Fallout 2 Restoration Project 2.0 (Unofficial FO2 Expansion)

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killap said:
Ravager said:
Mr. killap... I beg you! Please release a version of your mod without the annoying new scenery which leaves me with nightmares of yell grass farmers in the wastelands who also like to decorate the area with 20 types of different rocks and 1 eyed ghoul architects that simply like buildings with pipes... pipes! Sticking it everywhere everyone! As if they where trying to... you know... take over the wasteland... perhaps the entire post nuclear apocalyptic world!
Yes, the random encounter maps do have more scenery on them than in the original F2 maps and I thought this might bother some. These are all part of Pixote's enhanced map changes.

I had initially planned to make all the updated original maps (minus the RP specific ones) optional in the installer. I decided against this when I realized how much of a hassle it would be for me in the end. Having separate versions of maps is a frickin' nightmare and I'm not dealing with it. End of story. However, now that I think about it, the maps that would be easiest to separate from all the other enhanced maps are the random encounter maps. Not the special encounters (like the whale, etc), but the desert, city, ocean, mountain, etc maps. These maps will essentially never be updated again, so I wouldn't have to worry about including old versions of them, etc. I assume these are the ones troubling you the most (?), so I could make them separate. However, all location maps in the RP will use the new maps made by Pixote. End of story.

Hmmmm desert, city, ocean, mountain, etc maps. Sounds great! The rest of those maps... well they also trouble me. Like the amount of pipes everywhere, but that's not much of a problem. I could simply go in to the FO2mapper and remove, change some stuff to make it look more like the original maps. When I'd be done with them all then would you include them in the next patch somehow? I'm also making a more pipe free alternative version of your great E.P.A. from the 1.2 patch but adjusted to fit more the 2.0 version(s) more. I'm going to update the thread I made about it today since it's finished - from a more graphical side. Only the scripts will be left on epax.
 
Dravean said:
Hellburn said:
What do you think about 'speeding up' animations of those companions who can't run (Marcus, Skynet and Lenny too I think...)?

Only if it's accompanied by Benny Hill music.
i tried the speed option from 100 to 200..

;The initial speed at game startup
SpeedMultiInitial=200

it is cool.. help to bear slow npc too..
 
Dravean said:
Only if it's accompanied by Benny Hill music.
:)
Well, at least speeding up Skynet is worth thinking about - it wouldn't look silly (cause he moves on caterpillar).
 
That might be a lame now, but could anyone tell me how to jam the vent in the EPA? ; x
tryed with everything and wont mention that when i try to "unlock" or "repair" it my game randomly crashes >.> (i play on polish game version)

The second thing is that my game crashed everytime i minimize it - might either of polish game version... well

most important for meh now is to jam that dummy vent :4 could any1 help? ^^
 
u have to take a pipe and put it into vent ;) pipe is somewhere on the surface at EPA

widze ze chyba z Polski jestes :D jaki masz jezyk w f2 po wgraniu RP2.0?
 
aigh, will make a look for it, still would be pleased if you could also tell me near what that pipe could be ^^'

a po wgraniu RP mam mieszany angielski z polskim ; p
 
Gameplay questions don't belong in this thread. Use the RP Gameplay thread..

Anyway, look in the building to the right of the entrance to the EPA surface map. (ie where you started when you first arrived at the EPA)
 
Darek said:
killap, do you have a clue what would give you more than one Obj_dude script on a map?
No idea. Lots of the dude_obj stuff is hard coded (besides the script that somehow gets attached). I suppose it could happen, but that could be problematic in my eyes. Why, have you noticed more than one instance?
 
killap said:
Darek said:
killap, do you have a clue what would give you more than one Obj_dude script on a map?
No idea. Lots of the dude_obj stuff is hard coded (besides the script that somehow gets attached). I suppose it could happen, but that could be problematic in my eyes. Why, have you noticed more than one instance?
Yeah, I think that is what makes the game crash at the Cat's Paw.
That would explain the difference between using self_obj and dude_obj, no?
I saw that all my saves had more than one of the dude_obj scripts saved in New Reno but Some other people's saves haven't.
Their saves don't crash. And when I changed to self_obj my saves stopped crashing but I would still not get any stat boost. But on the other saves everything was still working.
 
Darek said:
Yeah, I think that is what makes the game crash at the Cat's Paw.
That would explain the difference between using self_obj and dude_obj, no?
Uh, that doesn't really make sense to me. But then again, I don't actually know what exactly is going on behind the scenes. However, self_obj should point to the object that has the script self_obj is calling from. dude_obj should always point to the player object. I assumed that self_obj and dude_obj, when called from the obj_dude script, all point to the same object. Perhaps they differ in some way. Interestingly, the original devs also used dude_obj calls in the obj_dude script, so they too must have assumed this.

Darek said:
I saw that all my saves had more than one of the dude_obj scripts saved in New Reno but Some other people's saves haven't.
Their saves don't crash. And when I changed to self_obj my saves stopped crashing but I would still not get any stat boost. But on the other saves everything was still working.
Very interesting. I'll have to play around with this. I wonder why the other calls with dude_obj don't crash then...


EDIT:

Modding machine appears to be operational again. YAY!
 
killap said:
Uh, that doesn't really make sense to me. But then again, I don't actually know what exactly is going on behind the scenes. However, self_obj should point to the object that has the script self_obj is calling from. dude_obj should always point to the player object. I assumed that self_obj and dude_obj, when called from the obj_dude script, all point to the same object. Perhaps they differ in some way. Interestingly, the original devs also used dude_obj calls in the obj_dude script, so they too must have assumed this.
I honestly don't know, I wrote it as dude_obj for the reasons you stated, but when that crashed I had to try something else. I assume the difference is that self_obj is for doing to yourself, whereas dude_obj means to do to to all "dudes". I doubt there's supposed to be more than one dude though. But why this instance leads to a crash where others don't (what we know of), I don't know. Maybe it's the "use_obj_on_obj", I don't think that has been used by the dude before.

Anyway....

To get the Cat's Paw crash:
Enter the NEWR1 map. Save the game, load the same game. Save game, load game a second time, have sex, crash.

If you leave the map right after loading the first time Obj_dude gets properly removed, but as it only removes one at a time, any extras will stay.

The more times you save and then load on a map the more Obj_dude scripts you get. You can check out the map save with F2se.

I'm not sure exactly how this works (as I believe it has one instance of the script open while your playing) but it seem to go something like this:


Save the game, load the same game

1 time - everything's fine.

2 times - one script saved, one extra running not saved yet.

3 times - two scripts saved. one extra running not saved yet.

4 times - three scripts saved... and so on.


I'm not sure if this has any impact on anything else though. But I'm thinking if it would be possible to delete all Obj_dude scripts on map exit? Or better yet every time a map is loaded (if loading a save counts as that).
 
Interesting. I'm seeing a crash with what appears to be drugs wearing off during combat on level 3 of Military Base- And I had recently done some saves and loads.
 
Ravager said:
Mr. killap... I beg you! Please release a version of your mod without the annoying new scenery which leaves me with nightmares of yell grass farmers in the wastelands who also like to decorate the area with 20 types of different rocks and 1 eyed ghoul architects that simply like buildings with pipes... pipes! Sticking it everywhere everyone! As if they where trying to... you know... take over the wasteland... perhaps the entire post nuclear apocalyptic world!

I don’t want to get into a flame war…so I won’t engage in this debate…everyone is entitled to their opinion.
 
i like pixote's rugs and pots.. & other tidbits.. too... best interior designer for wasteland ever..

i dont see those pipes, mentioned by ravagers.. too bad for him.. one-eye ghoul is statements is uncalled for..
 
joochian said:
but yes, there is an option in the installer to play RP2 without map enhancement.. just uncheck "new graphics".. one-eye ghoul is statements is uncalled for..
There is no option to not install the enhanced maps. They are required because of the reason I mentioned a few posts back. The manual install also includes them.

Like I said though, I am considering making the encounter maps an option in the installer. That would be it though. Sorry, I like nearly all of Pixote's location map changes and I honestly don't think they go against the original intent. I don't mind a discussion about this, but please not in this thread.
 
Edit ... Thanks Killap, you answered the question while I was typing this post

@Killap

Could you please confirm .Pixote's suggested method of running without his maps and what effect this would have on the availability of the new areas in ther game?

@.Pixote

I doubt if anyone is ungrateful of the effort you have put into all of this and your Fallout graphics work in general. However, when graphic improvements alter fundemental game mechanics i.e. all the "can't reach" problems, one has to doubt the value of visual improvements over base functionality and the 1000+ hours spent on it. I have concerns about additions to a Restoration Project that alter the gameplay,your Klamath "rat gate" and however many other of your million edits of that ilk for instance. Killap, or someone else, maybe you, is having to spend time adjusting the new objects so they don't cause so many "can't reach" problems. I belive that this has already been done for Arroyo. It would be much nicer if that time could be spent fixing other problems.

Personally, I have stopped playing the game now because of all these niggles and am waiting for the 2.1 update. I didn't want to enjoy vanilla ice-cream, I was looking forward to enjoying RESTORATION flavour ice-cream.



.Pixote. said:
Ravager said:
Mr. killap... I beg you! Please release a version of your mod without the annoying new scenery which leaves me with nightmares of yell grass farmers in the wastelands who also like to decorate the area with 20 types of different rocks and 1 eyed ghoul architects that simply like buildings with pipes... pipes! Sticking it everywhere everyone! As if they where trying to... you know... take over the wasteland... perhaps the entire post nuclear apocalyptic world!
Ravager since this is so disturbing to you…just go in and edit the maps yourself…take out all of the little nasty pieces that you don’t like, and play the game in a manner that suits you (that’s the reason I started working on the maps in the first place)…oh by the way I did add about 1,000,000 little nasties over all the maps, so that’s a lot of deleting…or just don’t use the installer version of the RP maps, which apparently (I haven’t checked) are still running the original maps, more or less.

I spent about 1,000+ hours building those, so if you don’t like it…don’t install RP. Enjoy your vanilla ice-cream…I am eager to see what you come up with… :whistle:
 
@ Killap: IMO there's always gonna be someone who doesn't like something new, so i would say making random encounter maps optional in the installer is both unnecessary and awkward for you.

Yes, the rat gate was a step too far, but I think everyone except Ravager probably agrees Pixotes changes are for the better.

And personally, i love the GECK in Arroyo canyon!! ... :clap:
But that's just my opinion.
 
evilincubus said:
........The second thing is that my game crashed everytime i minimize it - might either of polish game version... well....

Try disabling DX-9 mode in OPTIONS->SCRN.

.Pixote. said:
Ravager said:
Mr. killap... I beg you! Please release a version of your mod without the annoying new scenery which leaves [....] entire post nuclear apocalyptic world!
Ravager since this is so disturbing to you…just go in and edit the maps yourself…take out [....] still running the original maps, more or less.

I spent about 1,000+ hours building those, so if you don’t like it…don’t install RP. Enjoy your vanilla ice-cream…I am eager to see what you come up with… :whistle:

I think Pixote did a great job. Overall it helped whole reality of Fallout. How would all those people survive in the wasteland without those farms? And it looks way nicer anyway.
 
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