but i can't find the right thing.
 
In ddraw.ini, I think there should be a line that says something like

WorldMapDelay=whatever # is default

If you change this value lower, you travel faster. And vice versa. :salute:

I might be wrong, depending on which version of sfall the megamod uses.
 
That's odd, because this is the delay factor, and recently I set the value lower (from 66 to 44 I think), and it went much faster. Hmmm, I guess MIB88 is the one to ask about the problem :shrug:
 
Ghouly89 said:
That's odd, because this is the delay factor, and recently I set the value lower (from 66 to 44 I think), and it went much faster. Hmmm, I guess MIB88 is the one to ask about the problem :shrug:

The two relevant lines are

;Set to 1 to use the fallout 1 code to control world map speed
WorldMapFPSPatch=0

;Controls the world map speed if WorldMapFPSPatch is 1. Higher values cause slower movement
WorldMapDelay2=66

Mine is set just right for me on my computer. Oddly enough, I just ran a test, and when I lowered the value, I traveled slower. Never noticed that before.

Anyway, you have to change both lines for there to be any effect on travel speed. But, if I remember correctly, when WorldMapFPSPatch= was set to 1 on some computers, it caused the game to crash. Maybe I am remembering it wrong, though.
 
MIB88 said:
The two relevant lines are

;Set to 1 to use the fallout 1 code to control world map speed
WorldMapFPSPatch=0

;Controls the world map speed if WorldMapFPSPatch is 1. Higher values cause slower movement
WorldMapDelay2=66

Mine is set just right for me on my computer. Oddly enough, I just ran a test, and when I lowered the value, I traveled slower. Never noticed that before.

Anyway, you have to change both lines for there to be any effect on travel speed. But, if I remember correctly, when WorldMapFPSPatch= was set to 1 on some computers, it caused the game to crash. Maybe I am remembering it wrong, though.

The RP and version 2.4 of the megamod use different versions of sfall, right?
 
MIB88 said:
Ghouly89 said:
That's odd, because this is the delay factor, and recently I set the value lower (from 66 to 44 I think), and it went much faster. Hmmm, I guess MIB88 is the one to ask about the problem :shrug:

The two relevant lines are

;Set to 1 to use the fallout 1 code to control world map speed
WorldMapFPSPatch=0

;Controls the world map speed if WorldMapFPSPatch is 1. Higher values cause slower movement
WorldMapDelay2=66

Mine is set just right for me on my computer. Oddly enough, I just ran a test, and when I lowered the value, I traveled slower. Never noticed that before.

Anyway, you have to change both lines for there to be any effect on travel speed. But, if I remember correctly, when WorldMapFPSPatch= was set to 1 on some computers, it caused the game to crash. Maybe I am remembering it wrong, though.
I tried changing both.. and nothing, still slow traveling :cry:
 
This may be intended for all I know, but a LOT of non-robotic critters in the Megamod have no resistance to EMP damage. For instance, one could easily wipe out the Primitive Tribe with a handful of EMP grenades.

In the next version of F2WR I'm giving all non-robotic, non-holographic Megamod critters proper EMP resistance, but I thought you might want to know.

Cheers, mate!
 
No, they weren't supposed to be affected by EMP. Thanks for pointing this out. I have updated most of the new protos so far to give them proper resistances. Still need to fix the rest and then replace all of the critters on their respective maps...

Yeah, thanks a lot for pointing out this error! :P
 
I've experienced a bug - my character has agility and perception set to 10, and, unfortunately, skills like traps or steal aren't display correctly - instead of 40, there are only 20.
But sometimes it is displayed correctly, but most of time not. Weird.

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Oh sh--- I've read description of those skills carefully, and what can I say, when the 40 is displayed, this is a bug, not when 20 is displayed correctly :( :crazy:

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Another, and a bit ultimate bug - when memory error appeared while loading a savegame, it corrupted all my savegames...
 
my site now has a windows installer of mm2.42,and when MIB88 releases new versions,i will create installers for them too,installing with it requires nothing other then clicking through the installer,it is an installer packed version up-to-date with all patches

edit : think i fixed the hosed penalties with the weather mod,will be in the next release

Nirran
 
Some time ago I posted the following message in the "Walkthrough" topic of Megamod discussion:

Hello, everyone!

I would like to ask your help in dealing with a strange problem that occured while playing MegaMod v2.42. The thing is, my character's Armor Class started to grow for no apparent reason. In random places and on random occasions (or at least it seemed pretty random) the AC number kept growing. Now my char has 81 AC with leather jacket, and no need to say that it ruins the whole game for me. Does anyone have any suggestions about how to reduce AC back to normal and prevent it from going up? Normally, I would use a trainer to edit my save games, but it seems there are no trainers compatible with MegaMod. Please, help me if you can.

As far as I understand, this is a rare problem. So I've done some additional research that could probably help to discover its source. According to tests, the character's Armor Class increases only by a certain number of points (always 8) and only after I load the game. If simply wait or wander around without saving and loading, the problem won't occur. The actual armor type I have doesn't influence the way AC grows. In fact, the problem first occured when I had no armor on me at all.

I think I haven't messed up the installation process, because everything was done according to the instructions: first, I installed Fallout (US, version 1.00), then copied in its folder MegaMod 2.35 (and ran RUNME.BAT, of course), then copied MM 2.4, 2.41 and 2.42, overwriting several files. The game runs fine except for that nasty AC bug.
 
that problem is known and is caused by the weather mod,check some pages back in this thread

Nirran
 
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