FO2 Graphics Upgrade Patch (FO2GUP)

*EDIT*
Here's the newest (Alpha 1.1) version of the FO2GUP. This version includes the childrens patch and the new robot model for skynet (Robobrain MKII)

http://www.filefactory.com/file/862508/

Hi all.

I've got a little problem here.. I can't find a link to download the file :( Maybe it's because i'm using Opera Browser.. Could you give a full link to the file, please?..
 
Okay, I'm uploading it to radpishare now, hopefully you can download it from there. It's still only an untested Alpha release at this stage and until I reload the all the maps to use hte new protos many of the changes wont be obvious. I'll rebuild the maps once we area a little further along as I dont really want to rebuild them all twice...

http://rapidshare.com/files/20068181/Alpha_1.1.zip.html

Hopefully you can download it from there, if not maybe someone else could host a direct link to the file.
 
It's about 7MB or 8MB in size, but thats only because I made two different versions.

1) The new and changed files from the FO2GUP
2) The contents of the 1.02 patch dat file extracted out the the FO2GUP files added to it.

This way the mod files area easy to keep track of and the 2nd option at least maintains the fixes from the offical patch.
 
Hey, Wild!

I got some good news for you... Here's the set of new giant ant death animations made for Fallout2. The electrical damage death animations were never made (default death BA animations were used instead of it), so I decided to make them. Here's the example (NE direction) altogether with the archive containing the files.

maanttbh_ne.gif

MAANTTBH.ZIP
 
Wild_qwerty... I´m very sorry that I have forgotten about you with hosting FO2GUP. If you are still looking for a space for this stuff, contact user Karel via PM or via e-mail:

Code:
karel [point] kohout [at] centrum [point] cz
 
You can test it in no time - just download it and read the instructions included.

BTW, the link was wrong, but it's fixed now (thanks to Cubik2k!)
 
Your work so far is pretty great, guys. Anyway i had a question, how hard is it to make palette shifts of existing sprites? Like maybe blue combat armor for Combat Armor MK2 and stuff like that. It would be great if there was an automated process or something.
 
lisac2k said:
No comment about my work? :o

Hmmmm...

sorry I didnt notice that people had posted in this thread for some reason, brain must have been on holiday...

Looks awesome and to be honest its something that never even occured to me to do, buts its a great idea! If I remeber correctly there are a few critters that dont have all the death animations (or am I thinking of FOT?). Anyway if you can make any more I'll be sure to include them in the patch.

Also if my memory serves me correctly the super mutants use the target shot grid of the normal human, it would be cool to give them a super mutant called shot green wire frame image if some one wants to make one up.
 
Wild_qwerty said:
Looks awesome and to be honest its something that never even occured to me to do, buts its a great idea! If I remeber correctly there are a few critters that dont have all the death animations (or am I thinking of FOT?). Anyway if you can make any more I'll be sure to include them in the patch.

Very nice work lisac2k!

I'll even include them in my patch when they are all done. (of course if that is alright with you guys)
 
Thanks. And yes, you can include it in the patch. I'm currently working on improving the "scorching" ant animations, I'll finish them this week. The news will be posted here, just stay connected.
 
can someone explain to me how to install this upgrade, i read through the whole sticky , and didn't see anything about actual installation, i tried installing it, and nothing changed
 
yea, it's not really ready for release at this stage, which is why its only and alpha build, but as each bulid is completed I'm posting a link to it here. I've seen to many mods get lost because it's only on one persons HDD and then their HDD dies...

Anyway to install the mod unzip the mod and place the data folder into you Fallout 2 directory, jsut make usre you delte or remove the patch00.dat file.

Unfortunately becuase of the how the maps save a copy of the proto file in the map file itself and I havent rebuilt any of the maps yet there wont be any noticeable changes just yet. Though I think that skynet will use the new model once you leave the map you get him on.
 
Cool, guys!!! I`ve been watching this thread quite a long time. Thanks for new model of Cyberbrain MKI, because old one Skynet was awfull. Sorry, can`t help with this stuff because I`m involved in other cool project (new Total Anihillation game engine), but anyway - best of luck :)
 
ok cool ty for your response, looking forward to seeing the finished product really impressed with the screenshots i have seen, ty
 
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