Fallout 2 Restoration Project 2.2 - OPEN BETA (ie NOT FINAL)

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killap

Bear Dude
Moderator
Modder
We're getting closer to a final release everyone, and to make sure that release is the best that it can be, we will have a several week long open beta test of it. So, what does this mean?

First off, I do not want any news posts about this nor do I want anyone to mirror the file. This is strictly a NMA forum public test. I still consider the build beta and I don't want multiple versions floating around.

The beta will last <s>three weeks</s> until I have time to finish it. The hope is to squash any issues that might have been missed by the internal testers or issues I introduced after the fact. And testing on many systems is a good thing to ensure the installer is working as it should. Also let me know if the installer does not auto-detect your Fallout 2 installation, provided you didn't do a manual install of the game.

So if you've been waiting years to finally play the RP for the first time, I say wait a bit longer to ensure you'll have the best experience. But we don't want everyone to wait, since that will result in a very boring beta run.

In regards to what needs to be tested, really everything does. I want to make sure that the RP is essentially error free. If you're strapped for time though, then focusing on new content areas would be appreciated. These areas include San Francisco and the Primitive Tribe (now called Umbra Tribe based on user feedback). Checking for typos in my doc files would also be a cool thing to do.

Now if I don't hear anything in the next few days, I'll probably just go ahead and release the final build and we can all rejoice. 8-)

Please report in this thread any issues you encounter and be descriptive in your reports. Save games are required for my sanity. And start from a clean install of Fallout 2.

Again, this is a public beta. This is not yet the final release of 2.2.

Download the public beta

And here's a list of what has changed since RP 2.1.2b (spoilers if you never played the RP or Fallout 2):
Code:
New Content:

• New minor character at the Abbey.
• Very minor quest addition to Primitive Tribe.
• Eldridge now goes back to check on his dogs if they bark too much.
• New Dr. Wong questline to explain the Shi ending with the sentient plant. New location and new characters!
• BOS bases in NCR and Den now have underground areas that can be explored after giving the BOS a copy of the vertibird plans. They said you had full access to their facilities but locations other than San Francisco just had sad, inactive elevators.
• New Lenny model (installer option).
• New player model when boxing in New Reno and fighting in San Francisco (installer option).


Modified Content:

• Primitive Tribe changes:
  -Based on community feedback, the Primitive Tribe was renamed to Umbra Tribe. The Primitive Tribe was a placeholder name by the original devs, so it was time a real name was chosen.
  -New entrance map picture.
  -Overhaul of the spirit questline.
  -Dialogue changes made to make the location more consistent with what is expected from tribals in the Fallout world.
• New entrance map picture for the Abbey.
• If you happened to make Lenny glow from a radioactive drink, you can now remove this effect by applying some RadAway.


Bug Fixes:

Abbey:
------
• Time correctly passes when escorting Brother Jason to Gecko.
• You can no longer get double experience by first examining the water pump, talking with the merchant, and then examining it again.
• Decreased size of inventory picture for the wine bottle.
• The grave digger now correctly appears after midnight, rather than a few hours before.
• Marcus armor fully implemented (optional addon from the installer).
• Fixed inconsistent dialogue with the Abbot if you killed the deathclaw before speaking to him.

Arroyo:
-------
• You were unable to steal from Hakunin's chest if you were out of his sight. This has been corrected.
• Lucas now gives you a text float when he has no more to teach you, rather than running through the same dialogue again only to learn that he has nothing more to offer. This is now consistent with the other warriors who teach you at your tribe.
• Fixed spawn locations of broc flower and xander roots on the hunting grounds that were often out of range of the player.
• Hakunin's talking head was broken at night.

Broken Hills:
-------------
• Killing Jacob would result in a conversation window popping up with Chad in regards to skimming money.

Den:
----
• Fixed several issues with the church/house party fight.
• You could ask about Vic about Ed again even though you never initially asked him.
• Issue with saving in combat while fighting the squatters in the Residential area.

EPA:
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• Skynet and the mechanical dogs no longer disappear after going down into the EPA. They'll be waiting back up at the surface with any other party member that can't climb.
• Appearance modification auto-doc (optional addon from the installer) had missing dialogue lines for the bald dude.
• You now just need to hit a critter with the solar scorcher to register using it. Of course this needs to happen outside, and during the day.
• Corrected spore plant line of sight.
• Time correctly passes after using the agility increasing syringe.
• All instances of crashing when using a terminal at the EPA in combat should be addressed.
• Fruit flies didn't have a picture in the aiming screen.
• It's no longer possible to extract the new NPCs multiple times.
• Fixed the various goo types found around the location. Green goo burns and does damage just like other green goo. The red goo (which was added in the RP) causes poison damage and burns the throat.
• One of the wanamingos was incorrectly using a script assigned to the Redding wanamingos. This caused the wanamingo clearing quest at Redding to end prematurely.
• Proper elevator pics for the EPA. Now says 3-4-5-6 for the inside levels (instead of G-1-2-3) and 5-7 for the blue level lift.

Gecko:
------
• Wooz no longer stocks normal beer and booze; only radioactive stuff now.
• More fixes to the Brain.

Klamath:
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• Minor tweaks to the Dunton rustling quest.
• Fixed XP exploit with Keeng Ra'at cave-in.
• The Duntons are now on their own team and the whole town won't go hostile if you attack them.
• Added a bit of dialogue for dumb characters when talking with Aldo.
• Sally Dunton would tell lady players who don't want female bath attendants to go to her brothers, even if they were dead. This is no longer the case.

Modoc:
------
• Fixed issue with having Bess in your party and taking Grisham's job of defending his brahmen.
• There are several spots in the northwest section of Farrell's garden—which is also the densest—where you can't attack critters even if you're standing right next to them. This has been addressed.
• Fixed an issue with Grisham, where he would keep getting shotgun shells in his inventory after exiting dialogue.

New Reno:
---------
• Fixed crash after reading the hint book when having Dermal/Phoenix upgrades.
• Issues with Father Tulley and the Abbey wine quest were corrected.
• Pit boss would talk about McGee even though you had never spoken to him.
• If Enclave soldiers are killed, you can no longer hitch a ride on the Vertibird during the secret transaction.
• Mrs. Bishop and her daughter no longer stand up in the middle of their beds if combat is initialized while they are asleep.
• Fixed issue where Mrs. Wright could potentially get stuck on the Commercial Row map.
• Fixed animation issue with Wright's sons.
• You no longer can get the info from Nikki for free.

Primitive Tribe:
----------------
• Watching the hunter get killed in the cave and then talking to the shaman would result in him thanking you for saving the hunter.
• Shaman wouldn't give you healing powders depending upon what dialogue option you chose.
• Corrected issues with dumb player dialogue and Krom.
• Sulik will now correctly go hostile if you attack his tribe.

Redding:
--------
• Giving money to Fannie before talking with Lou would result in Lou not mentioning San Francisco anymore. This has been addressed.
• The player now gets moved to a room when he/she asks for one to rest in.
• Doc Johnson now restocks (only normal stims, antidote and some money).
• You can only mention McClure to Doc Johnson if you actually had met him.

San Francisco:
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• Fixed Brotherhood's medical computer and its stat increases if you had taken all the assault enhancements.
• Destroyed forcefields at Hubologist's base now behave the same way as other destroyed forcefields.
• The Shi now longer give floats about going after the Hubologists if you already killed them.

Sierra Army Depot:
------------------
• Robots in their holding bay on level 3 can now exit and attack the player.
• Robots are now visible while in their holding bays.

Vault 13:
---------
• Dialogue nodes were reversed for hacking into the overseer logs. This has been fixed.

Vault 15:
---------
• Improved fix for player location spawning when entering the Squat after helping to annex it.

Vault Village:
--------------
• Issues with this questline should all be resolved.

Random Encounters:
------------------
• Several fixes to Kaga.
• A few fixes to errors in the random encounter table.

Misc:
-----
• Various installer tweaks.
• Now using sfall 2.20 and High Res patch 4.0.2. Hopefully this will fix any odd crashes/issues that were unexplained before (odd periods in the message window is one such issue).
• Fixed graphical glitch with Sulik wearing leather armor.
• You can no longer steal from locked containers, thus bypassing the lock.
• Several vanilla game fixes were also addressed. See the unofficial patch notes for details. But two fixes worth mentioning are 1.) fixing the shopkeeper restocking bug that occurs after several game years and 2.) vast improvements to caravan runs.
• Revised endgame slide for San Fran which showed the outside of the Tanker. The boat by the docks is now included in that slide.
• Many typos fixed.
• Several map fixes (missing blockers, misaligned scenery object, inaccessible containers, shooting through solid objects, lighting problems, critters getting stuck, etc).
• Several dialogue tree issues with scripts were fixed.
• Many other issues that never got properly documented over these last 2 years because of on and off again modding.
 
Awesome job Killap! I bet you will be happy to finish the thing. All that hard work finally paying off.
 
At last, after over two years of waiting :-)

Just made a fresh F2 installation and downloaded new RP, gonna check it later and report.

Thank you Killap!
 
TorontRayne said:
Awesome job Killap! I bet you will be happy to finish the thing. All that hard work finally paying off.
It does feel good but I'll save my little finale speech until after the public beta. 8-)
 
BIG Thanks!!!

You're keeping Fallout 2 alive and well Killap I can't thank you enough for the updates you've made! Great Work! It's a whole new game now! Can't wait to try this new game install big thanks BIG THanks!
 
does the saved games from 2.1.2 work here? or do i have to play from the beginning?

wonderful work by the way killap and everyone included in making this project happen.
 
This is the best news I've heard all year!
Okay, the year's only five days old, but I've been waiting for this for a long time, and I'm really excited to be replaying Fallout 2 again with so much content restored. Thanks so much for all of your hard work Killap, Pixote, Mash, Timeslip, Darek, and everyone else who has contributed to this.
 
You can use lockpicks, traps, science and repair to fix the generator at the Military base (level 1), is that a bug? Or a cool feature. 8-)
 
Leather jacket running animation glitch (skips one frame) that was fixed for default player model seems to plague at least Sulik leather jacket variant and possibly several others variants.
 
archerengelo said:
does the saved games from 2.1.2 work here? or do i have to play from the beginning?
They are compatible but I don't recommend it since lots have changed since that version. More importantly though, since this is a beta I did ask that everyone do a fresh install of the game. We want to isolate issues here.

.Pixote. said:
You can use lockpicks, traps, science and repair to fix the generator at the Military base (level 1), is that a bug? Or a cool feature. 8-)
Sounds like a bug. Got a save game?

Skynet said:
Leather jacket running animation glitch (skips one frame) that was fixed for default player model seems to plague at least Sulik leather jacket variant and possibly several others variants.
Got a save game? And Pixote, thoughts on this?

@everyone
Thanks for the kind words. Glad so many are trying it out despite this being a beta. This will definitely ensure the final, official release next week is the best it can be.
 
killap said:
.Pixote. said:
You can use lockpicks, traps, science and repair to fix the generator at the Military base (level 1), is that a bug? Or a cool feature. 8-)
Sounds like a bug. Got a save game?
I'll get one together.

killap said:
Skynet said:
Leather jacket running animation glitch (skips one frame) that was fixed for default player model seems to plague at least Sulik leather jacket variant and possibly several others variants.
Got a save game? And Pixote, thoughts on this?
He's a fix - http://www.mediafire.com/?6124pcx15m930cs

There was one extra frame in the animation. :roll:

EDIT: I went through all he running animations and fixed a few extra ones. The link above has all the fixed FRMS.

EDIT2: The original file in Fallout was wrong and has been fixed, you will need to download from the link above for the new fix.
 
Man do I love reading those change logs.

Congratulations on another milestone, killap.
 
Dravean said:
Man do I love reading those change logs.
They are pretty impressive. What gets me though is that we're still finding vanilla bugs after all these years. I haven't even posted that changelog yet, but it's a good 20 fixes or so.

Dravean said:
Congratulations on another milestone, killap
Thanks, but we aren't quite there yet. Another week. Soon you can tell your friends that the day has finally come. :P And of course, I couldn't have done this all without you. But I'll save that rant for the final thread. 8-)

.Pixote. said:
There was one extra frame in the animation. :roll:

EDIT: I went through all he running animations and fixed a few extra ones. The link above has all the fixed FRMS.
Awesome, thanks! And thanks Skynet for pointing this out. Apparently no one has noticed it after all these years.
 
Hello everyone!

After years of lurking silently I finally decided to register here 8-)

First of all, I wish to express my gratitude to killap and others for this tremendous amount of work and for not throwing up the RP somewhere in the middle!

Wanted to join the public beta testing, but ran into a problem right away :(
I have a Steam installation of the game on drive C: (as a sidenote - I switched from GOG version when playing 2.1.2b because there was no background music in the Abbey for some odd reason, was too lazy back then to report it though), and when I try to install the RP it tells me I should reinstall the game someplace else aside Program Files. Which I can't, since my SSD is too small for another partition, and Steam won't let you create another game folder on the same partition. Any suggestions on this?


EDIT:
Not left with many options of what to do, I decided to give GOG version another try. Surprisingly, at this time all of the music went missing. Needless to say, playing Fallout without music is losing much of the atmosphere :)
Luckily, I found this topic on GOG forums, and, as stated there, the problem seems to be wrong lines at "music_path1" & "music_path2" in fallout2.cfg

This gave me an idea why I was missing the Abbey theme during my RP 2.1.2b playthrough, and it turned out that was actually the case.
I set music_path1 & 2 to sound/music and then just copied abbey1.acm (and prmtribe.acm, just as precaution) from \data\sound\music to sound\music, and it solved the problem.
 
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