Megamod 2.43 technical issues and suggestions

MIB88 said:
Uh-oh. Nirran, please check that this is happening as it should. Those 40 proto files in the Fallout 2\proto folder are supposed to go into the master.dat, right? These are the files that govern party NPCs. If those files are not present in the master.dat file, and are also not present in the data\proto\critters folder, then this might explain the reason why the games are failing to load. This would also explain why Klint is not acting as he should.

I will look at the program later today,the im you sent does not decompile for me either,but i have a current source code of it in my source folder(assuming you didnt alter it after the fact) and it compiles / decompiles,it has the map enter floats(last thing i added)

@weapon crash bug : that was an sfall bug,i think it was fixed,try updating sfall,and make Sure that you do NOT copy ddraw.ini into the folder ,manualy copy the file and make sure all settings in the default Megamod file are in the new ddraw.ini before you copy the file,that may be the bug you are experiencing kedimsidomuz


Nirran
 
Well, I was wrong... it has nothing to do with a weapon in my hand.

I create a char. Save right away. thats ave game is ok... I wait a few seconds and save again in a second slot, that save crashes the game, my first save still loads ok.,

updated to the new sfall (just dll, no ini) same problem.

Something very strange...

Michi
 
go to the save folder and delete game slot 2,sometimes fo2 will error when you try to save on a slot that previously errored when saving(took me hours to find that error behavior once,odd)

Nirran
 
Sounds like you have just something really weird going on there, Michi. Try these (from the readme):

5. Install the game and mod to a new location. Do not use the location you usually use. Pick a new folder entirely or, better yet, a different partition of your hard drive.
6. If you are going to uninstall a Fallout 2 game, you should also
restart your computer after doing so, before reinstalling the game again and adding the Megamod.
7. If you have installed the game many times on your computer and removed it, it might be a good idea to also run a registry cleaner.

Good luck.

Edit: Nirran beat me. Or just try what he said.
 
dwwin.exe error

Hi, got a problem with megamod. I've already tried everything I found. Reinstalled, changed the install steps, edited ddraw.ini.
Sometimes, when I load a game, or something happens in the game, it throws this error:
dwwin.exe application error

Unknown software exception 0x80000003 in the aplication at address 0x7c90129e

Tried these install steps:
Fallout 2-megamod 2.23
Fallout 2-patch-megamod
Fallout 2-patch-unofficial patch-megamod
unpacked everything, that could be unpacked and it still throws these errors.
My specs: Acer TravelMate 4650
Intel Pentium 1.5GHz
504MB RAM
Intel(R) 915GM/GMS,910GML Express Chipset 128MB
 
Hi
When i load a game(always) ,got ping sound and freeze screen(alt-tab to look what happen and get error message:
The instruction at00459781 referenced memory at 000000064
The memory could not be read from

Click on OK to terminate application

Work on Windows Vista.
 
Yes!

Exactly the bug Warhameron has.

I have totally uninstalled F2, cleaned my registry, re-installed in a whole new location, installed megamod, same problem... crash on re-loading even if I have done almost nothing.
 
try using the exe from the official patch,ive seen problems with the exe megamod ships with before

Nirran
 
1.Reinstall. 2.download patch uk.,3.unzip 2 F2 folder, delete patch .dat 4.instal megamod try to run ( input device error, change mouse and keybord to 1) 5.game run,savegame working for few mins. After i stole spear from first npc or take berreta in temple i got the same error and cant load any savegame. (I also change all critters and items 2 read only).

Sorry for my bad english :D
 
if you were trying my suggestion,you should unzip the official patch in a temp folder,install fo2 then megamod,then copy the official patch exe into fo2 folder,then run fo2,installing megamod last will still use megamod shipped exe

Nirran
 
@ kedimsidomuz & Michi

Can either of you please check if you can get Klint to give up his spear after he equips it?
 
Nirran said:
try using the exe from the official patch,ive seen problems with the exe megamod ships with before

Nirran

I used the official patch exe, as well as trying the exe that comes with the latest RP. Both crash when loading a save.

Again, it isn't right away... the first save I do works... it is takes a little bit before the save is faulty. But it isn't dependent upon holding a weapon, since I am weaponless, and my inventory is empty.

I should mention I am using Windows 7 64 bit.

It could be t hat both War and I are suffering form using later OSs than XP...

Michi
 
Ok, let's try something then. Can you remove ddraw.ini and ddraw.dll temporarily? Just place them in a different folder. That is my first guess regarding what to check.

Just out of curiosity: did any of you have a previous version of the MM?

The next thing might be to check those global scripts that are always running in the background (those "gl_" scripts). I can't imagine what might be causing this, but it would be easy to test it through a process of elimination.
 
Michi said:
Nirran said:
I should mention I am using Windows 7 64 bit.

It could be t hat both War and I are suffering form using later OSs than XP...

Michi


Hey,

I have the same problem as Michi and Warhameron.... when I play megamod on my notebook with WIN 7 64 on board - I start in the temple of trials, kill few ants and scorpions, make few saves/loads and somewhere in the middle of the temple, when I attempt to load previous save, I get this error message:

"The instruction at 00459781 referenced memory at 00000064
The memory could not be read from
Click ok to terminate the application"

But when I play latest megamod on my old PC with win XP, everything seems to be fine, at least I'm able to finish the temple of trials

I have also made an experiment - I copied the corrupted save, made on notebook with WIN 7, to PC with win xp... and it also didnt work, with the same error.
But when I copied not-corrupted save made on pc with win xp to notebook with win 7, I was able to load it, but any other save made afterwards was also corrupted....

I have also tried to use all graphics modes (0, 4 and 5) in ddraw.ini / graphics and installed latest version of dx9.03 on my win 7, but it didnt help.

so that error may be somehow connected with using WIN 7 64...
 
I also have the same problem as Michi and Warhammeron and i did the same steps as warhammeron, too.

removing the "ddraw.dll" and the "ddraw.ini" to another folder (translations folder in my case) results in a "wmArealnit::Error loading Cities" error-message.

I have Windows XP Professional SP3 and latest DirectX installed..
 
Hey i just found a weird bug, but this might help some people w/their save problems (I hope).

I reinstalled the game and megamod, but decided to start with the shortcut that megamod puts in the start menu instead. Doing so caused all sorts of weird glitches and crashes, at first I thought I did something wrong but then i started using the fallout.exe file, like I always do and the game worked, still had the companion issues i mentioned earlier but no random color shows and weird crashes. I also noticed that the shortcut that megamod installs says 2.42 not 2.43. So for those encountering varies oddities, try going to the folder that contains the fallout.exe and start the game using that file.
 
Before we go ahead and say that fallout2.exe or sfall's ddraw.dll doesn't work with Win 7, I would like to mention that I successfully played through 90% of RP 2.1.2b on this same computer, using sfall and the Hi-res patch

That said, bonczyk's excellent testing does seem to imply that something in the MM doesn't like Win7/Vista

EDIT:

Inspired by bonczyk, I installed in two separate directories MM242 and MM243 on my Win7 machine.

242 plays fine, saves and restores
243 has the aforementioned crash

Hope that helps narrow it down.
 
May this be the question, that the version of sfall that comes with mm 243 seems to be out of date?

on my starting screen of f2, in the bottom-right corner, it shows the following:

"Fallout II megamod 2.43
sfall 2.8c"

But in the top part of the screen ther's a text that says "a newer version of sfall is available 2.11.1" and there's a link to sourceforge...
 
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