Thanks Jim!
Perhaps I should make Full Install a requirement as well...
swampcat, try Jim's suggestion above and/or try doing a full install of Fallout 2. If you are still having problems, please enter a bug on our bug tracker so we can keep track of this issue until it is resolved.
Lexx,
I'm going to keep sfall in mind for a future release, but just as a note, according to the documentation Sfall only supports Fallout 1.02 US. It is not a full replacement for the Fallout 2 launcher afaik, unless I'm missing something.
Lexx, I will do that in the next build just for you...
I've also been looking at the Fallout Load Creator which should work for anyone, but I haven't got it working just yet.
We are using the Fallout Virtual Patcher to do memory patches at launch to load the proper start map, settings, etc. It requires the official 1.02 Fallout 2 patch.
Exit grids are fixed.<blockquote>FMF Demo Alpha Release Build 003
Please note the changes to the installation and run method as it has changed from previous builds.
Download Location
http://www.fanmadefallout.com/project/builds/Demo/Beta_Test_Builds/Alpha_003/FMF_Alpha_003.zip
System...
There will be a news post for the new build later today, but until then, here's the info:
FMF Demo Alpha Release Build 002
Download Location
http://www.fanmadefallout.com/project/builds/Demo/Beta_Test_Builds/Alpha_002/FMF_Alpha_002_data.zip
System Requirements
Currently we have...
I actually figured this out finally... apparently it is possible to select a destination tile too close to the edge of the map. After using a destination tile that is further from the map edge, the exit grid works fine.
There's a new alpha build up with the west exit grid fixed, although...
Grayswandir, currently we're just replacing the artemple map directly until we can get everything else working okay. Currently everything goes haywire when the npc hits the exit grid (even though it just goes to a different level of the same map).
Basically, once the PC crosses into the exit...