Fallout 2 mod Unofficial Fo2 patch thread - problems, reports, suggestions

Re: Trapper Town scripts messed up?

WraithUV said:
You might want to try "using" different parts of the broken car there in Klamath.

I did, believe me. Repeatedly. In all my newly started games. But with the latest patch I could finally get it. Phew. *breathes a sigh of relief*

[Edit] It's still possible to barter in version 1.20.21. He won't give you the key for just nothing (it's worth 0 caps) but I could trade it amongst with his stimpacks (didn't want to pay a cap for an item that's worth none, hehe). [/Edit]
 
Re: Trapper Town scripts messed up?

killap said:
Hmm...that is weird. I never had that problem before. I don't have access to my scripts at the moment, but I shall take a look. Also, you shouldn't be able to barter with him in my newest patch. I included a new proto file for him to change this since it did not make sense (Per agreed with this) to be able to buy the key that easily from $1. I may have accidently not included it though which would be a really dumb thing on my part but I've done it before. Life's getting so busy to keep track of everything nowadays...
I first noted this problem with your first posting of the October version, but it's still happening as of the latest release, and yes, you can still barter it too.

I don't suppose there's a way to still allow barter with him (he does carry other items to trade), but exclude the key somehow? I'd say just put it in an equipped slot, but then you couldn't steal it either, which would also suck.

Then again though, the more I think about it, is it even really worth disallowing buying it for $1? I mean, you can just get a piece of drymeat (plenty lying around for free, or about $5 at worst case) and get a key from the dog anyway, plus the door can be picked (and I think bashed open) and so forth.

Basically, since there's so many extremely easy other ways to get a key, and none of them expensive, I'm not sure it's really worth locking him out as a source of trade to prevent a "cheap key".

Just food for thought.

2886fallout said:
I did, believe me. Repeatedly. In all my newly started games. But with the latest patch I could finally get it. Phew. *breathes a sigh of relief*
Weird. Mine worked with any/all versions of killap's patch (from June to the most current). In any case though, glad you got it working. :)

-Wraith
 
Re: Trapper Town scripts messed up?

WraithUV said:
I don't suppose there's a way to still allow barter with him (he does carry other items to trade), but exclude the key somehow?

I'm no expert, but I think it should be possible to disallow the barter button, but allow trade initiated through dialogue, and have the script make him equip and unequip the key.

Then again though, the more I think about it, is it even really worth disallowing buying it for $1? I mean, you can just get a piece of drymeat (plenty lying around for free, or about $5 at worst case) and get a key from the dog anyway, plus the door can be picked (and I think bashed open) and so forth.

Picking the door or getting the dog's key are all valid ways of not having to deal with Picket in the first place. But it doesn't make any sense for him to treat it as important but then part with it for a shiny piece of metal and not even notice.
 
Re: Trapper Town scripts messed up?

Per said:
I'm no expert, but I think it should be possible to disallow the barter button, but allow trade initiated through dialogue, and have the script make him equip and unequip the key.

[...]

Picking the door or getting the dog's key are all valid ways of not having to deal with Picket in the first place. But it doesn't make any sense for him to treat it as important but then part with it for a shiny piece of metal and not even notice.
Yeah, I can appreciate the lack of common sense involved, and do concede the point that it'd make a lot more sense the way you suggest above.

I suppose then if it's not a massive hassle (I'm not very familiar with FO scripting as yet) that'd be a good option. Since that would require adding a line of dialog (for barter) anyway, could also stuff one in there that *specifically* offered to buy the key, but set the price to something a little more reasonable. Theory being that while yes, everything has a price, it makes little sense for that price to be $0 for an item one considers relatively important. ;)

-Wraith
 
Re: Trapper Town scripts messed up?

WraithUV said:
I suppose then if it's not a massive hassle (I'm not very familiar with FO scripting as yet) that'd be a good option. Since that would require adding a line of dialog (for barter) anyway, could also stuff one in there that *specifically* offered to buy the key, but set the price to something a little more reasonable. Theory being that while yes, everything has a price, it makes little sense for that price to be $0 for an item one considers relatively important. ;)
Disabling the barter button and allowing barter through the script is quite possible. I had disabled the barter button by editing the proto file but I guess I forgot to include it...or I did but it isn't working for some reason.

As for not being able to get the key after convincing Picket to give it up, I still don't have access to my files so I still don't know yet what is up. Might be a regression on my part which would suck.
 
Ok I started playing the game, and these things are starting to come back to me.

Is it possible to fix the NPCs's combat AI so that they no longer end their turn after successfully killing one enemy even if they have action points left for more attacks and there are more enemies to kill?

Is it possible to fix the stupid way Sulik uses the Super Sledge? He will always use Thrust, which spends 4AP, instead of Swing, which only spends 3, which is retarded. Further, is it possible to have him re-evaluate who is closest in the middle of a turn? When on Super Sledge, he will Thrust at an opponent, sending them sliding halfway across the screen, then waste the rest of his Action Points chasing that same opponent down instead of attacking one of the ones closer to him. These are both very annoying issues, making the Super Sledge a bad choice of weapon for Sulik, though if only he used it normally, it would be one of the best.

What about Cassidy's combat settings resetting after each restart of the game? Anything done about that?

And there is something else I want to know about. I'm not sure if this is a bug or not. Though K9 and Goris can be healed with Stimpacks, neither of them has an animation for 'using an item', and therefore I have never witnessed them use Stimpaks in combat. If the case really is that they cannot, I would consider that a bug, or an oversight, which should be fixed. No, wait, is it because Deathclaw hands or canine paws cannot inject such a thing and that's why they never seem to use them?
 
Attn killap: Bug report, part 1. ;)

Ok, after doing ToT > Arroyo > Klamath > Toxic Caves > Klamath > The Den 5 times now (plus more save-load-load-load-save-load crap than I even care to count), Here's what I've noticed for early game up to the Den.

May be some later additions, since some things require having done other things before I can test them, but very little if memory serves in these areas.

Anyway, some of this stuff is pretty minor, but it was noticed so I'm listing it. Additionally, I get pretty verbose sometimes, because I'm trying to be sure to adequately explain what the hell is happening (or not happening), so bear with me. If you need me to be doing anything differently than what follows, please let me know.

Code:
Entries beginning with a • indicate direct quotes from your corrections.txt file.
Entries beginning with -- indicate separations for each specific issue.

Character:  Female, +Finesse, +Sex Appeal.
    Stats:  ST: 5, PE: 8, EN: 9, CH: 7, IN: 7, AG: 9, LK: 7 --(12 points added by hex editing player.gcd and loading that when creating character since this is mostly for testing)
   Skills:  (At Normal difficulty) Small Guns (Tag): 61%, Lockpick (Tag): 47%, Speech (Tag): 55%  --Updates or new skill information listed later should it seem potentially relevant.

Code:
[Arroyo - Village]
::Aunt Morales
--If you end up needing to trade her 3 healing powders for the flint, she'll give you a piece but still have one in inventory, allowing you to steal a second.  She'll also still just give you this second piece should you fail to steal it twice.
--She can be talked into (speech check) giving you the flint after you already stole it, though in this case you don't actually get a second piece.  You DO get the 50 EXP for it though.

[Arroyo - Wilderness]
--Should you enter this map and then leave without looting the body in power armor, when time passes and it turns to a puddle of blood, you can not see or pick up the yellow key card.  This is obviously mainly a non-issue, since it's essentially a "dead item", but I thought I'd mention it in case some add-on might plan a use for it or the like.

[Klamath - Town]
::Torr
• Telling Torr that you are not ready for his quest and then asking him again would cause him to no longer offer the quest. This is no longer  the case.
--This works properly if you go to node 3 and THEN say you can't help right now, but if you (at node 2) pick the second line saying you can't help with that, Torr goes into "float-only text", locking out any future dialog.  This also happens if you exit dialog using the "0 cheat" at node 1 or node 2.
--If you tell Torr you CAN help (in node 2), but then say you can't help right now (node 3), the quest already appears in your status screen.  Uncertain if this is intended or not.

::Mrs. Buckner
--Only gives any karma for either the Rescue Torr or Rescue Smiley quests if you free Sulik as a reward.  Per's guide suggests that taking money (or no reward if you already freed Sulik) should still give some (albeit less) karma.  At least, this is specified for the Rescue Torr quest.  The Rescue Smiley quest makes no mention of karma one way or the other, but it seemed to me that prior to patching, there was a minor karma award for both these quests if you chose money (or no reward with Sulik already free).  In any case, as it stands, you can only get karma for one quest or the other and only if you free Sulik as a reward for that quest.

::Maida Buckner
--If you Rescue Torr, and report to Maida first, asking her for Sulik's freedom, he's freed and you get 500 EXP as usual, but she awards no karma.  Since Mrs. Buckner will no longer offre his freedom as her reward, you end up missing out on the chance to gain any karma for either rescue quest.  Basically, since unlocking her "reward" dialog gives another method of finishing the quest, a karma reward should probably be tied to her as well or it's easy to miss out on.

::Sulik
--Can still exploit the bug by which if Mrs. Buckner frees Sulik as a quest reward, you can talk to Sulik *before* talking to Maida and give him $350, gaining 500 EXP.  If you then talk to Maida, she frees Sulik again (since it was a pending reward), gaining you another 500 EXP.  Not crucial, since at least the player is making a decision whether or not to trade $350 for 500 EXP, but a bug all the same.  (Introduced with the official patch, I believe).

::Smiley
--When you meet him in the Toxic Caves, he has inventory to barter with.  When you speak to him again in Klamath, he will still barter, but has no inventory.  Uncertain if this was by design or not.

::Bath Attendant
--Top-most room, the lady with the cattle prod.  If you should elect to attack her, and combat lasts long enough for her to run out of cells for the prod she gets stuck trying to reload the prod, rather than realizing she has no more ammo and just going unarmed.  She tried like 10 or so times, then finally her turn ended so I killed her, not wanting to wait for that annoyingly long sequence to play out again, so I'm not sure if she'd eventually get the idea or not.

[Klamath - Pasture (Guard/Rustle quests)]
::Duttons
--If you do the Guard the Brahmin quest, then speak to the Duttons and switch to the Rustle Brahmin quest, saving and then loading the game AFTER you've scared off Torr causes the Duttons to no longer speak to you (no float-text either).  This makes both quests now impossible to complete.

[Klamath - Canyon (Rescue Torr quest)]
--If you leave the map and return, the robot turns non-hostile.  According to memory (and Per's guide), it was possible to repair its broken motivator previously, but when I tried with this patch I got no message in the box about success or failure, and nothing seems to happen, though the generic "mess with stuff" animation does play.

[Klamath - Trapping Grounds (Still quest)]
--Upon first entering, there seem to always be one or several "Mooooooooo..." (and other similar cow sounds) float-text comments here and there around the map.  Sometimes I had to scroll to see them, but it was fairly easy to reproduce many times.  Very minor, but rather strange, since there are no cows there.

[Klamath - Trapper Town]
::Slim Picket
--If you work through the dialog tree until he offers training but decline (either 2nd or 3rd response), from then on he treats you as if your skill is too high to be trained (well, now you look like you can handle yourself...).  This locks off any possible training in the event you asked about it, but just didn't have the cash to spend the first time, etc.
--If you convince Slim to give you the key in dialog, he never actually gives it to you.  (This seems to be the case regardless of exactly which method you use -offer to kill rats, sleep with him, etc).

[Den - West Side] --Somewhere during my time in the Den, Speech was bumped up to 105%
::Merchants (All) --I checked this with a temporary "all 10 / 300 character" just to see how drastic the markup really was.  Everything else is with the originally listed character.
--Mostly Flick, but also Becky and Tubby.  Are the modifiers set correctly?  Using a hacked character with 10 CH, Sex Appeal, and 300% Barter, Tubby was barely cheaper than a 1:1 ratio (you can profit by barter), but Flick and Becky were still charging more than goods are 'worth'.  Just figured it'd be worth a look, but that may be intended behavior.  Just seemed like a pretty ridiculously high mark-up with that level of barter and such.

::Becky's Still
--When using crowbar, tool, etc. to destroy the still, there's a redundant "That does nothing" message displayed in the info window after the message that the still was destroyed.

::Lara
--If you do the "gang war" quest sequence, but kill Metzger before completing it, Lara will not speak to you (she goes float-only text mode).  This really only makes sense if you kill Metzger BEFORE you ask him permission, but it happens even if you've gone all the way to the point where you're either going to help attack, or go tell Tyler they're attacking.  Perhaps a check could be added so that she goes unresponsive if Metzger is dead ONLY if you haven't already asked him permission.

[Den - East Side]
::Frankie
--There's No quest status entry about finding out how Becky sells drinks so cheap.  Minor, though perhaps it could be set up like other sequential quests and merely re-use the same entry as the quest to destroy the still (Den quest 8), updating to "sabotage still" if the player elects that path, and just crossed out (complete) if they only suggest buying from her.
--Once you agree to destroy the still, even if you have enough IN to "have a better idea", talking to Frankie from then on uses his "normal" dialog instead of him asking if the still has been destroyed.  This prevents the player from being able to have a change of heart, which I believe the developers did intend.  Once you actually DO destroy the still, if you speak to him he starts asking if you destroyed it.  Your choices (at IN 7) are 1) Yes, it is.  2) I have a better idea.  and 3) Nope.  I'll let you know when it is.  This would seem to indicate that this dialog becomes active on the wrong variable state of the quest, since it's giving you another chance to NOT destroy the still.  This dialog node should be activated after you AGREE to destroy it (and then probably REMAIN active if you do in fact destroy it as well).  One reason it seems this was the intent is that choosing the "I have a better idea" line makes no sense once you already destroyed the still, because it just lets you suggest he buy liquor from Becky, but even if you tell him you did destroy the sill, there are further dialog nodes after that which also lead to being able to suggest he buy from her once she rebuilds her still.

::One Tooth Billy / Patron of the Hole
--First, his description alternates at times.  Sometimes it's "a patron of the Hole" and other times it's simply "Billy" (quick look).  I haven't quite figured what causes this, but it may be time-related, and then perhaps require you to leave and re-enter the map (or pass time, or save and load the game) to effect the change. It's a bit hard to make happen with predictable results, though getting it to happen at all (just seemingly at random) isn't too hard.
--When he's in his "Billy" state, clicking him produces no dialog, nor even even any float-text, and if he happens to change into Billy right after sleeping with him (which moves you and he to a side-room), he won't walk back to his spot in the main room of the bar (he just stands there).  If you load the game or otherwise turn him back to "a patron", he immediately walks back to his usual spot though (except for cases of the bug below).
--When speaking to him (as a female) while he's called "a patron of the Hole", he offers money to sleep with you ($200 / $50 both available with my stats).  Both of these work fine, but once you've done one of them, there's another bug.  Sometimes, (I believe only between 03:01 and 07:00 and if you're on the Den - East map), after having slept with him, he'll wander completely outside the bar.  This time of day corresponds to when even as a patron (not "Billy") he's supposed to be in float-text only (tired/sleeping) mode, when he just keeps saying he's going home to sleep, or to go watch porn, etc.  Once he *does* leave the bar, I haven't ever seen him go back in.  I have seen him turn and *face* the bar, but then he appears to be "stuck" in his pathing or something.  From this point on, he'll again switch descriptions periodically, and during the times he's "a patron of the Hole", he'll only use float-text (no matter what time it is).  If it's while he's "sleeping" he'll say he's tired and wants to sleep (or similar), and if he's "awake", he'll say something about "meet me at the Hole" (or similar).  Normally, during these "awake" times he has a line of actual node-based dialog to indicate he's not interested in sex at this time ("I'm plumb tuckered out."), and I believe it resets to his usual behavior of asking you for sex again after 2 days have passed, but none of this ever happens if he ever leaves the bar.  If you take care to never be on the map between 03:00 and 07:00 after sleeping with him, everything seems to work ok except his random Billy/Patron glitch.

::Vic
--When you bring Vic the radio, the radio is only checked for to enable the dialog line (maybe you can use this..).  Needs a check when you select that line to prevent trading it to Vic or dropping it (the "no pay" exploit).

::Metzger
--When buying Vic's freedom, you can drop the money just before paying and pay nothing.  Needs another check for the cash to prevent "no pay" exploit, both when he asks for $1000 and when he asks a female who's gotten a "discount" for $500.

Whew. That's everything I've noted to date. Will get back in there and keep digging though. Next stop, Modoc, then on to Gecko and Vault City...

-Wraith
 
Redding bug if Laddie is in the party

If Laddie is in the party, Lou (Malamute owner) will not talk to you. Also, attempting to talk to her dumps debugging info:

size: 1
Marcus_In_Party: 0
Lenny_In_Party: 0
Cyberdog_In_Party: 0
Goris_In_Party: 0
Laddie_In_Party: 1
Robobrain_In_Party: 0
 
More seemingly inappropriate red floating text. With positive reputation in Redding, the ladies who run the tables in the downtown casino exhort you to gamble with red float text.

If the Empathy perk is the ultimate arbiter of what text color means, then I'm assuming red is negative or angry, green is neutral, blue is positive. I'm not sure where the tan and white text fit in with that.
 
The Masticator said:
If the Empathy perk is the ultimate arbiter of what text color means, then I'm assuming red is negative or angry, green is neutral, blue is positive. I'm not sure where the tan and white text fit in with that.
In my experience, for floating text, green (or is it blue?) is positive/happy, tan is neutral, and red is negative/angry.

Anyways, a small bug to report involving Smitty in The Den:

If you kill Smitty, the quest to bring him a meal will appear in your Pipboy crossed out, even if you've never talked to Mom and gotten the quest. If you subsequently go and talk to Mom, she'll remark that she's disappointed in you and that Smitty had to get his own meal (again, despite the fact that you never talked to her or agreed to deliver a meal to Smitty).
 
It's been a while since I picked up Empathy, but seems like in actual dialog, it was:
Red: Bad / Angry
Green: Neutral / Default / Everything else
Blue: Good / Happy

Whereas for floating text, tan (beige) is the "Default" or neutral color, with Red being used for angry and green for happy.

I'm not sure if there's really a "standard" to try to show someone is shouting, though not necessarily happy or angry. Something else I'll have to sort of pay attention to I guess... Mostly just for sake of curiosity. :)

It also seems that I remember seeing some blue floats someplace, and maybe one or two yellow. Since I can't actually recall *where* I would have seen those though, it's also entirely possible I'm just crazy. I'll pay attention as I play through again and make note if I happen to find anything weird.

-Wraith
 
I translated a walkthrough to slovak language and this are described here:

Sierra Army Depot- when I not broke computer, all killed robots are repaired, its true? :shock:

when I come to SAD again, can I kill them again for XP, and again, and again forever? (like Deathclaws in LA Boneyard in F1)

how is this in this patch? I have installed MR demo and will find "some" bugs and cant discover this thing yet

thx :wink:
 
WraithUV said:
Attn killap: Bug report, part 1. ;)
[Arroyo - Wilderness]
--Should you enter this map and then leave without looting the body in power armor, when time passes and it turns to a puddle of blood, you can not see or pick up the yellow key card. This is obviously mainly a non-issue, since it's essentially a "dead item", but I thought I'd mention it in case some add-on might plan a use for it or the like.

You mean Klamath canyon?

You can pick up the yellow key card from the puddle of blood. It just has a few pixels to grap on, but it can be done pretty easily.


WraithUV said:
[Klamath - Trapping Grounds (Still quest)]
--Upon first entering, there seem to always be one or several "Mooooooooo..." (and other similar cow sounds) float-text comments here and there around the map. Sometimes I had to scroll to see them, but it was fairly easy to reproduce many times. Very minor, but rather strange, since there are no cows there.

I think the floats are simply transfered from previous map, when they are active. Engine bug?

WraithUV said:
Bath Attendant
--Top-most room, the lady with the cattle prod. If you should elect to attack her, and combat lasts long enough for her to run out of cells for the prod she gets stuck trying to reload the prod, rather than realizing she has no more ammo and just going unarmed. She tried like 10 or so times, then finally her turn ended so I killed her, not wanting to wait for that annoyingly long sequence to play out again, so I'm not sure if she'd eventually get the idea or not

Same think happens with Followers of Apocalypse equipped with ripper in Fallout 1. It's either a engine bug or issue with combat ai/settings. They will eventually switch to another weapon though.
 
Skynet said:
You mean Klamath canyon?

You can pick up the yellow key card from the puddle of blood. It just has a few pixels to grap on, but it can be done pretty easily.
Er... :oops: Heh, yeah. Thanks for the correction. Must have accidentally mis-labeled it when going back and cleaning up headings and whatnot. Anyways... I tried to find it and grab it, but had no luck. I'll take your word that it *can* be done, though it still might be helpful were there a simple means of "bringing it to the top" a bit or scooting it to one edge of the blood pool or whatever.

Skynet said:
I think the floats are simply transfered from previous map, when they are active. Engine bug?
I thought that might be it too, but I deliberately tried it several times, changing the timing of when I'd cross over to be sure there was no cow float text on the Klamath town map and such, and it still happened.

My current supposition, after having just finished the "Save the Brahmin" quest over in Modoc and seeing that those cows use identical semi-random lines of float-text as those I saw in the Klamath are, is that some setting or variable is being mistakenly applied to the Klamath map, since it's one of those "non-location" maps that you can never get to unless you're doing the quest, so I suspect some of the data might be "borrowed" from other places.

I'm sure killap will know better than me though, so I'll just keep posting, and let him determine what, if anything, is to be done.

Fortunately enough, if it is an engine bug (or in some other way very annoying or difficult to fix), at least it's something so minor as to be virtually negligible. :)

Skynet said:
Same think happens with Followers of Apocalypse equipped with ripper in Fallout 1. It's either a engine bug or issue with combat ai/settings. They will eventually switch to another weapon though.
I doubt it's an engine bug, since I've seen tons of situations with the same weaponry where they near-immediately figured out they had to do something else. It's possible of course, but an AI/Scripting issue would seem more likely, and I would suspect, far simpler to fix. Again though, at this point I don't know enough about the nuts and bolts of Fallout modding to really speculate accurately, so I defer to the experts. ;)

-Wraith
 
Re: Redding bug if Laddie is in the party

magao said:
If Laddie is in the party, Lou (Malamute owner) will not talk to you. Also, attempting to talk to her dumps debugging info:

size: 1
Marcus_In_Party: 0
Lenny_In_Party: 0
Cyberdog_In_Party: 0
Goris_In_Party: 0
Laddie_In_Party: 1
Robobrain_In_Party: 0
Hmmm. Interesting. This was an issue reported a while ago which was something I fixed for the October 15th (1.02.20) patch. It was working when I tested it and I am pretty sure I removed the debugging info I left in to test it. Apparently I included the wrong file...

As for the rest of the issues being reported. Wow, seems the bug hunt will never end.

@WraithUV. Nice list. Keep posting it like you are doing since it's the best way for me to easily pinpoint the issue. Verbose descriptions are also good since that way I can see *exactly* what you are doing to cause the issue.
 
1.I entered dialogue with Slim and backed out of it without asking for anything.

2.I entered dialogue again and asked for the key, saying I'll help them with the rat problem.

3.He said he'd give me the key and I thanked him etc.

4.The key did not show up in my inventory. It's still on Slim.

I'm playing a smart character with a charisma of 6. Once again not that getting the key is a problem, but it would still be ideal if this worked. I wonder if the patch installed correctly? I moved all the old savegames to another location and ran the auto-installer. I saw the rock behind Klint at the beginning of the game. Doesn't that mean the patch installed correctly indeed?
 
Regarding the world map:

I still think the travel speed is too damn slow. In addition to being a nuisance, I'm getting into way too many random encounters. This is actually something of a balance issue since, after my tenth "merchant party ambushed by robbers" encounter, it's rather easy to end up with an overabundance of rifles, combat knives, SMGs and other loot to where I'm filthy rich before I've even hit Modoc or Vault City. Obviously this is something that can be done even with a lower encounter rate and/or quicker map travel, but it would have to be more intentional wandering around, rather than just happening while I'm trying to get from The Den to Modoc.

Now, I know I can change the setting in ddraw.ini to "1" rather than "0" to revert to "normal" speeds, but that's way too fast. You go over settings that can make it slower, but is there any way to make it faster without just reverting to the old zooming-around-the-map-at-light-speed? I remember you saying something about it being tied to the monitor's refresh rate. Mine is currently set at 75Hz.
 
Kyuu said:
Regarding the world map:

I still think the travel speed is too damn slow. In addition to being a nuisance, I'm getting into way too many random encounters. This is actually something of a balance issue since, after my tenth "merchant party ambushed by robbers" encounter, it's rather easy to end up with an overabundance of rifles, combat knives, SMGs and other loot to where I'm filthy rich before I've even hit Modoc or Vault City. Obviously this is something that can be done even with a lower encounter rate and/or quicker map travel, but it would have to be more intentional wandering around, rather than just happening while I'm trying to get from The Den to Modoc.

Now, I know I can change the setting in ddraw.ini to "1" rather than "0" to revert to "normal" speeds, but that's way too fast. You go over settings that can make it slower, but is there any way to make it faster without just reverting to the old zooming-around-the-map-at-light-speed? I remember you saying something about it being tied to the monitor's refresh rate. Mine is currently set at 75Hz.
I do mention how to make things slower and thus to make them faster just change the value (20000000) to something lower than it (rather than higher which would slow things down more). Perhaps 18000000? experiment with it.
 
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