Fallout 2 mod Fallout 2 Restoration Project 2.2 (Unofficial Expansion)

Discussion in 'Fallout General Modding' started by killap, Jul 21, 2013.

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  1. Felipefpl

    Felipefpl Look, Ma! Two Heads!

    374
    Jun 17, 2010
    you are going to fix the remaining issues right? there are several of them on wikia that didnt get fixed including the endings.

    Edit: several days after this post p p l added more there to check, go carefully through each section or you could lose something. ;)
     
  2. Sduibek

    Sduibek Creator of Fallout Fixt Moderator Modder

    Oct 27, 2010
    killap is it safe to assume that bugs you labeled "Engine bug" (in the RP Bugs wiki) have been at least been attempted to be fixed but failed to actually fix, by the community here?

    If so that's a shame because some of these are rather significant :(

    [spoiler:7a181727ce] Unlimited Ammo bug: Give an NPC several identical empty guns and appropriate ammo. Remove/trade other guns or ammo so they won't be selected. Set the NPC's combat choice to ranged. Select 'Use best weapon' then click on 'Talk'. Click on 'I need to talk to you about your gear' then 'Put your weapon away'. Select 'Trade' then manually unload their weapons. They now have more ammo than they started with. Repeat. Engine issue.

    It's possible that when you or a companion enters a map you may be on the same space as an NPC. You won't be stuck though, so no worries. Engine issue.

    NPCs are able to walk through locked doors. This is most often seen during combat. Engine issue.

    Some companions, such as Vic, become unresponsive and act like walking containers. This is caused by the companion getting knocked out in combat and you leave the map during this. You need to go into combat mode again to let them 'wake up'. Engine issue.

    If you have low unarmed skill and then miss on a standing fire gecko, the hit-n-miss animation won't play. Engine issue.

    The floating text is rolling very furiously when some of your opponents lie unconscious in combat. Engine issue.

    For the Educated Perk: It applies for the current level, *IF* you take it at the first time since leveling up at the character creation screen. If you click the character creation screen, cancel out of the perks list, close and reopen the character creation screen, and then select the Educated Perk, it DOES NOT apply to the current level. (Note: This bug goes back all the way to Fallout 1.) Engine issue.

    Clicking your weapon at the exact moment that someone else initiates combat causes the button to remain "pressed in" graphically, and it doesn't release until you try to initiate combat again that way. Engine issue.

    In the Pip boy, if you click status, click a city, then click somewhere else on the Pipboy screen, it'll load up another city's quest status. Engine issue.

    If you give a critter tons of super stims in hopes of killing it, and then leave the map, the game will crash when it tries to kill the critter. Engine issue.

    NPCs hooked on jet becomes utterly useless - stuck with 1 AP. Jet antidote doesn't work on them. Engine issue.

    Ability to gain too high stats from drug use - use drug twice, save and load and you can use drugs to raise your stats even more. Engine issue.

    Drugs used on one critter will affect all critters of that same type (i.e. look the same). Engine issue.

    NPC's leveling up while under drug influence don't end up with correct stats - it checks the current stats and not base stats. Engine issue.

    A game saved in combat where one of your NPC's has died will become corrupted. Engine issue.

    Saving in combat is generally just a bad idea and will cause many unexpected problems. Engine issue.

    Sometimes if you do an insta-kill to a critter (super critical hit, etc), code in their death procedure is not run and things regarding that character might be broken from that point on (e.g. no one recognizes the critter as dead). Engine issue. [/spoiler:7a181727ce]
     
  3. Darek

    Darek is currently unavailable

    Jan 7, 2008
    Nope. So you are free to give it a shot. :P
    The number of people who can fix engine bugs here are limited, and so is their time. Only the worst bugs and whatever other bug has been intriguing enough has been fixed. Most engine bugs left has probably not even been tried to be fixed.

    I did try to fix the NPC and their drug problems through sfall(and make jet antidote useful to them too). Didn't finish it but just made a test with one NPC. It involves removing timer events and is potentially risky as not much is known about that. A lot of testing would have been needed, so at the time I didn't feel like continuing.
     
  4. o4r

    o4r First time out of the vault

    4
    Aug 23, 2005
    You really can't fix the weight of the BB ammo... slob slob.. it has been there since it was first release and it's for there after nearly 15 years.

    Please...
     
  5. SHabajda

    SHabajda First time out of the vault

    1
    Oct 4, 2013
    Hi all, just one question, to make the RP working properly, needs to be "clean" intallation - means version of Fallout 2 v1.00 ? (so v1.01 could be a problem?)
    regarding the steam/gog - what version is there? it would be also NOT clean install, or.. ?

    Thanks.
     
  6. valcik

    valcik So Old I'm Losing Radiation Signs

    Dec 20, 2008
    SHabajda:
    "Clean" means just Fallout 2. Don't worry about version, just do not install any other patches or mods except RP.
     
  7. Niksha

    Niksha First time out of the vault

    7
    Nov 11, 2008
    just installed fresh fallout 2 from gog + latest RP.
    what bothers me is that i cant alt tab from the game, only black screen appears.
    any advice?
     
  8. Trephs

    Trephs First time out of the vault

    23
    Aug 18, 2013
    You can use calculator-key if you have one on your keyboard.
     
  9. Niksha

    Niksha First time out of the vault

    7
    Nov 11, 2008
    dont have it, but thanks anyway :)
     
  10. lockheed

    lockheed First time out of the vault

    47
    Dec 24, 2011
    Is it possible to control party members during combat? If so - how? I couldn't find any information other than "sfall has this option".

    I set ControlPartyMembers=1 in ddraw.ini, but it doesn't have any effect. They still do what they want in combat.
     
  11. BrecMadak

    BrecMadak First time out of the vault

    93
    Jul 5, 2010
    as far as I know sfall 'had' this option back then, but have no damn idea why it was removed on latest version, and my question had been ignored about this issue weirdly, even having sent a pm to Timeslip abıut this..

    Now correct me anyone if I'm wrong.
     
  12. NovaRain

    NovaRain Casual Modder Modder

    Mar 10, 2007
    You can't control party members for now. The current version of sfall doesn't have the function, as it got removed along with multiplayer options when sfall hit version 3.0. Timeslip added it back in recent SVN source codes, but there's no new release for sfall yet. Unless you want to compile the source code by yourself or willing to try some "unofficial" compile. BTW, the function still has some issues/bugs, but it's not buggier than it was before AFAIK.
     
  13. lockheed

    lockheed First time out of the vault

    47
    Dec 24, 2011
    Where could I find those unofficial compiles?
     
  14. Drobovik

    Drobovik Vault Archivarius Modder

    417
    Jun 20, 2011
    Lockheed,

    Here is a link for download of ddraw.dll with npc control. Read the thread on how to use it.
     
  15. Trephs

    Trephs First time out of the vault

    23
    Aug 18, 2013
    Any news on the next version?
     
  16. leandro213

    leandro213 First time out of the vault

    25
    Mar 16, 2010
    I think we've established that meeting ETA's isn't Killap's strong suit.

    That or the changelog is being turned into a novel.

    Perhaps the bugs in the high resolution patch are the cause of the delay.
     
  17. Sduibek

    Sduibek Creator of Fallout Fixt Moderator Modder

    Oct 27, 2010
    ETAs not being met is kind of the name of the game with large projects. There's just so many things to do, it's crazy.
     
  18. AelpirT

    AelpirT First time out of the vault

    23
    Feb 24, 2012
    "It's done when it's done!" is great, I personally think. So long as it is actually done, when it's done... ;)

    Which has absolutely been the case, in my experience, with killap's work so far.

    Well done, sir! Take your time. Maybe I'll even have forgotten more of the game, by the time you actually release.

    But may I suggest v3.0...? v2.2 implies a minor revision. Which's not really the case, is it?
     
  19. Sduibek

    Sduibek Creator of Fallout Fixt Moderator Modder

    Oct 27, 2010
    I agree. When it's not something you're getting paid for, or being overseen by a superfluous committee, versioning is more what you'd call "guidelines" than actual rules. :wink:
     
  20. Niksha

    Niksha First time out of the vault

    7
    Nov 11, 2008
    anybody knows solution for this?
     
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