Wyświetlono wypowiedzi wyszukane dla słów: Fallout 2 solution
Temat: The Fall Dev diary #5 on RPGVault
RPG Vault put up their 5th dev diary. This time it's the turn of
Carsten Strehse to speak his mind, and he talks about the technical aspect and visual appearance of the Fall:Along with the basic game mechanics, it is surely good quest design that keeps the RPG fan playing a game. In the long run, even the best graphics can't compensate for mistakes made during content creation. Embedding the tasks in the setting in a logical, understandable way, offering multiple solutions and steering clear of annoying inconsistencies contributes to the overall motivation. And it won't be very long anymore until you can see the result live in action.
(...)
Later, you can meet this character in a different location and find out whether he achieved what he intended to do or not. However, not everyone will actually meet this NPC in the first place as he will not settle down at that location if it took you too long to finish some other quest earlier in the game. Maybe you'll meet him for the first time as a successful publisher later in the game. This means that when there are two players talking about The Fall, it's not unlikely that one of them will have encountered some situations and characters the other didn't get to see, and vice versa.They also have an exclusive screenshot and editor image.
Link: RPG Vault Dev diary #5
Spotted at VDHP
Temat: Any stuff related to unofficial F2 patches goes in here!
I remember this particular bug being mentioned at least once before somewhere in this thread, but I'll go ahead and mention it anyway. After installing the new patch, I checked the PipBoy status screen, and noticed that both the Widow Rooney and Clear out the Mine quests are already crossed off, and I just started a new game. Has anyone else encountered this yet?
And also, you are a god when it comes to patching, Killap. Thanks a ton!
I have already discussed this with people and this solution seemed to always work. I don't remember if I talked with you about this, but if I did, I apologize.
Please check your initial installation of Fallout 2 and make sure that it is not installing the game with 1.02 installed. If it is, then you just need version B of my patch. Installing version A of my patch when 1.02 comes packaged with your installation will cause that odd behavior. Let me know if this works.
Temat: The Achievement System - New Chairman of the Committee!
Okay, you dickwads, I have a problem: my profile says my signature is too big.
I can't carry all my achievements any more. You guys are going to have to come up with a solution here.
I do love each and everyone of my babies, though...
Look how shiny and full of negative energy they are...
TUTAJIMGhttp://theorder.nma-fallout.com/r6.jpg">
Temat: Blackouts under XP, have I found a solution?
I was looking for an easy way to run my old games windowed, FO1 specifically, and in the spirit of readying myself to play FO2 I opted not to install the dos version to use dosbox. D3Dwindower scared the crap out of me I didnt want to use some program I couldnt even read what its options were i was clicking, and I'm too lazy to look for my 98 disk to use vm ware.
Onto my point, i found an old microsoft app called Dxwindow. Killed two birds with on e stone apparently, I get a window, after reseting my desktop res back to what it was after running fallout, and I get NO blackouts... Cool eh?
correction: not a microsoft app, although i had found it on one of their pages, apparently an old workaround for them.. get it here: http://www.nynaeve.net/?p=52
Temat: Here: have a free PC!
OK so now here we have the ultimate comparison of Avatars...
Anyway for general information a dual core is esentially two processors on one chip so it's esentially a dual processor system.
And FYI two 1.6 GhZ processors is not better than one 3.2 nor is one 3.2 better than two 1.6s. Why? Because they work differently. Like a 300 HP sportscar engine and a 300 HP truck diesel, there is no clear winner here. Two processors will do multiple jobs better than one job, which is why so many servers are multi-processor machines. Some things are just different. Nice score on the computer, though. Always good to have two sitting around. A $/EUR(roughly)50 KVM switch is a better solution than two complete terminal setups, IHMO.
Oh, and Alec, do get well, the world needs more Fallout-loving Foot-Fetishists!
Temat: Proplem with Fallout on win2000
Try to examine this site before asking questions that could be answered by looking around, ie investigate a little...
ie solution here: http://www.nma-fallout.com/content.php?page=features&id=6
Temat: Colors messed up in Fallout 2
I've gotten this a few times, it usually goes away if I exit then program the restart it immediately afterwards. Double-check to make sure fallout.exe is set to windows 95 or 98 compatability as well. There's probably a more permanent solution but those two things usually get the job done.
Temat: The end of Fallout3...again
I havent played Fallout 2 for 2-3 years now.. but i still know the solution to almost evey quest in the game by heart
Temat: Fallout2 gametime limit
Hello,
Does anyone know how to solve the time limit issue?
I wish to play with my terminator character longer than the game let me after you finish the main storyline. Is there any solution for this?
Thanks
Temat: Game Informer Fallout 3 article scans
Fallout 3 lives!
Many people here argue that Bethesda "just could've copied the design from Fallout 1+2!". Yeah, and I bet they could've reused the graphics engine too, and maybe the plotline, and...
Bethesda bought the Fallout 3 license so they could create a new game, their own NEW version of a classic franchise. How unsatisfying wouldn't it be for them just to reuse all of the mechanics and looks from the two previous games? I know it would be unsatisfying for me.
The intro/tutorial sounds fun to me, and I believe it will give a good sense as to what is it like living in a vault, and the contrast when exloring the outside world will then be even greater.
As for the view perspective: Great. Don't know quite yet if I'll play it in 1st or 3rd person view, but it's the way I wanted to explore the wasteland - I've already seen it in isometric view, and look forward to seing it closer and more intimately.
The VATS seem like a rational solution to the anti-FPS problem, as you really couldn't have both FPP and TB.
The new Pip-Boy exceeds my expectations: I applaud Bethesda for having the guts to reinvent the Pip-Boy the way they did, and while many conservative fans may whine about it, the more openminded of us can appreciate it's visual flair.
I'm not really exited about the supermutant, but wouldn't want all of them to look like Marcus either, so I welcome some change (and no, it's really not an orc at all).
I like the Fatman alot, and by calling it cheesy and too cliche or too obvious, your kinda taking away Bethesdas rights to create something new in the FO universe; if The Fatman had been in Fallout 1, you would all be praying the the iconic weapon returned this time around. Nostalgia has a tendency to glorify things a bit more than they deserve (and if Fallout 1 was made today by the original developers, it most certainly wouldn't be like the Fallout 1 we know...)
Yes, call me a troll or untrue Fallout fan, but don't flame me for having an open mind and not wanting a new version of either Fallout 1 or Fallout 2, but a new game altogether, worthy of the Fallout 3-label. If new ideas aren't welcome, I don't see how Bethesda can create anything but Fallout 2,5.
Temat: Role of GECK
One person says it's recon'd as a miracle of science. Bethesda says it can be considered a terraforming device. The Fallout Bible says its a multiple component device meant for use over several years...if it works at all. I think before you can establish it being absurdly used in Fallout 3, you need to come up with what exactly it -is- because right now you have 3 canons, all of which fit the same device. The Fallout bible's description is the one I am most inclined to believe, because it's the best explanation... and makes it fit as something helpful in Fallout 2 and a good solution to Fallout 3. Also, it doesn't make sense to me that a city builder would NOT include something to produce fresh water. Fresh water is important for any city today, let alone back in the colonial ages. Unless of course it's only designed to work with Vaults, which is most likely... then it would include something to help with adapting the system to a city.
Fallout 2: A GECK would help, given, but it wouldn't save the village. It's a drought, not infertile land and the like. Unless the device can change climate conditions or add in a new source of healthy water, it wouldn't do anything to help the immediate problems.
Fallout 3: With so many components promised in the GECK, a scientist could have a field day learning how to reuse them. It isn't a far stretch that James figured out a way to use some of the components.
And also, the device -is- a terraforming device, AS WELL as a city-building device. It fertilizes land, it gives you the building blocks to plant various plants. You can change arid wasteland to florishing green lands, just like pre-nuke'd earth. Congrats, that's terraforming. It's bringing an area to be like the conditions of Earth, the Earth only now seen in holotapes and simulations.
Temat: Worst Possible things for FO3?
For your information I have played ALL the Fallout games (and Lionheart). And I do not like Turn-Based gameplay the reason I have never replayed Fallout 1 or Fallout 2 is because of the turn-based combat system otherwise those games are really good.
Fallout Tactics was good in this area but it was lacking too much to compare to the first two overall.
Well I rarely use the pause button in any rpg I play, and I have played through NWN, BG1&2, Ice Wind Dale 1&2 and KOTOR 1&2. And neither do I incessantly click the mouse... all it takes is knowing what to do and when to do it, and probably knowing just what your character can do.
Should probably also add that when I play FO I play as a sniper so I use aimed shot ALL the time...
Well Dungeon Siege for one, it is not a Hack 'n Slash because no matter how fast or much you click it really doesn't make any difference.
And it is a RPG.
DS solution might not be the best for Fallout 3 but it is one way to do it and frankly ANYTHING is better then Turn-Based.
Actually I would enjoy going that distance on foot, mostly because of the things I would encounter on the way and I am an explorer in the way I play. I like to explore so the more there is to explore the happier I am. For example I explored everything in Morrowind twice, and I do mean everything nothing anywhere was fogged out.
And what really is the difference between a world in a mmorpg and a world in a Single-Player game?
you can make a really long distance become not so long in a game if you only know how to do it.
And if that is not an option (if you travel around the globe or something) you can always make a hybrid of the two... if you want to go the distance in-game you can but if you don't you take up the world map and go straight to your destination but then miss all the fun stuff on the way.
I HAVE played all the games, and there is energy weapons and fusion based power armors in all of them... now it is definitely harder to induce fusion technology into a small piece of armor then it is to introduce into a vehicle... its just plain logic, not that hard to understand.
Bugs can be fixed but shitty design is forever.
TES was made an orphan once the Father left, and it's been left with the really creepy uncles that are dressing it up in flashy clothing and hooking it out onto X-Box Avenue.
Guess where Fallout stands?
Last edited by Roshambo on Fri May 06, 2005 18:37; edited 1 time in total
Temat: Sawyer and Cain
Actually, Arcanum's real-time and turn-based combat system is often used as the primary example of how two combat systems DOESN'T work. Turn-based combat in Arcanum is hideous and the real-time is nothing fantastic. I'm not sure, but I *think* Tim Cain even acknowledged that the combat systems in Arcanum are horribly flawed. Arcanum itself is just an "okay" game, it certainly isn't a great game like Fallout.
The view that Troika can do no wrong stems back to the design attitude of Tim Cain versus JE Sawyer. As has been said, JE likes to change things, whilst Tim doesn't. The general feeling amongts the Fallout community was that if Mr. Cain was working on Fallout, he'd make it turn-based, he'd keep the same systems in place and he wouldn't be wanting to change as much as JE is, just for the sake of it.
I'll bet that Mr. Cain would rather have made Arcanum turn-based only, but that the publisher didn't give him that option. I suspect that Atari is allowing him to make a strictly turn-based D&D game only because Dungeons & Dragons has a large enough fan base that a niche game will sell well enough to make it worth their investment. I'd also be willing to bet that if he were in Mr. Sawyer's shoes, the decision wouldn't be his to make.
Mr. Sawyer does seem to be making quite a few changes, though I'm sure that he's suggesting them because he, at least, feels that they will make the game better. I must admit that I gagged a bit when I saw that he was introducing "combos" to unarmed combat. Now that he's explained his intention more clearly, though, the idea actually seems decent. I really like the addition of the Science Boy path through the game. One of the things that I like best about Mr. Cain's approach to game development is that he is commited to offering multiple paths and solutions for the player. Mr. Sawyer seems to be bringing that same core approach to Fallout 3.
The bottom line is that I would be happy to see Mr. Cain leading the design team on Fallout 3. He's one of the principal designers behind the original game. But Mr. Cain isn't working on Fallout 3, and he won't be working on Fallout 3. Mr. Sawyer is working on Fallout 3.
Frankly, Mr. Sawyer solicits input from and interects with fans more than any other game developer I've seen. Fallout has a very vocal, active, and intelligent fan community. I really hope that the people here and at Duck and Cover give him constructive feedback rather than a vote of "no confidence" because it seems like a great match to me. Besides... the former will probably give us all a better game, while the latter doesn't help anybody.
Temat: How the FO2 engine finds it"s data.
Hey guys.
There is another way for installing the mapper and the game.
You can compress your mod files into patch000.dat every time you are running Fallout2 (with the help of DAT2 utility). Features:
a. the game load your edited data WITHOUT overwriting and deleting it.
b. you don't need to mark any files "read only"
c. both fallout and the mapper are able to load/save games and use the modified data when available
The solution is:
1. Decompress master.dat into a folder (henceforth called <src>)
2. Decompress critter.dat to <src>
3. Decompress patch000.dat to <src>
4. Move datasoundmusic from game directory to <src>soundmusic
5. Create a folder for mapper, copy: Mapper2.exe, Mapper2.cfg
6. Create a folder for mod (folder henceforth called <mod>)
7. Create a folder for game, copy: Fallout2.exe, Fallout2.cfg (henceforth called <game>)
8. Create <drive>:fallout2devproto, in which create critters, items, mist, scenery, tiles, walls folders, where <drive> is the same as the one you'll be running the mapper from. (This allows proto editing in the mapper)
9. Edit fallout2.cfg and change critter_dat, master_dat and point to <src>, change critter_patches and master_patches to point to empty folder; For the music, update music_path1 to point to <src>soundmusic and music_path2 to point to where ever the sound is (for example, <mod>soundmusic, if this folder contain the music).
10. Edit mapper2.cfg in the same way as the fallout2.cfg, but change critter_patches and master_patches to point to <mod>;
11. Copy DAT2 files (dat2.exe and zlib1.dll) to your Windows directory.
12. Create bat-file and run the game using this bat-file:
cd <mod>
del patch000.dat
dat2 a -r patch000 *.*
copy <mod>patch000.dat <game>patch000.dat /y
cd <game>
<game>fallout2.exe
You can use <game> folder as <src> folder (unpack files to <game>) - for "fast" Fallout, as Red! says.
Temat: German GameStar Fallout 3 preview
Blinzler sent in a translation of Gamestar's Fallout 3 preview. Some quotes:This shows clearly that - despite updates to its core - Bethesdas Gamebryo engine is obsolete technology. At least now the textures in the distance no longer look as foggy as they did in Oblivion. And it is to be expected that the hardware-requirements won't be out of this world - good news for RPGamers with older systems.
That the PC version of Fallout 3 will be tuned to the abilities of modern graphics cards - is not to be expected. The version we saw at the Games Convention was according to Bethesda employees almost finished. We don't expect therefore that the graphics of the PC version will undergo any changes until the release date of October 31, 2008.
Back on our hill, which impressively proved with it's surrounding view that one of the central of the Fallout series is still very much alive - the freedom to act as you please. Though while the overview map clearly depicts our first target we very much have the freedom to go where we want. So of course we turn our back on the suggested target and go the other way into the hostile world.
(...)
This conglomeration of enemies ranging from the pitiful to the pitiless is already well known to fans of the series, as are the tough Super Mutants, Enclave Soldiers and Sentrybots you'll meet later on in the game. Occasionally Fallout 3 adds some new creation into the Mix, e.g. the above mentioned Yao Guai or the pendant to the known "Mr.Handy" bot - called "Mr.Gutsy".
We meet one of these hovering spheres in our exploration - and are greeted with plasma rays and a flamethrower.
(...)
Additionally the quest in Megaton impressively show that Fallout 3 once again offers a wide variety of solutions to a given situation. To get information about your father from the slick Moriarity you can work for him (collect money from people who loaned some), bribe him, sneak into his office and hack into his computer or sweet talk the prostitute Nora to give you the password. Of course you can just off the guy as well - evil actions are just acceptable to the game as good ones and they have consequences - in Megaton Murderers and Thiefs quickly get in trouble. This of course isn't going to matter much to those without scruple, since it's a town that's just waiting to have it's bomb set off.
Final Thought
Christian Schmidt
The game is finished, I was told, now all that remains is polishing. The test play played without glitches.
Even though I saw potential game play issues, the Fallout fan inside me is giddy like a little kid. The only worry I have: Will the motivation hold on? Even now it's visible that this bleak world will have repetitive and long winded moments. My hope is - the quest will make this worthwhile.
Potential: Very Good
Temat: How the FO2 engine finds it"s data.
New idea about installing mapper and game (thanks to Alan Killenger for this idea):
You can use bat-file if you don't want to take trouble over your .pro files.
Something like this:
attrib -r <game>*.* /s
xcopy <mod> <game> /s /y
attrib +r <game>protocritters*.pro
attrib +r <game>protoitems*.pro
<game>fallout2.exe
where <game> - game folder and <mod> - folder with your files.
Use this bat-file every time you want to run the game. Remember that for the "xcopy" command you must use paths like this: "c:game", without slash () at the end.
So, solution for installing the mapper and the game will be following:
1. Decompress master.dat into a folder (henceforth called <src>)
2. Decompress critter.dat in <src>
3. Decompress patch000.dat in <src>
4. Create a folder for mod, copy: Mapper2.exe, Mapper2.cfg (folder henceforth called <mod>)
5. Create a folder for game, copy: Fallout2.exe, Fallout2.cfg (henceforth called <game>)
6. Create <drive>:fallout2devproto, in it create critters, items, mist, scenery, tiles, walls, where drive is the same as the one you'll be running the mapper from. (This allows proto editing in the mapper)
7. Edit fallout2.cfg and change critter_dat, master_dat and point to <src>, change critter_patches and master_patches to point to <game>; For the music, update music_path1 to point to <game>soundmusic and music_path2 to point to where ever the sound is (for example, <src>soundmusic, if this folder contain the music).
8. Edit mapper2.cfg in the same way as the fallout2.cfg, but change critter_patches and master_patches to point to <mod> and music_path1 to point to <mod>soundmusic;
9. Create bat-file (see above) and run the game using this bat-file.
10. You can use other folder for the mapper (not <mod>) if you don't want to see mapper2.exe and mapper2.cfg in the <game> folder (because .bat file will copy this two files in the <game>). You can use even the <game> folder, if you don't want to copy they every time you start the fallout.
Temat: Edge previews Fallout 3
Edge.The next encounter, which saw Hines beset by two staggering radiation-zombies, known as ghouls, was dealt with using the Vault-Tec Assisted Targeting System (or VATS) Bethesdas solution to the lack of pure turn-based combat. Freezing time, Hines was able to flick through the various enemies, queuing up shots on multiple ghouls. Having selected your targets, the view switches to an external camera, swooping in on the bullet-riddled bodies as they fly back in slow motion. A later encounter against some super-mutants, fought in a warren of dugouts lying between the shattered remnants of the Washington Monument and the Capitol building, illustrated how useful VATS can be, tipping off Hines to the presence of an enemy sneaking up behind,
While its combat credentials are fairly secure, previous demonstrations have done little to assure us that the writing is also up to the standard of previous Fallout games. Although this viewing focused largely on combat, we were shown developments to the opening section of the game, which sees the player growing up in a nuclear shelter, this time witnessing the protagonists surprise tenth birthday party. Its a section designed to introduce the player to the kind of social interactions, depth of conversation, dialogue and consequences that Hines tells us persist throughout the later game.
Talking to a girl of the same age, the player has the opportunity to lie about just how surprising the surprise party was, along with a number of other options ranging from complimentary to ungraciously hostile.Also, the usual."War never changes, grumbles ubiquitous voiceover favorite Ron Perlman in Fallout 3s opening cinematic. Of course, the one major bugbear among diehard fans of previous turn-based Fallout games is that war has actually changed rather substantially with the coming sequel. Thankfully, as we see more and more of the game, it seems like these detractors are misguided.Good thing Bethesda never has to defend itself. The protractors are legion.
Link: Edge Fallout 3 preview on Next Generation.
Spotted on GameBanshee.
Temat: Fallout 1 - Military Base forcefields and explosives bug
Okay, I know all about how repair should bring down the forcefields. When I used to play the game on Windows 95 back in the 90's, it worked all the time. I know how to do it, I know how it is supposed to work.
However, I am now having a problem with it. I'm on Windows XP, manual installation of the humongous install, the win version, with the offical patch. I have a repair skill of 89%. I click on an emitter to the green forcefield and it gives me two options, the binocolours and my inventory. So I go into my inventory, click on the pliers and use them. It gives me the response about how the forcefield has been temporarily disabled.
This is where the problem is: the forcefield hasn't been disabled at all. It flickers for about a millisecond but it doesn't disable. I tried doing it in combat mode to see if that would help, but it has the same effect.
If I had to guess, I'd say that either:
1. The fact it only flickers seems to me to indicate that whatever code that is in the program that is supposed to remove the forcefield has in some way failed rather than bringing down the field for only a milisecond.
2. The timer is in some way screwed up.
The only thing that seems to work is explosives but I don't think it's working in the way intended there. You see, when I used it, the emitter disappeared completely (leaving me a sizable hole in the wall I could walk through) but the forcefield still remained.
So does anyone have any idea on what I should do about this? Is there some kind of unofficial patch which will solve this problem?
I'm not the first to have this trouble either:
One Topic
More Extreme but Partially the same (reading his solution, is it possible the save I was using was some how corrupted?)
I seem to remember something similiar happening in Fallout 2 once as well but I don't remember the details of it.
Temat: Any stuff related to unofficial F2 patches goes in here!
first off, great work everyone
I played Fallout and F2 like a maniac when they were released, but the instability etc threw me off some
so seeing people working on it right now is a true blessing
I'm gonna go give the seraph/killap combo a shot, been using the celestial patches until now
but I just can't understand how to install it all! been trying to make some sense out of all the files that go where and which ones have to be read-only when and how...
this is how i get it.
clean install us version
official 1.02 patch
seraph unpacked
killap B.
I think some files have to be read-only when I start the game, and there was something about seraphs batch file...
but it's just clouded. someone help me out with a simple, step by step solution to installing a seraph/killap combo ?
my brain hurts
Yeah, I should probably redo the readme of my work but I'm not really a document writer, just a coder. 8)
At any rate, here is the BEST method of installation.
1. Download the unpacked version of Seraph's patch
2. Extract the files to your fallout 2 "data" folder. (Do not run the batch file that is included.)
3. Download version B of my patch.
4. Extract the files to your fallout 2 "data" folder overwriting the files when asked.
5. Now go into the data/proto folder and make the contents of each of the folders found inside the proto folder read-only.
6. Now go into the data/scripts folder and make all the files there read-only.
7. You should now be set to play the game. No installation of the 1.02 patch is necessary as that is included in Seraph's patch already.
Let me know if you run into any problems/etc
Temat: Fallout2 High Resolution Patch
Hello I have some serious problem with this patch and cannot find a solution anywhere. I am playing german version of fallout 2 ver. 1.02. The patch installs and everything seems to work fine till the moment I leave The Arroyo village and try to enter any location. When I do this after entering the location my character dissapears and I cannot do anything from that moment on because my charakter just doesn't exist on the map. It is the same with every location exept for the cutscenes locations on the map(random encounters) and The Den (I really don't know why only this town works properly). When I enter the worldmap it does not fill the whole screen and my character and all bottom bars remain on the screen (I don't know if it is somehow related to my problem). I am running this game on windows xp sp2. Thank you very much for any help.
Sorry
Just tested this myself and you are right, There's a particular line in the RES*.ini file for the french, german and uk versions thats pointing to the wrong address. I will upload a fixed version shortly. Until then if you want to apply the fix yourself, here's what needs to be changed.
For the French and German versions.
Open the RES_FR_GR.ini file, it's in the f2_res folder. And find these lines..
Code:
#FIX - ORIGINALLY PLAYER POSITION SET TO SCROLL POSITION FOR JUMP TO MAP
#NOW PLAYER POSITION SET BEFORE SCROLL
00482E2E 6 8B15 34BE6600 REPLACE 8B15 5C955100
KUNIEC
And replace 5C955100 with DC955100
For the UK version.
Open the RES_UK.ini file in the f2_res folder and find the same line as above.
And replace 5C955100 with AC955100
This is only for the French, German and UK versions. The US and Chinese versions should be fine.
Temat: Installation Troubles
First post in the forums, been playing fallout since it came out (god i remember when i got the game my computer barely fit the minimum requirements lol) and i remember playing Fallout 2 for the first time on Holloween (damn tricker treaters)
but anyway i have had tactics for a while i never came anywhere near beating it though (i think i got to the beta bunker before i gave up on it) and now i wanna play it again but im having difficulties installing.
i searched for a long time trying to find a solution to the problem, and then found the whole rip the cd's and run em via daemon.
the two problems im having is that i cant find anything that converts the cd's to ISO's to use which is what is mentioned in that FAQ, and when i use the cdmage, i only have one minor problem with disc 3, nothing wrong with 2, and alot of medium errors on disc one.
i repaired them and mounted them on daemon and when cd one went to run the auto play came up, but it had yellow streaks across parts of it which doesnt really bother me but when i try to run the install, first it tells me that the uninstaller is malfunctioning so i wont be able to uninstall the game, and then when it goes to install it just stops working at around 32% (on all 3 install sizes by the way)
So i hypothesized that its crashing around the time it wants to switch discs. so i copied the files in into a folder onto my hard drive from the repaired ripped files, not the cds since i tried that in the past and was only able to get the game to open the menu but i couldnt play at all. the same thing occured.
so im guessing that disc one is basically fubar'ed but i figured id have some people who know alot more about the subject (im fairly new at ripping in general, and ive tried everything i know on how to get this to work in the past with no success)
Temat: ...do you really want to be able to kill children
For the nth time: it is entirely possible that there are ulterior motives behind killing children. It does not need to be purely sadistic, and again: The Den provides a perfect example where you have a clear motive to kill children.
Yes, I was never talking about *necessary*, while you were. There's a big difference between 'possible' and 'necessary' (note: almost nothing in Fallout is actually necessary).
That you are twisting the statement of random killings only existing for children, while they also exist for normal people. Yet you continually gloss over that, only to go 'But killing children cannot have a valid reason!' (which is, again, horseshit).
Nice veiled insult there, pal.
In any case, you are still missing the point. You are now saying 'I could steal it back, so killing them is automatically sadistic!!!'
So? Since when does any problem only have one solution? For a character who cannot steal, killing the children is a shitload more easy and efficient than stealing back the stuff. Fallout is about different choices and their consequences, not about the one 'right path' you can choose. Just because there's one choice that is morally better, doesn't mean that every other choice suddenly gets invalidated.
No it doesn't. It doesn't offer any reason to obliterate Shady Sands, or to start randomly killing people in The Den. Yet you could do both of those things. Again: i fail to see how this is different from being able to kill children.
Ehm, no, and I never suggested anything of the sort.
It makes sense to keep the *context* of the game around. You are throwing out any context.
Could you rephrase that? English ain't my native tongue and I really don't understand what you actually mean by that. Sorry. ^^'
Cheers,
Caldera
Temat: Are you a programmer?
The Bourgeoisie project are looking for programmers, here's their official info: Are you talented, young, with no purpose in life? Join us! Become a member of a group of curious people, make the dreams come true! Are you apt to write a good game alone? Write an even better one with us!
We've got great writers, designers, graphic artists, so you'll only be left with the right stuff - coding.
We're using a very sophisticated, acclaimed worldwide Torque Game Engine, used in as known titles as Tribes 2. The engine is designed so even a nwebie can make a nice GUI, a simple mission to walk and shoot everything in sight. It doesn't take much effort to write a code in TorqueScript to animate a model or play a sound. There are a lot of miscellaneous tools available to facilitate the work.
But if you're the bold kind, you'll quickly find thet this is not enough. That having the engine's source code, sky is your limit. You can uleash the power sleeping within you. Maybe thanks to you and your solutions, Bourgeoisie will become famous throughout the world.
Working with a ready made engine, written by professionals can teach you much, so if you have the necessary skills, please write to us. We can all learn much from each other and form a fully professional team uupon the projects completion. Do you like challenges? Don't hesitate.
ATM our team numbers 50 people engaged in making the game. We're recognised around the board already. The game concept is ready, we've got an ingenious story, developed locations, we only need programmers to bring them to life.
You have the opportunity to make something great.If you're interested, email Chief Programmer JRX ( alienserver@op.pl ) or the project coordinator intoxicate@nma-fallout.com.
Links: Project homepage
Temat: How the FO2 engine finds it"s data.
Addition to the Red’s solution (of Wed Jul 14, 2004 3:28 ):
1. If you want fallout to save it’s temporary data into the patch000.dat directory, you also must create patch000.datprotocritters, patch000.datprotoitems, patch000.datmaps directories, because the game doesn’t try to create this directories.
2. But the game unfortunately doesn’t try to delete it’s temporary files from above listed directories. So, in the next time you’ll load the game, it will read this files instead of <src> files or your <mod> files, that can cause any mistakes.
3. So, don’t create patch000.datmaps directory, and the game will save it’s temporary data into <mod>maps and delete it when you exit the game.
4. You must delete temporary patch000.datprotocritters*.pro and patch000.datprotoitems any time you quit the game. And always make your items and critters protos read only!
5. Or you can copy all the critter PIDs listed in dataparty.txt from the <src> protocritters to the patch000.datprotocritters and the 00000455.pro from the <src> protoitems to the patch000.datprotoitems and makes them read only.
If you will change above-listed protos, you must remember that you must save them into the patch000.datprotocritters or patch000.datprotoitems!
Also you must move your items and critters protos into the patch000.datproto and make them read only any time you have created them (before loading the game and going to another map)!
Since this time directory for your modified items and critters protos will be the patch000.datproto (with proper subdirectory). And the directories for the game temporary protos will be <mod>protocritters and <mod>protoitems directories. Don’t forget this!
6. Also the game save the music files into the <mod>soundmusic directory. If you want to create new music, you must put the files into patch000.datsoundmusic directory (or give them another names – not the same you have found in the game). You don’t have to make them read only – the game doesn’t try to save the music in patch000.datsoundmusic directory (as far as I know).
Maybe Red will correct me, if I have made any errors?
Temat: Niech gra muzyka!
Manii ciąg dalszy.
http://www.youtube.com/watch?v=D89Y81S7JF8 - wersja pierwsza, teledyskowa
http://www.youtube.com/watch?v=QT-ZtHVNA7g - wersja druga, koncertowa
Goo Goo Dolls - Here Is Gone
You and I got somethin
But it's all and then it's nuthin to me, yeah
And I got my defenses
When it comes through your intentions for me, yeah
And we wake up in the breakdown
With the things we never thought we could be, yeah
I'm not the one who broke you
I'm not the one you should fear
We got to move you darlin
I thought I lost you somewhere
But you were never really ever there at all
And I want to get free
Talk to me
I can feel you falling
And I wanted to be
All you need
Somehow here is gone
I am no solution
To the sound of this pollution in me, yeah
And I was not the answer
So forget you ever thought it was me, yeah
I'm not the one who broke you
I'm not the one you should fear
We got to move you darlin
I thought I lost you somewhere
But you were never really ever there at all
And I want to get free
Talk to me
I can feel you falling
And I wanted to be
All you need
Somehow here is gone
And I dont need the fallout
Of all the past that's in between us
And I'm not holding on
And all your lies weren't enough to keep me here
And I want to get free
Talk to me
I can feel you falling
And I wanted to be
All you need
Somehow here is gone
And I want to get free
Talk to me
I can feel you falling
I know it's out there
I know it's out there
And I can feel you falling
I know it's out there
I know it's out there
Somehow here is gone, yeah
I know it's out there
I know it's out there
Somehow here is gone, yeah
Temat: The Fall preview
[...]The story of The Fall describes year 2062 as the highest point of technical development of our world. Human clones are
everyday phenomenon, almost all deadly diseases were defeated and NASA spins the plans of settling on Mars. This task falls to the
machines (called Terraformers), which with the help of CO2 have to bring the atmosphere of Mars to the positive state. The same gas
which for our sweetheart Earth is the largest gift has to make settling on different planets possible.
However as it usually happens, something went wrong: on 1st October year 2062, unknown sect has broken the protections of
NASA and took over the control over Terraformers. The machines were activated and began to spread CO2 into the earthly atmosphere. Before the situation was composed, it has been already too late. So much gas in the earth atmosphere, caused the temperature has raised for about 10 degrees.
New diseases appeared, and chaos took control over world.
The action of "The Fall" takes place 21 years later after this catastrophe. The world is devastated with diseases and wars
for clean water. The mankind has backed off for about hundred of years in evolution.
[...]
The work over The Fall has lasted for almost 2 years. But we will have to wait for about 3 or 4 months more, until the game
will be finished. Excellent story, perceptible post apocalyptic climate and splendid RPG rules, make us hope that after Gothic 2
another super cRPG will come from Germany. Most of all we've liked the "freedom" that player has and really living world in the game. For almost all quests or fights there are accessible several solutions. Villages and cities are full of NPC living with their own day plan and expressing unique dialogues. If someone has liked Gothic2, Fallout or generally other cRPG game, then he won't pass
indifferently beside this title.
Temat: Role of GECK
Good points. However!
FIRST, You would need a Vault or another source of Vault-tec brand technology for a GECK to be useful. They're designed for Vault dwellers only, after all... so what, it's supposed to magically manifest new tech advancements similar to the ones Brotherhood of Steel would provide?
Second, the major issue during Fallout 2's beginning wasn't really infertile ground, but a draught. A draught means they're either running low on water (which is ironically similar to "running low on clean water" which was the problem of Fallout 3 solved by the GECK) or they're getting too much sun, which like it or not a civilization cure-all wouldn't fix. Unless it has an anti-sun feature. Also, if the problem IS infertile ground... two solutions: 1, a make-shift irrigation system. If that could be figured out pre-colonial time period, people being taught by someone with a lot of access to knowledge would be able to figure it out too. 2, manure helps with the fertility of land. Why not use Brahim-dung? Also, if the problem is disease spreading or something, then... again, GECK isn't going to be useful
THIRD, Nothing was stopping the Arroyo tribal members from building better shelters. Take Junktown for example: Everything in the town is supposedly built from scratch, scavenged from surrounding areas. THey could have done that without a GECK and even make decent housing! Also, consider two things that you see in-game: Temple of Trials and the giant shiney rock statue of a head. Both mean they know how to actually construct things out of stone, whether it be statues or giant statues, which means they could have built houses before considering even needing a GECK. Once again, there were alternative solutions.
FOURTH, NCR got developed with the help of traders and Brotherhood of Steel...without a GECK. True, if Arroyo depended on traders and personal advancements, they would not get to the same level as the NCR. They would, however, get to a point better then, say, Junktown. Or the Hub even, depending on if they did branch out on trade relations.
So all in all, considering Arroyo's dilemma that led to a search for the GECK, the GECK feels more like a lazy solution to me...just like it feels like a lazy solution in Fallout 3 to most people.
The GECK would be USEFUL, but barely. The most useful components would be the data and ground fertilizers. There's no need for seeds because apparently they acquired some already, and there's no need for sand-crete because they apparently have access to better building materials(see: Temple of Trials). The data is, again, useless unless you have technology that is involved with the data. That would require either a good amount of traders, or a lot of trekking away from Arroyo to get proper tech. Again, if the problem is a draught, this isn't going to help.
Also, farms aren't needed as much as you think. Fallout 1, Junktown was sustained only on trade. No farming. Most towns in Fallout 3 are sustained by the same thing. One gets food via cannibalism. Another... apparently nuka-cola, which of course makes no sense. In an area where scavenging is more favorable, I doubt there will be much farming. The ground's blighted and arid, hardly ideal conditions for farming. ALSO, only Megaton was around for the longest time... it's only like 40 years before the game when Rivet city formed, and who knows for others? Most people probably came from Vaults or areas outside the DC area. Maybe Caturbury Commons trades with people outside the DC area too? It's never mentioned or seen, but it could happen. I mean, if a Chosen one can go from Oregon to halfway through California without any problems , I'm sure people with the proper skills and equipment can cross larger distances....
fallout 3 makes no sense. You cant claim that they trade with people, because there is noone to trade with, you are ssuming that there are other settlements nearby,that are willing to trade . You cant scavenge for 200 years. And even if junktown doesnt have farms, HUB does, so does shady sands. Almost every place has farms in Fallout 2. DC would logically have more vaults. That means more GECKS. That means, advanced settlements. Even if just tribals can farm, why dont the vault dwellers know it, why cant people figure it out. DC isnt the MOON. You should be able to grow things with GECK. It makes no sense.
And the game doesnt mention anything about outside places, it doesnt explain ANYTHING.
Temat: Role of GECK
Good points. However!
FIRST, You would need a Vault or another source of Vault-tec brand technology for a GECK to be useful. They're designed for Vault dwellers only, after all... so what, it's supposed to magically manifest new tech advancements similar to the ones Brotherhood of Steel would provide?
Second, the major issue during Fallout 2's beginning wasn't really infertile ground, but a draught. A draught means they're either running low on water (which is ironically similar to "running low on clean water" which was the problem of Fallout 3 solved by the GECK) or they're getting too much sun, which like it or not a civilization cure-all wouldn't fix. Unless it has an anti-sun feature. Also, if the problem IS infertile ground... two solutions: 1, a make-shift irrigation system. If that could be figured out pre-colonial time period, people being taught by someone with a lot of access to knowledge would be able to figure it out too. 2, manure helps with the fertility of land. Why not use Brahim-dung? Also, if the problem is disease spreading or something, then... again, GECK isn't going to be useful.
THIRD, Nothing was stopping the Arroyo tribal members from building better shelters. Take Junktown for example: Everything in the town is supposedly built from scratch, scavenged from surrounding areas. THey could have done that without a GECK and even make decent housing! Also, consider two things that you see in-game: Temple of Trials and the giant shiney rock statue of a head. Both mean they know how to actually construct things out of stone, whether it be statues or giant statues, which means they could have built houses before considering even needing a GECK. Once again, there were alternative solutions.
FOURTH, NCR got developed with the help of traders and Brotherhood of Steel...without a GECK. True, if Arroyo depended on traders and personal advancements, they would not get to the same level as the NCR. They would, however, get to a point better then, say, Junktown. Or the Hub even, depending on if they did branch out on trade relations.
So all in all, considering Arroyo's dilemma that led to a search for the GECK, the GECK feels more like a lazy solution to me...just like it feels like a lazy solution in Fallout 3 to most people.
The GECK would be USEFUL, but barely. The most useful components would be the data and ground fertilizers. There's no need for seeds because apparently they acquired some already, and there's no need for sand-crete because they apparently have access to better building materials(see: Temple of Trials). The data is, again, useless unless you have technology that is involved with the data. That would require either a good amount of traders, or a lot of trekking away from Arroyo to get proper tech. Again, if the problem is a draught, this isn't going to help.
Also, farms aren't needed as much as you think. Fallout 1, Junktown was sustained only on trade. No farming. Most towns in Fallout 3 are sustained by the same thing. One gets food via cannibalism. Another... apparently nuka-cola, which of course makes no sense. In an area where scavenging is more favorable, I doubt there will be much farming. The ground's blighted and arid, hardly ideal conditions for farming. ALSO, only Megaton was around for the longest time... it's only like 40 years before the game when Rivet city formed, and who knows for others? Most people probably came from Vaults or areas outside the DC area. Maybe Caturbury Commons trades with people outside the DC area too? It's never mentioned or seen, but it could happen. I mean, if a Chosen one can go from Oregon to halfway through California without any problems , I'm sure people with the proper skills and equipment can cross larger distances....
Temat: Any stuff related to unofficial F2 patches goes in here!
Does YAEB = Yeah, Another Engine Bug?
It does sound like one. Increasing main character stats via scripts has never worked properly in Fallout 2 (or even 1 for that matter) Stat increases only work when the engine does it directly. So yeah, this sounds unfixable.
But don't scripts do the stat raises when you use the BOS Computer for enhancements, and get Zeta-Scans both in San Francisco and the NCR? Or do these scripts call on low level engine functions?
Anyway, more bugs to plug:
Arroyo -- Spore Plants
They are referred to as "He". This should probably be "It". This applies elsewhere too. For example, floaters in random encounters are referred to as "He" instead of "It".
Arroyo -- Unending combat
If you attack anyone in Arroyo, then the player is stuck in combat mode until almost everyone is killed. (There are a couple of exceptions -- see the next problem.) The problem here is in the critter_p_proc procedure, with the following snippet of script:
Code:
if (REP_ENEMY_ARROYO) then begin
attack(dude_obj);
end
KUNIEC
This means that the critter will automatically trigger combat mode any time the player is anywhere on the same map....even if they are at totally different corners. There should probably be a obj_can_see_obj(self_obj,dude_obj) check thrown in there to prevent this from happening. Almost all Arroyo character scripts have this bug, except for Klint, Cameron, Smoke, and the Brahmin. A similar bug also exists with the turrets in Navarro, and a similar solution would work.
Arroyo -- Over-friendly Klint and Cameron
These two have the opposite problem from the above. Even if the player is hostile to Arroyo, and these two NPCs can see the player, they won't attack. They will only be hostile to the player if the player explicitly attacks them. One good side effect of this bug is that they won't trigger the Unending combat bug described above, but this is of course far from ideal....
Arroyo -- Dying Hakunin
There is a small typo in Hakunin's text. Line 261 has two instances of the word "my" in it. The second instance should be a "may" instead of "my".
Random Encounters -- Fast scrolling float text
This bug occurs with almost every single random encounter. It is well known if all remaining hostiles are somehow rendered unconscious (or incapacitated, in the case of non-organics), the player will exit combat mode. In random encounters, this causes float text to be generated and displayed at an amazing rate...almost faster than I can read and process them (and I read at 5000 words a minute, so that's saying something!) A check should probably be put in to see if the NPC is conscious before displaying float messages. Unconscious people should not be saying anything anyway.
San Francisco -- Matt, the BOS representative
It is possible to accept the quest to go looking for the VertiBird Plans for Matt, and yet have him ask you to help him out again when you next talk to him. This is how to reproduce this bug:
1) Talk to Matt, pick the line "Who are you guys?" and go through the dialogue choices necessary to accept his quest.
2) Once you have accepted, you will have the choice to leave the conversation or to "ask you a few more things." Pick the latter option.
3) You'll notice that you can ask "Who are you guys?" all over again, leading him to again offer the quest. This time, reject the quest. Exit the conversation.
4) Now, if you talk to Matt again, he'll ask if you have changed your mind about getting the quest, even though you have actually accepted the quest.
The solution here is to simply prevent Matt from offering the quest again once the player has accepted the quest.
San Francisco -- Tanker area
It's possible for NPCs to walk out the entrance foyer of the tanker. This creates funny situation such as NPCs seemingly walking in black nothingness. Placing some blocking hexes outside the foyer should prevent this.
Navarro -- Sergeant
Two minor text errors with this NPC.
1) When looking at him, he is a "gate guard". Perhaps "Drill Sergeant" or "Sergeant Dornan" would be more appropriate here. The text that needs modifying here would be 100, 101, and 102.
2) Line 137 -- "Sargent" should be "Sergeant", though I don't know if the mis-spelling is intentional (Line 137 is spoken by dumb characters only).
...more to come if I ever get around to playing the Den....
Cheers,
-- The Haen.
Temat: Afterfall & Nicolas Games press release
Here's the official translation of the press release of Nicolas Games incorporating Intoxicate studio:Nicolas Games - Afterfall press info 1/2008
>>> Nicolas Games announces a new development studio - Aterfall the game begins!
Following a long-term growth strategy, Nicolas Games SA announces that a new development studio has been created, Nicolas Games Intoxicate. The studio shall focus on making an innovative computer game: Afterfall.
Afterfall is a Third Person Perspective cRPG (computer Role Playing Game), with its setting corresponding to the mainstream of post-apocalyptic fiction. Some other examples of this genre are: Fallout series, S.T.A.L.K.E.R., and Gears of War. Some claim that also Half-Life 2 belongs to the genre. This project brings together innovation, excellent visual effects and physics, plus tested and efficient solutions. This is certainly the largest fan project in the whole history of computer games, that has evolved to the stage of commercial production. Afterfall has gathered a constantly growing huge community of fans, started by Andrew Koloska who leads the project up to this day.
The game features a gripping, non-linear storyline with many turns of events. It also allows the player to create and develop his main character with use of wide selection of behaviours never before seen in any other game. Afterfall features hundreds quests and over a dozen organizations to join, infantry and vehicle fighting equipment, a random mutation system, cybernetic implants and prosthetic equipment.
Main features of Afterfall:
- the option to create and develop the main hero with unique capabilities never before seen in any computer game;
- a gripping, non-linear storyline with many turns of events, where your every decision has its consequences;
- hundreds quests to complete and over a dozen organizations to join;
- a "Dynamic Turn-based Combat" system with infantry units and vehicles;
- optional tactical game and stealth action features;
- a random mutation system, cybernetic implants and prosthetic equipment;
- around two hundred pieces of weaponry and over a thousand items, with the option of creating and modifying some of them manually;
- excellent visual effects and realistic physics, due to implementation of a state-of-the-art game engine.
The game will be published on PC platform, and the developers didn't forget about a Linux version.
The Afterfall crew Intoxicate Interactive Group, currently: Nicolas Games Intoxicate was an independent crew of game developers and gamers, who spent over 3 years on the project of a post-nuclear computer role-playing game with a storyline based in central Europe. Afterfall was announced by many Internet sites in Poland and worldwide. News also featured numerous interviews, amongst all an interview with the projects lead designer, published in the prestigious "RPGCodex" magazine.
"I am very happy as father of Afterfall and Project Manager. My dreams came true!" - said Andrew Koloska. The whole team of 20 people working on this project at the beginning (plus 10 best freelancers in Poland) decided to take opportunity to create one of the biggest and absolutely best cRPG game ever. The process of developing will progress in brand new studio, located at Dabrowa Gornicza, Poland.
In the future we will issue detailed updates about the project and a dynamic growth of our company.Link: Afterfall website.
Link: Nicolas Games website.
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