Afficher la version complète : Patch Non Officiel pour Fallout 2 Version 1.1 (ancienne version)
HawK-EyE
15/06/2007, 15h19
Bonjour à tous !!
Le patch de Killap est enfin traduit !
http://www.fallout-3.com/images/fo2/Pnof2_11.jpg
Pour télécharger le patch d'origine (en anglais) :
http://zcn.phix-it.com/fallout2/unofficialFO2patch_final-A-UK.rar
Liens vers la version française 1.1 du 29/08/07 =>
http://www.fallout-3.com/telechargements/Pnof2_11.zip (archive - 8Mo)
LE README :
http://www.fallout-3.com/telechargements/PNO.txt (http://www.fallout-3.com/telechargements/PNO.txt)
LE CHANGELOG (Corrections) ENTIEREMENT TRADUIT EN FRANCAIS (merci FeirHeir) :
http://www.fallout-3.com/telechargements/corrections_FR.txt (texte - 61Ko)
canarinou
15/06/2007, 15h59
ce patch est destiné a quel jeu ? fallout 1 ou 2 ? quel qont les plus grosse modif (2 a 3 exemples si c'est possible...)
il y a t'il de nouvelle quete ? de nouveau objet ? de nouveau perso ?
sa serais possible d'avoir un screen d'une des modif, histoire de voire le taf ?
et derniére question, y a t'il beaucoup de nouveau dialogues ?
Narg la gachette
15/06/2007, 17h01
Pour fallout 2. J'ai télachargé le truc juste pour lire le readme. et c'est horrible
tou est en anglais et c'est vachement long. J'ai pas l'intention de tout lire mais si tu veux des rensignement sur une ville précise je veux bien faire l'effort de traduir les meilleurs changements
HawK-EyE
15/06/2007, 18h11
oué c monstrueux tout ce qui a été changé en gros toutes les villes y sont passées et la plupart des quètes aussi, en fait il ne s'agit pas d'un mod qui changerait le contenu du jeu mais bien d'un patch qui CORRIGE les erreurs dans le jeu de base.
Concernant les dialogues, je suis en train de fouiller dans les fichiers pour voir ce qui a changé. J'ai traduit la plupart des fichiers contenus dans text\game\ et text\cuts, je m'attaque maintenant aux dialogues.
Lorsque la traduction sera opérationelle je ferait un patch en .DAT pour pouvoir le tester directement.
A+
HawK-EyE
19/06/2007, 05h33
j'ai fait les 2/3 des fichiers de dialogues, je ferai une traduction du readme et des corrections aussi ca peut-être utile.
Par contre j'aurais besoin d'aide pour le tester ensuite, mais bon je suppose que ca ira de ce coté là...
Narg la gachette
19/06/2007, 10h19
Volontaire pour le tester à la fin de la semaine j'aurais fini mes exams, je pourrais le tester intensivement. Vive fallout 2!!!!!!
canarinou
19/06/2007, 16h29
lol... wouai, moi aussi ya pas de probléme ^^
HawK-EyE
20/06/2007, 19h48
Il m'en reste encore environ 1/4 a terminer, la fin est plus difficile que je ne le pensais, je suis tombé sur des fichiers avec de sacrés corrections, par exemple, les prostitués et les macs de New Reno papotent énormément maintenant. Et, ils s'adaptent à chacune des situations : Avec ou sans compagnon, homme ou femme, pornostar, champion de boxe, membre d'un gang, après avoir fini le jeu etc...
Si quelqu'un est motivé pour se lancer dans la traduction des différentes corrections du patch de Killap les voici :
**SPOILER WARNING**
**This list of corrections made to the game may contain spoilers.**
==============================
Full List of Corrections:
Last updated on: 6/11/2007
==============================
Arroyo:
-------
• Hakunin no longer forgets he is mad at you if you continue to insult him hundreds of times.
• If you find Vault 13 but don't enter it, Arroyo won't change, but Hakunin's description and dialogue will! - this has been corrected
• If you complete Hakunin's quest before getting the bonus training from Cameron, you won't get the training. This has been corrected.
• The Elder should no longer "forget" being mad at you.
• Telling Nagor you won't find smoke would cause him to run into the wilds and die, but the quest would never be set to failed (crossed out)
• Corrected an instance in several of Arroyo's scripts that could cause unending combat. (that is combat until everyone is killed)
• Correct a problem which caused Klint and Cameron to be over-friendly and never attack the player even if the entire map is hostile.
• Looking at Cameron no longer displays "warrior" instead of his actual name, "Cameron."
• The dialog line "Thank you for your help." was incorrectly labeled as a "Bad" response.
Klamath:
--------
• Telling Sajag about Whiskey Bob's still will now correctly display a gain of 100xp in the message window.
• Slim Picket:
*You now lose money (50 or 100) if you chose to pay for learning about Geckos/the Great outdoors.
*Playing as a woman and talking with Slim now displays correct dialogue lines
*Various other corrections to the dialogue tree within the script.
• Dunton Brothers:
*Convincing the Duntons that someone is watching them now correctly displays a gain of 250xp in the message window.
*You can now have the conversation about the bug parts found in their hut in the grazing area. With high enough speech you can even uncover how the Duntons are rustling the cattle and scare the brothers into never doing it again. (A gain of 250 xp for this)
• Whiskey Bob:
*He now gives you $65 when you convince him to pay you more. (He gave you $55 instead before)
*He now, as was intended, snubs you off if you have a negative town reputation.
• Unlocked dialogue options for Maida Buckner during the Torr rescue quest. (prevented by bad scripting before)
• Guard brahmin quest would never get crossed off if you decide to rustle the brahmin instead. (this has been corrected)
• Obtaining the Fuel Cell Regulator now correctly displays a gain of 200xp in the message window.
• Killing Torr or any of the brahmin will set the quest to failed and cause the Duntons to run off. If you told Torr to run away and then attack the brahmin, you would see a float over the invisible Torr after combat ends. This no longer happens.
• After scaring off the Duntons (thereby failing the rustle quest), you can NO longer tell Torr to run away as well which would allow you to get the quest to rescue Torr which should only be gotten after a successful rustle quest. Several script flukes occurred as the result of this but no longer after applying this patch.
• Fixed a dialogue bug in Maida's script (while talking about the Den) that would cause the script to bypass a check concerning the release of Sulik.
• Maida has dialogue to activate the quest of rescuing Torr (just like Ardin), but the variable was never set.
• If you use repair skill on the car in Klamath (the one with Fuel Cell) for the first time, you would get "Error" in the message box.
• Maida Buckner now says Redding is to the south east rather than south west.
• The Dunton brothers no longer spawn spiked knuckles each time you enter combat.
• If you had exactly $124 and asked for the bath that costs $125 in Klamath, then the money check would pass and you would get the bath. No money would be removed from you inventory, however.
• Fixed crash with using the bulletin board during combat.
• Fixed dialogue loop in Ardin’s script which prevented Rescue Torr quest from getting crossed off.
• Torr no longer thanks you for saving his Brahmin with red (angry) text. He now says it in the normal float color text.
• Trappers in Trapper town no longer have all their float text in red. Their floats are now the default float color.
• Killing the newly obtained brahmin by the Duntons, which were obtained upon successfully rustling the brahmin from Torr, no longer prematurely ends the game as if you had killed the brahmin in Arroyo
• Klamath yellow dog no longer barks (happily) with red text.
• Telling Torr that you are not ready for his quest and then asking him again would cause him to no longer offer the quest. This is no longer the case.
• If the player agreed to help Torr, then talk to the Dunton brothers and agree to rustle the brahmins, then talk to Toor and make him runaway and THEN kill all radscorpions before talking with the Duntons again, they leave the map without rewarding the player. This is no longer the case.
• Completing the rustle quest but not accepting the reward no longer leaves the guard brahmin quest as incomplete.
• Buck Dunton no longer gets angry at you when you call him Buck
• It was impossible to obtain XP for freeing Sulik through Maida's dialogue. This is no longer the case.
*Also possible to get XP for freeing Sulik through the quest.
Den:
----
• Tubby NOW tells you about Redding and mentions something about it - modified dialogue
• Having sex with Joey will no longer cause him to disappear when you leave the map and return back to it.
• You can now get different rewards ($500, $1000, or full $2000 + stuff) from Fred depending on how much you let him initially keep. – before only got best reward
• Anna's Ghost:
*Killing Anna's ghost no longer triggers a bug that would remove various dialogue options to ask people about Vic.
*You now gain the correct amount of xp for burying Anna's bones (600 xp)
• Major dialogue fixes when talking to Rebecca about the death(s) of Fred and Derek.
• The orphans outside each store NO longer continue to accumulate items after the death of the shopkeeper they deliver their stolen items to.
• Fixed a bug in how your barter skill affects the amount Metzger pays for your companions.
• The members of Tyler's gang should now attack you if you attack whoever's guarding the church door.
• Fixed an error in One• Tooth Billy's float dialogue.
• Removed the tent roof tiles that were scattered on one of the Den slaver run maps.
• You no longer call Cassidy "MacRae" when selling him to Metzger.
• The game no longer says you've helped Lara's gang when you help Tyler's gang.
• You now get the correct message and EXP for helping Lara's gang.
• After you complete the "get 200 back from Fred" quest, the quest "Get book from Derek" would show in pipboy even when you didn't ask Becky for more work.
• Sometimes a message would show up in the message window about trying to access the brotherhood outside door even if you were nowhere near it. This is no longer the case.
• You can no longer enter the unfinished residential area of the Den.
• Corrected issue with the door to Metzger's storage building that would cause them to relock upon leaving the map. (they would be open, but the caption would say there were securely locked)
• Obtaining a bad reaction from Tubby would cause him to alter his prices when you barter. The modifier was set incorrectly, however, so instead of charging more, he would charge less.
• It can no longer take Rebecca years to repair he still.
• Corrected display message when looking at Rebecca's still
• You no longer incorrectly get xp for delivering Smitty's meal late. Also made it so that the variable is set to the correct state (failed) rather than finished. It is now also possible to get a new dialog line from Mom about her complaining that you delivered the meal late. At the same time, a bug was corrected here which caused this line to always be displayed.
• Mom no longer reintroduces herself every time you talk with her.
• Killing Anna the ghost now sets her quest to failure.
• After saving Vic, if you talk to him with having a full party, he says that he'll wait for you at Mom's but he would never leave the room. This has been corrected.
• Unlocked dialog float when Vic enters his house in Klamath (this was unobtainable before due to 1 missing line of code.)
• After attempting to steal from you, the orphans' animations would appear to become stuck. This would cause them to appear to not have death animations if you killed them when they are in this state. This has been corrected.
Redding:
--------
•Sheriff:
*You no longer can keep getting the reward from a previous quest by declining the next one and talking with him again.
•Bar brawl quest:
*You can now end the bar brawl peacefully. - You MUST speak with BOTH of the miners to end it peacefully.
*A message is now correctly displayed in the message window telling you that you "broke up the bar brawl." - did not do so before.
*Now if you talk with just one of the miners and for some reason report back to Marion, things no longer get "messy" in the scripts
*Sheriff no longer says that you jailed one of McGrew's miners when you jailed one of Marge LeBarge's miners to stop the bar brawl.
• Taking care of Widow Rooney and clearing out the mine now correctly appear in your PIPboy quest list.
• A greeting message is now displayed when you first enter Redding.
• Going down the well in Redding (not main map well) now takes you to the correct area.
• Marge no longer says that Dan supports NCR.
• If you finish the Widow Rooney quest by talking to the mayor, you would miss out on the xp you should get by finishing the quest.
• Music now plays while in the tunnels under Redding (typo prevented a music track from ever being called)
• Music now plays on the underground entrance map to the Redding Mine
• Killing all the molerats will no longer cause Jackpot Jane to remain stuck in "fight commentator" mode.
• You can now get a town reputation greater than or less than neutral.
• The Sheriff should recognize that you're a ranger even after you've completed his quests.
• Arguing with the Sheriff about letting the "whore cutter" go will no longer lead to dialogue that starts all of his quests over again.
• Lou now has a dialogue option in her main speech tree to leave dialogue. Before you had to ask her something before being able to leave dialogue.
• It is now possible to get all the town reps in Redding.
• Town map for the mining camp now correctly displays the name of "Mining Camp" instead of "Mine Entrance" which is what is displayed when you are in the entrance map to the Great Wanamingo Mine.
• Altered dialogue of Caravan "castle" guy to greater clarify when the caravans should arrive.
Vault City:
-----------
• Autodoc:
*Now malfunctions for stupid characters.
*Fixed various dialogue errors.
• Medic Andrew (courtyard):
*Fixed numerous dialogue errors involving the combat armor implants.
*Phoenix implants now take only two days as that is how long he says they take.
• You now get the XP for having both the account book AND the bishop holodisk - before only got the disk xp if you had both in your inven.
• You can no longer gain (or lose) infinite karma by commenting on Martin's singing in the Vault.
• Barkus no longer initially says he will pay you $250 for Davin (was a typo and should read $200)
• Gate guards of Vault City now correctly tell that Marcus is a mutant and Lenny is a Ghoul - If you are a citizen AND if you are not one.
• When talking with Dr. Troy in Vault city you no longer say you are poisoned when you are irradiated and vice versa.
• Thomas Moore in Vault City no longer rants when he is not on the map anymore. (You would see text floating, but not Mr. Moore)
• Fixed issue of Randal charging you more if you fooled him with your fake citizenship papers. (I believe this is part of the same issue when he would charge you more if you were a real citizen, captain of the guard, etc)
• The guards in the courtyard of Vault City now acknowledge your status as Captain of the Guard (before they just called you a citizen).
• Fixed a bug in Happy Harry's stock, where he still has a bunch of expensive items in his inventory after you end dialogue.
• Fixed a bug that causes you to become trapped in Vault City's armoury if you try to break in as a servant.
• Fixed a bug causes Valerie to just give you back a new cattle prod instead of an upgraded one if you ask her for a discount.
• Fixed a bug that made it difficult to get Dr. Troy to ask you to bring him some jet after the v1.02 patch.
• Fixed the bug in the Vault City Amenities Sub• Officers that caused them to charge less if you weren't a citizen.
• Randal's prices are now higher (since the person who programmed Vault City wrote all of the barter modifiers so that they did the exact opposite of what was intended).
• Stark must now actually see Marcus or Lenny before making a fuss about bringing them into the city.
• It's now possible to get the Autodoc Enhanced/Lowered Hitpoints II perks from the Autodoc in the Vault City courtyard.
• Val will no longer do the conversation with Vic even if she is not present (at night)
• Added case in McClure's script so that if you already repaired and optimized the plant, you can still talk with him about the econ disk.
• Guard in the house at the left of main gate now has the correct script attached.
• Talking with Randal in Vault City after the first time will no longer cause him to reintroduce himself and call you "stranger"
• Vault City's vault computer will only refer to Gordon being "right about the plant information" if you talked with him about it.
• Using the crowbar on the "stuck" doors should now work correctly.
• Floating text no longer appears in Cassidy's bar in Vault City when the bar is closed and no one is supposed to be around.
• Before it was impossible to steal from Charlie in Vault City. This is no longer the case.
• Buying the false citizen papers from Wallace and then turning him in no longer prevents you from ever becoming a real citizen.
• The Raider's account book is now removed from your inventory after you show it to Lynette in Vault City.
• It should no longer be possible to lose the back end of your car by leaving it at the gate, going to another town, saving/loading and returning to Vault City.
New Reno:
---------
• Salvatore
*Salvatore no longer locks up when you click on him after becoming a made man, nor if you decline a mission he gives.
*Salvatore no longer freaks out if you talk to him after he just gave you a mission. He now says the correct message of "Go see Mason."
• Bishop (Carlson quest)
*Now get $750 if you ask for $750 rather than luckily getting $1000
*It is now a bit harder to get the $1000 - before it was easier than the $740
*Can now get the $500 - before got nothing
*Changed a speech option that was marked as neutral but was really a bad one.
*No longer duplicate lines asking about his health
*When asking about his health, Westin's name no longer comes up
• If you sell your NPCs to Big Jesus they now actually disappear
• The comedian now correctly says the 2nd of the two new routines he has after you beat the Enclave. This one occurs if you got Angela Bishop pregnant. Before he would just explode and never say the line. Now he correctly displays the line and then blows up to the cheering of the audience. (I guess that is what happens to you when you mock the daughter of the boss's you are in...you get shot in the head! ;0)
• All bugs (dialogue, crashes, etc) with T-Ray should be fixed. (Thanks to Seraph for the work he already did)
• Fixed a glitch in how the car is handled in New Reno after you get it back from T-Ray.
• Fixed a bug where if you would come to the Chop Shop on foot, your car would appear there.
• Old Man McGee and his slot machine (Bishop casino) have been added and are now perfect. His proto was on the map, but his script was not assigned to him.
• Mr. Bishop's safe should no longer cause crashing when trying to rig it with explosives.
• You are now be able to find the map to the SAD from Sam Pritchard's map. (prevented before by bad scripting)
• If you have a family quest active when you turn that family hostile, the quest will be crossed out (set to failed) in your quest list. If you manage to talk to your employer without him attacking you may get some unexpected dialogue in this case. This has been corrected.
• After wiping out the raiders and speaking with Bishop he may say that you had Skynet with you even if you don't have the robot. He actually means Sulik since the variables are mixed up. This has been corrected.
• Discount modifier is no longer incorrectly applied with Renesco which allowed you to get all of his goods for $0
• "When you've completed the secret transaction job Salvatore has given to you, go talk to him with Intelligence 3 or less. When he asks you to join their family, because you're dumb you can't talk to him and the dialogue screen closes. You don't join the family, you gain the job's xp, plus you can repeat this. Every time you talk to him, it happens as if you have done the job again and you get 1000 xp for free." This has been corrected.
• If you didn't also perform quest 9 for Bishop you won't get to be a Made Man if you ask for more work after this, but you will if you pick the "pleasure doing business" line. This has been corrected and you must (as was intended) complete every quest from Bishop to become a mademan.
• If you talk to Bishop after delivering the briefcase, without being a Made Man or having an active quest, and he doesn't have any job to give you, Bishop will accuse you of screwing up the Westin assassination. This has been corrected.
• Minor scripting fixes to Mason and how variables are handled.
• You get the briefcase from Moore in Vault City to give to Mr. Bishop, but if you kill Bishop, steal his files, and complete the eliminate- the-raiders quest trail, this never gets crossed off your action list for Vault City. (If you go back to Moore, he keeps telling you to deliver it to Mr. Bishop. This has been corrected.
• Corrected Lloyd issues. (Let him go free, yet he attacks. When you go down the grave, Lloyd will not run away above ground.) These have been corrected.
• NPCs NO longer disappear forever after sleeping with either/both of the bishop women and then returning downstairs. (JOY!)
• Issue with variable being set regarding the stash in Golgotha told by Myron
• You can no longer get an infinite amount of free jet from Jagged Jimmy J by exploiting a script error.
• Corrected a bug where Myron's guards would be called into the room but would just follow you around forever rather than attacking you.
• Several bug fixes with Eldridge:
*He will no longer attack you if you ask him for upgrades after beating the Enclave.
*He no longer grossly overcharges you.
*He no longer upgrades your weapons for free when your barter skill is greater than 90%.
• The New Reno bartenders now charge you LESS (instead of MORE) when you're a prizefighter or have beaten the Enclave.
• Killing Myron or convincing him to leave will now lower the Mordinos' power instead of increasing it.
• The hole in the wall of the Cat's Paw has been filled in so you can no longer run through it.
• Fixed a bug that causes a what was meant to be a debug message appear in the display when you pay Renesco money for the mine part.
• Fixed the bug where Miss Kitty would always charge $703 for dramatic requests, regardless of the many modifiers that lower her price.
• You can now get the secret stash under the "Trash" cross in Golgotha without knowing about the grenades hidden in a toilet in the Mordino Casino.
• The street band now actually sings.
• Wright's daughters no longer display error in the message box when you look at their description.
• Back door to New Reno Arms now correctly displays a message when you use a skill (like lockpick) on it.
• Myron is no longer equipped with Needler ammo when you first enter his combat options screen.
• Fixes to Wright's and Bishop's safes.
• The Masticator in New Reno no longer displays "error" when you look at his description.
• The doors to New Reno Arms now have scripts attached to them.
• You no longer have to sleep with Mrs. Bishop to lockpick her safe.
• Drug dealers in New Reno now charge less rather than more when you defeated the Enclave or are a made man, prize fighter, or pornstar. The modifier was backwards.
• Jules will no longer acknowledge your car if you left it on Commercial Row and go to Virgin Street on foot.
• It is now possible to peacefully let Lloyd go. Before both end options led to combat.
• Getting knife training (as a male) from Lil Jesus in Reno no longer increments the sex counter. This should only happen if you play a female character and actually sleep with him, but for some reason the same would occur if you were a male. (even though you don't sleep with him)
• You no longer get double the xp for discovering the map on Sam Pritchard.
• Boxing fixes:
*Boxing names are now set properly for stupid characters.
*You can no longer get infinite boxing rematches if you box for the first time after defeating the enclave.
*Boxing name, "Lightning" no longer has an addition space after it in all the float messages.
*It no longer says you beat the masticator if you fight and defeat his replacement
*Camera now centers on the announcer when the match first begins (no longer is the opponent outside of view)
*Stuart Little no longer disappears when you lose against the Masticator, say you want to rest, leave the map, and return.
*After becoming prize fighter (defeating all the boxers) it now says you become "Heavyweight champion of New Reno" This line of dialog was never being displayed before.
• If you enter New Reno via Commercial Row you will start in the upper left corner while your car is in the lower right. The same thing happens in the east side of The Den. Both instances have been corrected.
• Lil Jesus no longer chastises your Melee skill if it is extremely high (295+)
• Bishop's guards at the bottom of the stairs now recognize you if you are doing quests for Bishop.
• Tweaked Bishop's safe so it no longer says ("you cannot repair") when you change the combination or ("you find no traps") when you do indeed find and disarm traps.
• It is no longer possible to tell Mason you solved the Lloyd situation before ever speaking with Lloyd.
• Fixed message error when damaging Wright's still. There was a duplicate line which could potentially cause a crash. In addition, the line that you destroyed the Wright still was never being displayed.
• When digging up the ghoul on Gologotha, there is some grey text which goes by too quickly to read. This text was actually part of the float he gives before you dig him up and thus was not supposed to be displayed anywhere. This has been fixed.
• Going down Lloyd's hole by means other than dialog would cause your NPCs not to follow you down the hole.
• Angela Bishop fixes:
*She no longer yells at you for killing her father when you have detroyed the Enclave and are a female.
*She no longer only gives float dialogue when you click on her and are wearing Power Armor.
Sierra Army Depot:
------------------
• The terminal on the second floor of the Sierra Army Depot now correctly disables the force fields and shock plates.
• Fixed a continuity error with a couple of the dates given by Skynet.
• When you activate the alarm on level 1 of S.A.D., it will now correctly activate the alarm and release the brain bots within the adjacent secret room, instead of giving you a permanent artificial RadAway addiction.
• You can no longer turn off the alarm on level 2 of S.A.D. by both attempting to disable it and hacking into the computer, thus giving you the EXP for both.
• You can no longer walk on top of the pot on level 3 containing a holodisk.
• You can now correctly guess the password to disable the shock plates on level 2 of the S.A.D.
• Fixed a bug in a terminal on level 2 that could potentially crash the game.
• Cleaned up errors with the computer when constructing the brain bot (would display the status of the bot incorrectly)
• Disabling the Robot repair terminal now displays a message saying you did.
• Extracting a brain from Skynet should now return the specific brain that was installed.
• Robots on Level 4 are now released from their enclosure when Skynet gets angry.
• If you release one of the viruses the game says you have 4 minutes to evacuate but the game kills you after only 1 minute. This is no longer the case. The original intent was that you have a minute per level of the SAD to evacuate. Thus 1 minute to exit level 4 before dieing, 1 minute for level 3, etc. This was broken but now works as it should.
*Fixed a message error that caused an incorrect line to be displayed when you hit the end of the timer.
NCR:
----
• Killing (ok killing) or stopping Jack in the power plant now correctly displays a gain of 3000 xp in the message window.
• Nording will now say he gives you $50 instead of $500 if you fail - (Caravan runs)
• Merk now steals stuff from your car if you blow off the guy who can guard your car. (Never fully implemented by the original designers)
• Myron now disappears when you sell him to Merk
• Fergus(NCR) no longer walks out of the building and disappears forever when you try and use any type of skill on him.
• Before you could only do one cattle run offered by Duppo in NCR (though he would say come back in a few months for another, nothing would ever come of this.) This has been corrected and every 6 months he offers another run.
• The guards that follow Merk should now always be present when he is on the map. Before, this was not always the case.
• If you save while Merk is moving to his next destination, and then reload, his script would freeze and you would be unable to speak with him until you leave the map. This has been corrected.
• Due to a dialogue bug, you could become a ranger without ever completing the quest to free the slaves. This has been corrected.
• Clicking on Hal during the caravan rides would cause the variables used during the ride to reset thus preventing the caravan from ever ending. This has been corrected as well as three minor dialogue lines added so that Hal at least says something when you click on him.
• IN<4: You can get the Spy Holodisk from the computer and even tell Tandi about it, but you can't report to Gunther and get the reward because of the IN requirement.
* Added 3 lines of dialogue allowing you to get the deserved xp. (You were told to go get the money so you should)
• All issues associated the fight with Lenny in Merk's basement
*ALL NPCs now remain hidden during the fight and reappear after the fight.
*Saving and reloading during the fight no longer causes the player to become stuck in the ring
*There was a pretty nasty bug that if you had multiple slots filled with a same type of gun (ie different amounts of ammo in each one) you would end up with more guns than you started. This has been corrected.
• Corrected a bug with Hubologist hard drive formatting. You could do it an infinite number of times and gain an infinite amount of karma.
• You can no longer get the mutagenic serum from Dr. Henry if you already did that quest before.
• The stairway in Merk's basement has been fixed so it doesn't appear to be going through the wall.
• The Stockman's Association sign is now in Duppo's shop.
• The townsfolk will no longer display "Error" as floating text.
• You can no longer have conversations with the sink at the entrance.
• Issues with variables not being set for Doofus to watch you car.
• NCR now has a entrance greeting message
• You could continue to threaten Dr. Henry in NCR about getting his papers even after completing the quest
• Using the mutant serum on Lenny during the fight no longer causes you to become stuck in the fighting ring.
• Forcefield to Westin's farm now turns on and off correctly.
• Dialogue screen should no longer keep popping up if teammates or other npcs try to access the door Duppo's store.
• Geiger counter in the shelf behind the NCR guard in the house on the Bazar map is no longer turned on.
• Asking Duppo about finding Carlson will no longer lead to the incorrect node hence to the incorrect response.
• Completing the serum quest for Dr. Henry and talking to the robotic dog, but not taking it with you would reset the quest allowing you to redo it an infinite number of times. This is no longer the case.
• Having fixed the Vault 13 computer and then asking Westin for the guard job (and getting accepted) directly after reporting Bishop is dead is no longer possible.
• When Jack goes to jail, he is no longer armed. His gun was going to a locker that did not exist, and thus his gun would never get removed.
• Merk will now recognize the fact that you have killed Doofus when he tells you to go do it.
• The overseer in Vortis' building should no longer attack the player when he is in the main room.
• Talking with a patrolling slaver guard in from behind the fence no longer causes him to think you are trespassing.
• Threatening Dr. Henry and failing a speech check now causes guards to come running. This was broken before.
• The policeman (Deputy Karl) who opens the door to Oswald no longer gets stuck in certain cases.
*Added dialog for dumb characters to speak with Oswald (dumb characters have the option to speak with him, yet this is impossible since dumb characters can never get dialog with Karl to see Oswald)
*Fixed bug where dumb character would talk with him and if party members were not present, Karl would refer to them.
• Doofus in NCR is no longer named Skeeter when you hit the review button.
• Vortis will no longer get stuck in his room or on the way to his room.
*Added dialog line when you speak with him when he was on his way to the back room. He would attack you if you talked claiming you are breaking in the back room even though you are talking with him in the main room. Now he will tell you to come back in the morning if you talk with him as he moves to the back room. Once he hits the back room (and you enter it) he will yell at you and call for guards like he did before.
San Francisco:
--------------
• You can now copy the vertibird plans by hacking into the Shi physics database yourself - can do this only once.
• Bar on the Oil Tanker
*No longer closed 24/7
*Various dialogue error fixes
*Bartender now actually carries booze
*Bartender now restocks booze, etc every couple days
• Badger will now actually turn the Hubologists hostile if you either hurt a vagrant or him (He said he did but nothing happened)
• Various fixes to the physics, chemistry, and biology terminals.
• Vikki and Juan:
*Leaving the map during scripted sequence between Vikki and Juan and then returning will no longer cause their script to freeze.
*Fixed dialogue error when talking about the "Hub's latest book"
*Should no longer be able to go through their scripted sequence multiple times.
• Fixed a dialogue error with the Hubologist's main computer.
• AHS-9 will no longer keep giving stupid characters xp for getting fuel.
• Dr. Fung:
*Acquiring of implants works perfectly.
*You no longer can get the regular implants after you get the enhanced ones - thereby causing you to have BOTH regular and enhanced.
• You can now finish the spleen quest by assassinating Dr. Wong within one day after his refusing to give you the spleen and then going to Dr. Fung as usual. (This was prevented by a bug before)
• Stupid characters can now get one training session for the Dragon/Lo Pan in SF - was prevented by bad scripting before.
• Leaving the map before the scripted fight with Lopan and Dragon ends no longer causes Lopan to remain stuck inside the ring.
• You can NO longer get double experience by taking advantage of a glitch with Badger and delivering fuel.
• If Handy hacks the Shi computer for the fuel it would trigger Badger's death sequence as if he was the one who did the hacking. This is no longer the case.
• If you deliver the armour to Jing in exchange for money or tanker fuel, every time you talk to Crocket afterwards he would whine about not getting any fuel even if you never promised him anything. Variables were incorrectly being used here but has been corrected.
• You can pay Crocket to upgrade multiple armours as long as you don't leave dialogue, and lose money (assuming you pay, that is) and one Power Armor each time, but naturally when he's done you only get one back. This would be sort of the opposite of bug exploitation though but has been corrected anyway.
• All bugs associated with the ring fighting have been fixed. (i.e, no more crashes, scripts wigging out, becoming stuck in the ring, opponents becoming stuck, etc)
• Matt (Brotherhood guy) no longer disappears right in front of you.
• Replaying the BOS bunker video sequence with NPCs in your party would cause them to appear inside the video thus complete mayhem would commence.
• The Captain of the tanker will no longer say that your people are on the oil rig if you weren't even aware that they were abducted..
• Several holes in the walls in the Hubologists' base were filled in so you can no longer run through them.
• Fixed a hole in one of the walls in the BOS base.
• You can no longer use the chemistry workstations to get fuel for both the tanker and the Hubologists.
• Your party members will now be hidden when you watch the tape of Horrigan killing Matt.
• Fixed a bug where Chip would get mad at you for asking him for information when in reality you did no such thing.
• Dr. Fung will no longer cause the game to freeze when you ask him for stimpaks after he refuses to heal you because you don't have the money to pay him.
• You now have to actually mention Doc Holliday before Dr. Fung will put Chip's spleen back in for free.
• Killing all the Hubologists now sets the "get fuel for them" quest to failed.
• Should no longer be able to go through Vikki's & Juan's Hubologist initiation sequence multiple times.
• Corrected an instance that would cause Matt to reask for help even after already accepting the quest.
• NPCs should no longer be able to walk out of the foyer of the tanker (and thus walk around parts of the map that are impossible to get to)
• Corrected a script error that caused Dave to no longer display useful dialogue options (such as those regarding fuel)
• Having Badger siphon the fuel from the Hobbologist to the tanker no longer sets the variable of successfully completing the quest to get fuel for the Hubbologists. Instead the variable for filling the tanker is set.
• There is now a greeting text when you enter.
• If you happen to have both the quest to kill the Emperor and AHS-9 active, completing one will automatically cause the other to be crossed out (failure - since you become the enemy of the other side now)
• Slowed down the floating text over AHS-7's head when he gives you a zeta scan. It was almost impossible to read before.
• Peasants no longer move about (thus use turns) while you fight in the ring.
• If you get the hardened armor from Crocket but remove it from your inventory and speak with Dr. Jing again, you could reinitiate dialog and get the quest all over again.
Raiders' Base:
--------------
• Car no longer disappears when you go down the manhole in the secret entrance and then come back up.
• Corrected one mine which could only be seen after already stepping on it.
• The player will now stop when a pit trap is noticed. (just like what is done when a mine is spotted)
• Base now has a button on the world map menu.
Vault 13:
---------
• You are now able to get Goris to join your group after the Vault 13 massacre. - would keep leaving you saying the pack was in trouble.
• Gruthar no longer turns hostile if you use any type of skill on him. Was setting the hostile variable for some reason.
• You can now save the deathclaws by killing Dr. Schreber at Navarro, preventing their slaughter. In addition, if you also fix their computer, you will get the good ending for Vault 13 in the endgame sequence.
• Joseph in Vault 13 will no longer double your radiation when you ask him to cure you.
• Your party members will now be hidden when you watch the tape of Horrigan killing Gruthar.
• Fixed potential crash occurring in Vault 13 after the death of Matt
Vault 15:
---------
• No matter where you would enter the Vault 15 map (world map, elevator entrance, underground), you always end up at the southern end of the 1st map. This has been corrected.
• Zeke is no longer pissed off when you come back to see him after being annexed by NCR.
• The guard on level 3 with the H&K P90c now has the correct ammunition.
• You can no longer have conversations with the sinks on level 2.
• Vault 15 entrance map now has a greeting message upon first arriving.
• Fixed glitch with the forcefield in the Vault that made it impossible to disable.
Enclave:
--------
• The terminal in the entrance area to the Enclave can now be hacked if you don't have the presidential pass key. Requires HIGH science skills.
• You can no longer return to the Enclave after you beat the game and destroy it.
• If you are a stupid character and talk with President Richardson he would call the guards on you, but no one would come. This has been corrected as well as a few other instances when guards should have been called but never were.
• Horrigan should no longer be able to shoot through doorway/doors during the final fight scene.
• You can no longer tell Murray to disable the reactor, then do it yourself and get double xp.
• The Elder can no longer run through the forcefield.
• You can no longer get a "back to log on" option in the terminal if you lack the prerequisites to get "log on" in the first place.
• Sergeant Granite now displays the correct animation frames for holding the pulse rifle.
Navarro:
--------
• Navarro male sergeant is no longer using the female proto.
• Talking to the gate guard as a dumb character would eventually make his talking head disappear. This is no longer the case.
• Mines have been fixed so that they can actually be spotted. Before they would only be spotted after you stepped on them.
• Corrected an incomplete conditional check with Xarn that allowed the player to get xp in three different ways.
• Corrected an error that could cause Chris in Navarro to end up in a looping dialouge.
• When hanging around the locker with the K-9 motivator, it no longer says you "received the k-9 motivator" when you are carrying the FOB.
• The quartermaster now correctly directs you to the Power Armor locker. Before he would just keep telling you to come back later. A very dumb bug caused this to occur.
• It was possible to get stuck in combat even when you were not in view of anyone/anything.
• It was possible for dialogue to end with Cookie and then suddenly reopen again without the intent of the player.
• Chris now carries a radio with him. (since he uses it to call for help)
• If you Super Stim the Navarro Commander to death and then tell the guard outside you're there to clean the commander's room or retrieve the FOB the guard speaks to the dead commander to inform him of this. Some code was added to check that the commander is alive and thus act accordingly.
• Fixing K-9 as an evil character caused two floating text lines to appear right on top of each other after dialog ended, making both impossible to read. This is no longer the case.
Gecko:
------
• All known issues associated with Gordon of Gecko have been corrected.
• All known issues associated with The Brain have been corrected.
• All known issues associated with Harold have been corrected.
• Entering an incorrect sequence into the robot command terminal would cause the same affect as entering in the "wrong" command which causes the meltdown. This has been corrected.
• Talking with Lenny about the G.E.C.K would set a variable that is also used by Harold thus preventing you from ever obtaining the reward from him for fixing the powerplant. This has been corrected and Lenny is now using a different variable.
• Fixed a bug that made Skeeter upgrade your weapons for free if your barter skill is greater than 90%.
• Fixed some bugs in Gecko Power Plant Desk Guard's dialogue:
*A loop where you can't end dialogue.
*An instance where you say you want to ask about something else twice in a row.
• Your car no longer disappears when you go directly to the junkyard from the world map.
• Harold no longer starts talking about skin when you ask him why he called you Vault Dweller.
• The Brain's dialogue now correctly changes after fixing the Reactor.
• Unlocked dialogue with the Brain if you stole a talisman rather than being given one.
• Added Econ disk quest to pipboy
• Filled in missing dialogue in Wooz's script
• After you give Cheesy Poofs to Brain, no longer starts to talk about Hydro Magneto Regulator, even if the power plant is already fixed.
• You can no longer get three plasma transformers from Jeremy in Gecko.
• Hank in Gecko powerplant would think you are carrying the reactor part if you were in fact carrying a crowbar. This is no longer the case.
• Lumpy and the dogs in Gecko now evacuate the location after the reactor blows. The lacked the code to do so before.
Modoc:
------
• When you take the watch to either Cornelius or Farrel you now NO LONGER can do the quest again when talking with Cornelius. (If you had a million of these watches you could actually redo this quest a million times and get millions of xp from Cornelius.)
• Fixed all the stuff with Miria and Davin. You should now have no problems sleeping with either of them.
• Bess no longer disappears forever when you go down the Shitter or Well. (Still not a 100% perfect, but at least she is no longer lost forever.)
• Laddie now leaves your party when you become an enemy of Modoc.
• If Grisham is killed during the battle with the Slags, he will no longer reappear back in Modoc.
• ALL crashes (infinite fadeouts) have been fixed for the Grisham family. (if you lock the door to the room though, there are issues of Grisham's script crapping out. Also, if Jo AND Grisham are killed, Bo never appears at the wedding, but the wedding still goes on.)
• Fixed glitch where when if you have one of the Grisham kids in your party and you save on the Modoc main street map and then reload the game, they would appear back in their house rather than beside you (thereby causing them to run back to wherever you may be on the map)
• Jo now places Gecko on your map after he tells you the location of it.
• Grisham - It appeared that if you saved every Brahmin, you would never see the message that you saved the brahmin, get the 250xp point for it, or an increase of 2 rep points in the town. This has all been corrected now.
• Fixed a bug that caused Grisham to keep asking for $1500 to compensate for his brahmin, regardless of whether you've already paid him.
• Fixed a bug that caused your followers to stop following you around town if you successfully convince Grisham that you were just giving Miria or Davin a physical when he catches you having sex with them.
• Disappearing/Shifting door bug in Modoc
• Safe in farrel's house can now be opened if he is dead and but his body is still visible
• The guards outside the Ghost Farm will now ALWAYS force dialogue with you.
• Fixed a bug that prevented you from telling Balthas about finding Jonny if you brought Laddie to Jonny at the Ghost Farm.
• Guarding the Brahmin now has a Pipboy entry.
• Brahmin no longer get stuck in the pen when you let them escape.
• Fixed bug where Bess would get outside the gates, but not off the map which wouldn't trigger the reputation and karma change.
Military Base:
--------------
• Before, Goris was the only one who can highlight this on your world map even though Chris in Navarro and Jimmy in Vault 13 both tell you the location of it. Now all three place it on you map.
• Melchior the Magnificent's text lines no longer fly across the screen thereby making them unreadable.
Broken Hills:
-------------
• Fixed an infinite money bug in Broken Hills, where the Refinery Supervisor would keep giving you money to let him keep the refined uranium.
• Patched a hole in one of the houses in Broken Hills.
• Fixed a bug that caused you to become stuck in dialogue mode with Liz.
• Doc Holiday will no longer take money from stupid players without healing them.
• Chuck Stodgers will no longer freeze and stop responding/moving if his path is blocked when he is running away.
• Brian and Liz now move to their sleeping areas when it is night (prevented before by bad scripting)
• Fixed infinite karma bug when talking with Eric in Broken Hills (due to variable being reset after being rejected by powerplant dude)
• You can no longer barter with the jail guard thus "buying" the cell key for $1.
• Telling Marcus about the missing people will no longer cause him to send the conspirators to jail as if you completed the other quest.
• The jail guard will no longer complain about the escaped convicts being missing if you double cross them and send them back to jail.
• Talking to Phil the bartender and choosing "Whats there to do around here" as a female character no longer makes him reply with "You look like a pretty burly guy."
Misc:
-----
• K-9's armor definition is no longer bugged where it would lose its innate AC bonus after it levels up.
• Unnamed Wrights will no longer address you as a Prizefighter if you're a Made Man for them and vice versa.
• Various instances of the so called barter-upgrade exploit - Fixed for Morlis and the flint; acquiring of combat implants in Redding, and Elridge in New Reno and all his upgrades that he can perform. See Per's guide for specifics on how one can "utilize" this exploit
• The Bridgekeeper’s robes were not being accounted for when a character in the game determined what you were wearing. This trigged a bug that caused characters to think you were wearing just your Vault 13 suit when actually you had the bridgekeeper’s robes on.
*Fixed for: Wallace, Lynette, President, Dogmeat, Tandi, and Marcus.
• The "infamous" 1 NPC bug (where you could take 1 NPC in Navarro or Enclave) as well as doctors not healing your 1 NPC should now be corrected. - Recompiled the needed scripts using the corrected party.h file by Haen
• You can now get the Tragic playing card addiction. (Talk with Wooz in Gecko)
• The flint now looks like a rock when you drop it (instead of a large crate)
• Countless spelling corrections. I have checked every single .msg file that the game uses and fixed all that needed to be corrected.
• Poison now actually poisons you
• Drinking Gamma Gulp beer or Roetgen Rum will now radiate you (Gamma 5 and Roetgen Rum 10)
• Lenny now carries a Zip gun
• Telling Karl to come home is now displayed in the pipboy
• Various cosmetic fixes to some of the pipboy entries
• Wording for gaining of experience points should now be consistent. It should always read "You gain x experience points"
• Endings for Elder, Marcus, President, Harold, and Hubologists have been added. (Still no new pic for Harold though)
• 2 new bad endings for Vault City have been unlocked.
• Phazer has been added to the crashed shuttle random encounter. (new model by Crowley - thanks man!)
• Corpse stolen by the Hubologists from the Shi has been added. (there is a log note in the Shi database that corresponds to this)
• You should no longer have conversations with sinks in the game - all random encounter traveler scripts have been removed from them
• Caravans should work much better.
• Endorphin blockers quest should now be crossed off after you speak with Dr. Troy about them.
• It is now possible to get a town rep besides Neutral at the Ghost farm.
• Corrected all scripting issues with the Pariah random encounter.
• Corrected scripting issues with the Fallout 2 hint book that is obtained at the end of the game. Would not correctly set all your stats.
• Fixed the Holy Hand Grenade encounter. You can now get the encounter and find the grenade!
• Fixed the Cafe of Broken Dreams encounter popping up over and over.
• Viewing AutoDoc and Alcohol Hitpoint perks on the character sheet will no longer crash the game.
• Stuttering issue when wearing combat/regular leather jacket.
• m60 and bozar sounds no longer switched.
• Goo in toxic caves no longer mutates you if you are wearing any type of power armor (before you would only be protected with just regular power armor)
• More random encounters unlocked
• World map slowed down and encounters should be more frequent with higher cpus. (also updated exe for future support of the addon pack)
• Removed random potential death due to misplaced code from Dr. Troy's script
• Vault-Tec spellings
• Description of the 10mm gun - now says cylinder.
• Mysterious stranger now talks to you when you click on him.
• Numerous misc script fixes: incorrect calls, syntax errors, etc.
• Fire Geckos are now skinable
• Looking at prospectors now says "You see a Prospector" rather than just "Prospector" The same was done to several other scripts. Done for consistency.
• The Light Step perk is now used with every single mine found in the game. Before only a select few utilized this Perk.
• Random traveler from the traveler encounter no longer marks the location of the sierra army depot when the description of the location given is clearly for the Milt base.
• Pretty much all barter price inconsistencies should be dealt with. (meaning that prices going through the script as opposed to just using the barter button should now be the same)
• Recompiled the 12 or so scripts that had wrong animations defined due to an error in the original definition of them.
• Fixed Cassidy and Marcus from forgetting combat settings. (NOT FULLY CONFIRMED)
• Increased the count for variables to be assigned for a good dozen scripts that did not have enough being set. (this change was done in the scripts.lst file) This should fix several "random" bugs that may occur in these scripts.
• Skynet should not longer behave weirdly after completing the game (like turning hostile and repeating the same message over and over)
• Bug in Sir Robin's script that could potentially cause a freeze in the game if he was killed in combat? (not verified)
• Wright murder should no longer trigger if you never got the quest or head about Richard Wright.
• Corrected an instance when you could no longer get a ending for Gecko after fixing the plant.
• Added use of expanded lockpick, electronic lockpick MkII, and supertool kit to all scripts that use the basic lockpick/toolkits.
• Goris no longer displays a dialogue option to heal when he is already at full health.
• Vic no longer displays a dialogue option to ask where Ed is after you have met Ed.
• Sulik should no longer uses melee weapons when he has ranged weapons in his inventory and you told him to use ranged.
• Corrected an error in the end game script for New Reno regarding checks for the Jet antidote quests.
• The level 9-13 Mysterious Stranger loads a Hunting Rifle in one place where it should be a Shotgun.
• Description of Zip gun has been changed to reflect that a ST of 4 is needed, rather than 3.
• You can now install the fuel cell regulator yourself rather than having Smitty do it.
• Time now passes when going from San Fran to the Enclave and back again. (1 day each way) Before this happened instantaneously.
• Edited party.txt so Sulik and Lenny can now use grenades. Didn't seems like there was any reason that they should not have been able to do so before. This has been tested with Sulin and he uses them just fine. He is pretty good with them too.
• Fixed various instances where the player has no message for completing quests - Lynette and Westin delivering Holodisk, Dr Troy and all jet quests for example.
• It is now possible to get the combat implants using Combat Armor II and Brotherhood armor. Regular combat armor takes precedence.
• Having sex with a trapper now raises your sex status like it would if you would have sex with any of NPC in the game.
• Bartering is disallowed for Festus in Gecko.
• Fixed some issues with Marcus and how he goes hostile if attacked.
• If Cassidy dies (before he is recruited) his bar would never close and would continue to operate without him. This is no longer the case.
• Lone Traveler had a missing dialog line when she gives directions.
• When you encounter "Holy People" combat could never end until everyone is dead (even if you were out of view)
*They now have descriptions when you 'look at' them.
• If you run out of gas on a town circle, entering the town will make make your appear so you can refuel. Thus, no longer should you lose your car by running out of fuel over a town circle.
• Slaver and Marauder random encounters will now have NPCs which are able to use the HK Caws that are given to them. Before they used models which could not fire the guns.
• Wild Brahmin encounters modified: Now wild brahmin scripts will do stuff (ie "mooo", wander around, etc) Before the script for wild brahmin had nothing in it and thus the brahmin would stand around and do absolutely nothing.
• Merchant Guards from Den Caravan's are no longer acting independent of their master.
*Hopefully this should also fix up issues with encounters of Den caravans fighting other caravans.
• It is no longer possible to slide off the map when the Big Stone head kills you.
• Corrected a bug in several scripts that prevented text from being displayed in the message screen. (Could potentially crash the game as well.
Map Fixes:
----------
• Fixed some spots in Klamath where you could walk on tables
• You can no longer go off screen in the NCR pasture map thereby following the Deathclaws to Vault 13 when you are not actually supposed to.
• Fixes to the Oil Tanker map in San Francisco that corresponds to the changes made in the bar (ie carrying of liquor, etc)
• Den - Smitty's house (his wooden floor stopped before it hit the wall) - this is now fixed
• Den - You can no longer walk into the shelf in Metzger's room.
• New Reno map (Wright house area) - You no longer are able to walk on some of the tables/desks
• Changed the lit flares to normal ones (Hubologist's Base)
• Brahmin in Gecko now have generic brahmin scripts assigned ot them (before they were scriptless)
• When you enter the map of "Car outta power" it no longer displays a message that you are standing in front of the Arroyo bridge.
• Various other map fixes to prevent walking through tables, desks, etc.
• You can no longer walk on a pot in one of the Enclave maps.
• The fence was extended at the entrance of Broken Hills to prevent players from getting around the outside of the map thus reaching the lockboxes that contains all the goods from the NPCs on the map.
• Patched a small hole in a wall on the second floor of Bishop's casino.
• Patched a hole in a shelf in T-Ray's office, and added a missing corner to the southern building of the chop shop.
• Added missing script to 2 guards in Becky's casino
• Added missing script to one guard in the Slaver building in NCR.
• Numerous map fixes: missing tiles, holes in walls, walking into tables, etc.
• Missing roof tiles in New Reno.
• In Klamath you can no longer walk on the car to the left of the three trappers in Trappertown.
• Fixed the starting position of the Vorpal Rat map so that npcs are not longer stuck when you come there with the car.
• Fixed a table in Valerie's workshop which was inaccessible.
• You can no longer walk into the lower table in Myron's living room.
L'oncle Killap a vraiment fait un super boulot sur ce patch, j'ai hâte de pouvoir le tester en français !
Narg la gachette
21/06/2007, 18h40
Petit aide de google translation ca aide à comprendre le sens général. je veux bien essayer de traduire une partie correctement mais ca devra attendre ce weekend. Si tu veux que j'en traduise une correctement dis le
EDIT de HawK-EyE : Ouais ca m'intéresse d'autant plus que les 3/4 de ton post sont restés en anglais et la mise en page en moins. Les traductions google, c'est pas la peine, on y comprends rien. Il faut le faire à la main et s'aider à la rigueur de google lorsqu'on coince sur une expression.
HawK-EyE
24/06/2007, 18h48
J'en ai bientot terminé avec les traductions du patch, je vais finalement garder la forme originale et faire une archive contenant les répertoires à décompresser dans \Data. Donc pas de fichier .DAT pour l'instant, peut-être dans une prochaine version.
Narg la gachette
25/06/2007, 00h04
Si tu explique quel fichier remplacer il ne devrait pas y avoir de problème particulier. et bravo d'avoir traduit ce patch qui corrige pas mal de bug
HawK-EyE
25/06/2007, 14h32
Je viens de terminer une première version du patch, il ne me reste que 4 fichiers à traduire, il s'agit de plusieurs NPC à New Reno, dont les enfants Wright. Cette version est encore un version de test, je terminerai les traductions dès que j'aurais un moment.
Il faut donc décompresser l'archive F2_PNO_FR.zip dans votre répertoire Fallout 2 et écraser les anciens fichiers.
Lien vers l'archive : http://www.fallout-3.com/telechargements/F2_PNO_FR.zip
Si parmi vous certains sont interessés pour refaire une aventure de Fallout 2 c'est le moment, d'autant plus j'ai besoin de vérifier s'il reste des bugs ou des corrections sur les dialogues à effectuer. Merci d'avance à tous ceux qui m'aideront à tester ce patch.
canarinou
25/06/2007, 16h50
moi sa me tente... d'ici 2 semaine environ (quand j'aurai encore terminer fallout 1 en fait ^^)
Moi aussi!
Canigou vient de tuer le maître^^
et je vais aller à la base des mutants.
Narg la gachette
25/06/2007, 19h41
Je commence à la fin de la semaine.
HawK-EyE
27/06/2007, 16h35
Jj'en bave un peu pour terminer les traductions, ca interesse quelqu'un de me filer un coup de pouce histoire de sortir le patch le plus vite possible ?
je veux bien t'aider mais je suis tres nul en informatique
HawK-EyE
27/06/2007, 16h47
tu es fort en anglais ? tu saurais traduire un texte anglais => français ?
canarinou
27/06/2007, 16h50
non...
(lol... je sais... c'est nul ^^)
tu es fort en anglais ? tu saurais traduire un texte anglais => français ?
je peux me débrouiller, j'ai un niveau assez correct en anglais, ça me fera toujours un entrainement pour le bac
HawK-EyE
27/06/2007, 17h21
mouarf, fait un effort canarinou laisse lui au moins le plaisir de regarder de quoi il s'agit.
Hawk, moi je suis quasiment bilingue (je vis en ANGLETTERE et la trad c'est mon taffe) si veux jéux te filer un coup de main des vendredi. La je suis en vacances en Espagne. Je vois ca des que je rentre.
HawK-EyE
27/06/2007, 17h35
génial merci de ton aide Fhenix, j'aurais grand besoin de toi dès que tu aura un moment. Fait moi signe quand t'es dispo !
Ok Hawk, je viens de rentrer. Ce week end je me consacre au truc. Normalement d'ici lundi c'es bon.
Dis moi seulement, la j'ouvre ces fichiers avec NotePad et je modiffie direct le texte sans toucher aux dialogues c'est bon?
Je t'envoie mon msn par pm pour faciliter notre collaboration, si tu veux.
PS: autre chose, dans les fichiers que t'as deja traduit, t'as utilisé vous ou tu pour traduire you? Je vais utiliser "vous" signale moi si t'as utilisé l'autre pronom pour eviter les changement trop brusques aux joueurs.
HawK-EyE
01/07/2007, 01h54
Ca dépends de certaines phrases, mais j'utilise beaucoup plus fréquement le "tu" que le "vous" j'estime que le monde après les bombes a perdu pas mal en politesse et en bienséance.
Malgrès cela, les personnages importants peuvent te vouvoyer comme preuve de respect mais ca reste assez rare.
Pour les fichers, oui la démarche est simple, tu remplace simplement la phrase en anglais par celle en français, fait attentions aux espaces en fin de lignes, ils peuvent parfois être importants surtout lorsque la prhase n'est pas terminé. Tu cherche pas à comprendre tu laisse les espaces quand tu en vois.
Fait attention aussi ce sont des acollades non pas des crochets ou des parenthèses en début et fin de phrase, (hmm Alt-Gr + 4 et pas Alt-Gr + 5)
Moi je suis sur un des plus gros fichiers : 65Ko de texte, environ 1300 lignes c'est pas évident...
Sinon vous avez testé le patch ? Qu'en pensez-vous ?
PS : j'ai oublié un détail qui a son importance : Quand vous installez le patch (en décompressant l'archive quelques post plus haut) vous devez supprimer tout fichier patch000.dat (anciens patchs) de votre répertoire Fallout ainsi que les anciens mods que vous utilisiez. Certains sont compatibles, d'autres non, dans le doute pour le test n'en mettez aucun.
Narg la gachette
01/07/2007, 09h51
ok je test ca cette aprem je vais carrément réinstallé le jeu apres tout les enfant ne sont pas si utile juste pour 1quete
HawK-EyE, désolé de ne pas avoir pu t'aider, je me suis engeulé avec ma petite amie mercredi, et je faisais une fête hier jusqu'a aujourd'hui
HawK-EyE
01/07/2007, 12h27
John > ya pas de problème de toute façon ya rien d'urgent.
Narg > Le patch de Killap rajoute aussi les enfants donc pas besoin d'ajouter le patch enfants...Tu avais d'autres mods ?
enfaite, j'aurai pas le temps de faire ça, désolé hawk
HawK-EyE
01/07/2007, 18h09
ca roule te bile pas j'espere que Fhenix a pu faire quelques traductions.
Narg la gachette
01/07/2007, 22h04
aucun autre mods bon je me lance dans l'installation
C'est bon les fichiers traduits son pret je les ai tranfere a Hawk.
Y'a juste un mot dont j'ai pas trouve la signification par rapprot au contexte, c'est "rattle" qui veut normalemt dire un crepitement ou bien hochet mais dans la phrase au debut du fichier ncWriTee "She looks meaner than a rattler. For some reason, that excites you" ca n'a pas vraiment de sens...
Donc j'ai laisse rattle. Sinon, on peut le remplacer par hochet bien que je ne comprends pas bien l'image... A toi de vois Hawk
Si non por le "you" c'est par rapport aux decriptions, moi non plus dans les dialogues je n'utilise j'amais de "vous" surtout de la part des enfants. Mias je crois ke dans le je original vf c'est traduit par des "tu" donc faudrait changer ca Hawk si t'as le tps.
HawK-EyE
02/07/2007, 16h23
Génial merci Fhénix !!
Le patch est quasiment terminé, il faudrait maintenant essayer de s'occuper du readme pendant que je termine les dernières corrections.
Voilà les deux fichiers traduits par Fhénix relus et corrigés, en attendant l'archive complète il faut les mettre dans \data\Text\French\dialog\
hum, je l'ai installé et depuis fallout2 se lance plus x)
j'ai la ptite image avec le pip boy pour patienter pendant le chargement et retour windows....
C'est rapport a l'installation xp qui est coton ? j'ai raté qqch ?
HawK-EyE
03/07/2007, 22h59
Arg ... non j'y crois pas fait chier j'espere que g pas merdé hmm c'est peut-être l'exécutable tout simplement...
arf, je vais vérifier ca...
edit :
Et ben non j'ai vérifié chez moi ca marche parfaitement avec l'éxécutable US et tout, t'es sûr que t'as bien enlevé les anciens patchs ? Essaie avec une nouvelle install de Fallout 2 sinon...
Hello :]
J'aurais voulu savoir une chose : J'ai installé ton patch via le .exe, et démarré une nouvelle partie... Mais comment puis-je vérifier qu'il fonctionne bel et bien ? Pour l'instant, je suis allé insulter Hakunin, mais quand je lui reparle il est encore tout gentil... Et si je ne me trompe pas, le changelog précise qu'il "n'oublie" pas. Donc pour l'instant j'ai l'impression que j'ai dû louper une étape :s à voir ^^
HawK-EyE
04/07/2007, 03h38
Pour Hanukin c'est facile il suffit de l'insulter (il faut lui dire de "parler français") avant d'aller se faire les plantes à spores dans son jardin. Vous verrez sa tronche qui descend d'un air grave et au bout d'un moment les options de dialogue changent, ca veut dire que le patch fonctionne :D
mmh ok, en effet devait y avoir des restes de patch.
Sinon maintrenant se sont mes anciennes parties que je ne peux plus charger.
Avec une nouvelle c'est niquel. Faut que je remette un coup de convertisseur dessus ?
Est-ce que c'est compatible avec les anciennes sauvegardes ou pas ?
c'est se que je viens de demander en gros Bewlats mais c'est pas grave x)
Narg la gachette
04/07/2007, 11h49
A mon avis non mais c'est pas grave le but c'est de tester si tout fonctionne donc recommencer c'est bien au pire, comme la déjà dit hawk tu fais une sauvegarde de ton installation et tu pourras y jouer
yoyojospin
04/07/2007, 14h57
C'est bon les fichiers traduits son pret je les ai tranfere a Hawk.
Y'a juste un mot dont j'ai pas trouve la signification par rapprot au contexte, c'est "rattle" qui veut normalemt dire un crepitement ou bien hochet mais dans la phrase au debut du fichier ncWriTee "She looks meaner than a rattler. For some reason, that excites you" ca n'a pas vraiment de sens...
Donc j'ai laisse rattle. Sinon, on peut le remplacer par hochet bien que je ne comprends pas bien l'image... A toi de vois Hawk
Si non por le "you" c'est par rapport aux decriptions, moi non plus dans les dialogues je n'utilise j'amais de "vous" surtout de la part des enfants. Mias je crois ke dans le je original vf c'est traduit par des "tu" donc faudrait changer ca Hawk si t'as le tps.
Si je peux me permettre, "rattler" est l'équivalent de rattlesnake soit un serpent à sonnettes (normal vu le bruit qu'il fait) donc je pense que le personnage explique qu'elle "paraît plus mesquine qu'un serpent à sonnettes" ce qui rend la phrase plutôt crédible.
Source - Ma bible de la traduction : Dictionnaire TV5 (http://http://dictionnaire.tv5.org/dictionnaires.asp?Action=5¶m=rattler&che=1):cool2:
Sinon ce patch a l'air éminemment sympathique, je vais le tester dès que j'aurais fini Arcanum que je viens juste de découvrir. Merci pour ce gros travail Hawk-Eye (et Fhenix donc).
Hello :]
J'aurais voulu savoir une chose : J'ai installé ton patch via le .exe, et démarré une nouvelle partie... Mais comment puis-je vérifier qu'il fonctionne bel et bien ? Pour l'instant, je suis allé insulter Hakunin, mais quand je lui reparle il est encore tout gentil... Et si je ne me trompe pas, le changelog précise qu'il "n'oublie" pas. Donc pour l'instant j'ai l'impression que j'ai dû louper une étape :s à voir ^^
Pour verifier si le patch a été bien installé des le début sans avoir a titiller Hanunkin c'est tres simple. Lors du premier ecran de jeu lorsque vous etes devant le Temple des Epreuves, vous avez un villageois qui vous bloque le passage au bas de l'ecran. Derriere lui Killap a rajouté un petit calliou et lorsque vous le selectionnez avec les jumelles, ca doit vous dire que le patch de Killap a bien été installé et qu'il a été traduit par Hawk Eye. Si ca vous met "error" c'est que vous avez fait une mauvaise manip ( vérifiez bien d'avoir effacé tout fichier "Patch000.dat".
Sinon comme tous les autres patch, vos anciennes sauvegardes seront inutilisables. Maintenant je ne sais pas si le convertisseur pourrait etre efficace sans creer d'éventuels bugs...
EDIT:
Pas mal comme soluce Yoyojospin, mais le probleme est réglé. On l'as finalement traduit de facon classique en repprennat les trads de la version fr officielle. Merci tout de meme.
En effet ! Cool, ça marche donc...
Et autre question ^^ Pour l'instant, y'a t'il d'autres patchs compatibles avec celui ci ? J'avais quelques mods qui tournaient en permanence, donc je sais pas trop quoi remettre... Cela dit, j'ai toujours une même manie : avoir un jeu propre. Qu'il soit en français ou en anglais, j'm'en fous, tant que tout le long du jeu c'est la même langue xD
Où en es-tu avec la traduction du Changelog ? Si tu veux que j'en fasse certains passages, cela ne me pose aucun problème...
canarinou
04/07/2007, 17h04
je l'ai instalé là et en effet, le cailloux m'indique que je suis dans la version pathché ^^ c'est cool !
Ouaip, j'ai aussi eu le caillou, mais bizarrement, j'ai dû rater quelque chose... Hakunin n'a pas gardé sa rancoeur, et par exemple, je ne trouve pas de nouvelles possibilités de dialogue avec les Dunton, pourtant j'ai sauvé les vaches, ramassé les pinces, ...
HawK-EyE
04/07/2007, 19h46
Si je peux me permettre, "rattler" est l'équivalent de rattlesnake soit un serpent à sonnettes (normal vu le bruit qu'il fait) donc je pense que le personnage explique qu'elle "paraît plus mesquine qu'un serpent à sonnettes" ce qui rend la phrase plutôt crédible.
Source - Ma bible de la traduction : Dictionnaire TV5 (http://http://dictionnaire.tv5.org/dictionnaires.asp?Action=5¶m=rattler&che=1):cool2:
Sinon ce patch a l'air éminemment sympathique, je vais le tester dès que j'aurais fini Arcanum que je viens juste de découvrir. Merci pour ce gros travail Hawk-Eye (et Fhenix donc).
Merci pour l'idée yoyojospin, je la garde au cas où et bienvenue sur fallout 3 nucléar en passant !
yoyojospin
05/07/2007, 10h00
De rien. Si je peux aider sur une traduction d'un autre mod j'ai un niveau pas trop mauvais en anglais (mais attention je suis loin d'être bilingue).
J'en profite pour faire un brin de présentation (j'ai pas vu de topic d'autopromotion à la gloire des membres mais j'ai peeu-être mal cherché).
Fan de Fallout depuis la sortie du 2 (mais j'ai commencé par le premier à cette époque), j'ai plus ou moins apprécié Fallout Tactics que je vais racheter pour utiliser le mod Awaken (merci pour la trad encore une fois) et j'écume depuis pas mal de temps les sites falloutiens (j'ai commencé par French Vault puis Nuka Cola et enfin ce joli petit site).
Je vais me racheter une bécane pour Fallout 3 en espérant que Bethesda ne massacre pas la license mais je ne vais pas leur faire de procès d'intention, je jugerai sur pièce.
Ouaip, j'ai aussi eu le caillou, mais bizarrement, j'ai dû rater quelque chose... Hakunin n'a pas gardé sa rancoeur, et par exemple, je ne trouve pas de nouvelles possibilités de dialogue avec les Dunton, pourtant j'ai sauvé les vaches, ramassé les pinces, ...
Tout depends de tes caractéristiques en discours Cha', c'est écrit dans le changeslog^^. Pour Hakunin j'ai pas d'explication, je l'ai pas testé a vrai dire, essaie avec The Elder (la vieille de la tribut) normalement elle non plus ne devrait pas te pardonner d'avoir été insolent. Sinon tu peux te dire que si tu vois des gosses a Klamat et qui te parlent Francais, c'est que t'as bien installé le patch :wink: .
Sinon pour le changeslog, moi j'aurais pas le tps de m'en occuper pour le moment, mais si t'es motivé pour t'y atteller... C'est toi qui voit. C'que je peux dire, c'est que d'apres c'que j'ai vu dans le changelog et de ce que j'ai traduit, Toutes ces corrections ont vraiment l'air de donner plus de cohérence/crédibité a Fallout 2. Bref un patch indispensable quoi. :wink:
Pour la question de sa compatibilité avec d'autres mod, je ne pense pas, mais si ton objectif est d'avoir un jeu propre qui se rapproche le plus de Fallout2 avec d'interessantes améliorations, je crois que c'est définitivement celui-ci qui faut que tu gardes.
Sinon Yoyojospin, le topic des présentations se trouve dana la Section Skumm Pit. Bienvenue a toi et de rien pour le patch (Hawk a vraiment fait le plus gros du taffe).
Pour les patchs, c'est plus des trucs tout bêtes comme la gestion des skins d'armures sur les alliés (Parce qu'avoir Lenny qui marche à deux à l'heure avec sa skin de goule en super armure... c'est chiant de l'attendre :(), m'enfin rien de trop grave, c'est plus des améliorations par ci par là du game play, rien de vraiment indispensable. En tout cas après plusieurs tests cela a l'air effectivement de bien marcher, mea culpa.
En ce qui concerne la traduction, j'ai piqué l'adresse d'Hawk Eye, je vais voir avec lui, cela ne me dérange pas, et je devrais pouvoir pondre une trad plus que correcte =)
Bonjour à tous.
Dites moi, je me pose une question. Je viens d'installer le patch et les différentes traductions trouvées sur ce post. Seulement voilà, quand je lance le jeu, l'interface est en anglais, et le jeu lui même est en anglais (à part quelques petites choses traduites en français). Sinon les dialogues sont aussi en anglais...
Alors je me demandais si cela vient de moi ? (mauvaise installation...) ou bien si cela est "normal" ?
dans le répertoire du jeux tu ouvre Fallout.cfg et a language=english tu remplace par french et le probleme est réglé
HawK-EyE
21/07/2007, 03h31
oui j'allais te proposer la même manip : language=english par language=french dans le fallout.cfg, j'èspère que ca a résolu ton problème...
HawK-EyE
28/07/2007, 14h33
Petit up !
Voilà donc c'est l'été, il fait beau (enfin ca dépends où l'on est), on a du temps libre, alors pouquoi ne pas profiter de vos heures creuses, le soir par exemple au lieu de manger des débiles arrogants en paquet de 10 à la télé, pour participer à la réalisation de la version 1.1 du patch non-officiel ?
Je cherche actuellement des personnes qui pourraient tester / vérifier les dialogues pour les villes suivantes :
Redding / Modoc
Cité de l'Abri / Gecko
Collines Brisées / New Reno / Base militaire de Sierra
RNC / Abri 15
San Francisco / Base militaire des Mutants
Navarro / Plate-Forme Pétrolière
Il s'agit donc de jouer dans ces différentes villes, si vous rencontrez des erreurs à les indiquer dans leurs sujets respectifs. Dans un second temps, il s'agit de corriger ces différentes erreurs, des personnes seront donc mandatées pour effectuer les corrections d'après vos commentaires.
Evidemment, je serai là pour toute question et pour vous aider à la compatibilité des dialogues entre eux.
Merci d'avance et à bientôt !
Salut,
je viens de tomber sur votre patch traduit, je l'ai téléchargé, mais je me demandais sur quelle version de Fallout 2 il fallait l'appliquer? VF, US, c'est pareil? Pré-patché? Version d'origine?
Merci d'avance, je compte bien me faire une nouvelle partie, je profiterai de ce patch qui m'a l'air excellent et si je trouve des coquilles dans la trad, je vous en ferais part :)
HawK-EyE
02/08/2007, 09h27
A priori tel qu'il est conçu, ce patch se destine à n'importe quelle version de Fallout 2 (vo vf) du moment que tu enlèves les anciens patchs, car les fichiers principaux, critter.dat et master.dat sont les mêmes pour toutes les versions de Fallout 2.
Donc, n'oublie pas de supprimer le patch000.dat avant d'installer le PNO si tu avais déja patché ton jeu.
Si tu as un doute, fait simplement une nouvelle installation, et installe le PNO directement. Comme indiqué ci dessus, une petite manip dans le Fallout.cfg te fera passer en français si tu possède une autre version.
PS : bienvenue à toi, très bon réflexe d'être passé par le topic des présentations :D
Y'a juste un mot dont j'ai pas trouve la signification par rapprot au contexte, c'est "rattle" qui veut normalemt dire un crepitement ou bien hochet mais dans la phrase au debut du fichier ncWriTee "She looks meaner than a rattler. For some reason, that excites you" ca n'a pas vraiment de sens...
'Rattler' en fait c'est le diminutif du mot 'rattle snake', un serpent à sonnettes. Donc à priori la phrase veut dire : Elle a l'air plus sournoise encore qu'un serpent. Quoi qu'il en soit, ça t'excites
Bonjour à tous.
Passionné de Fallout, j'ai récemment recommencé Fallout 2.
Mais je suis encore et toujours face au même problème :
A partir d'un certain moment dans le jeu (loin, plutôt vers la fin et avec un level relativement élevé), je ne peux plus me rendre à Chinatown (San Francisco).
quelqu'un autait-il une solution à me proposer?
J'ai une version US, patchée (1.02) avec le patch US. J'utilise le patch de traduction US-> VF ainsi que le booster de rencontres.
Merci d'avance pour vos réponses et bravo pour l'incroyable travail de traduction du patche non officiel.
HawK-EyE
07/08/2007, 22h26
Salut Zaruts et bienvenue sur ces forums, si tu as une question en particulier à poser, je te conseille de faire un nouveau sujet plutot ca sera plus simple pour les gens, ils te répondront plus facilement.
Hmm, en ce qui concerne ton problème, je ne l'ai jamais eu perso mais il faudrait que tu nous donne un peu plus de détails comme par exemple comment ca se passe exactement quand tu essaie d'entrer dans la ville.
Enfin, je te conseille le Patch Non Officiel car effectivement il devrait corriger ce genre de bugs, malheureusement les sauvegardes ne sont pas compatibles, mais ca ne coute rien d'essayer à tout hasard...
A+
J'ai bien reçu ton mail Hawk, je t'ai répondu à l'une de tes deux adresses. ;)
Je redonne ici la liste des fichiers dont je m'occupais (en gros 10% du fichier Dialog), histoire qu'on ne soit pas plusieurs à bosser dessus en parallèle : je vois que tu as déjà revu pas mal de choses pour Gecko.
Gcfestus Gcskeetr Gclenny Gcrdesk Gcjerem Gcwooz Hcchad Kcslim Kcdunton Mbase12 Mcdavin Mcgrisha Mcmiria Nckitty Ncprosti Nc3monte Ncjunkie Nclloyd Ncpimp Ncwriply Ncwritee Ocgoris Rcbette Rccamint Rcfannie Rcmarion Sfchina Sfdock Vcandy Vccrtgrd
La traduction est terminée pour Cody... ta boîte de réception est pleine Hawk, donc envoyée par mail comme la dernière fois. ;)
HawK-EyE
29/08/2007, 17h11
Ok les fichiers corrigés par Kekona et Eoz ont été intégrés, j'ai effectué encore quelques petites corrections de forme et la version 1.1 du patch va sortir incessament sous peu.
Je vous tiens au courant.
HawK-EyE
30/08/2007, 00h54
la version 1.1 est disponible, rendez vous au début de ce thread pour le téléchargement.
J'ai remarqué que le dialogue avec Cody n'est pas traduit (le gosse à l'entrée de New Reno) je peux m'en charger si ce n'est déjà fait
Salut Pippin
Tu as bien la version 1.1 ? Parce qu'à priori ça a été fait dans cette version. Mais si tu veux aider pour d'autres traductions à venir, on cherche des gens motivés pour étoffer l'équipe :smile:
http://www.fallout-3.com/forum/showthread.php?t=233
HawK-EyE
02/09/2007, 11h38
Pippin m'a déja fait part de son envie de participer à l'équipe de traduction, je lui donne l'accès aux forums de l'équipe, bienvenue à toi !
hello les gens, je viens de me lancer fallout 2 avec le killap ( patch us 1.02 + patch enfants + et donc pno killap fr ), tout allait pour le mieux, mais arrivé à la RNC crash, impossible de rentrer à la RNC donc pour moi.... qqn d'autres a-t-il eux ce probleme ?
Salut
Soit ton install est corrompue et une réinstallation s'impose, en installant uniquement le PNO par dessus une installation complète. Le patch US est inutile puisque le fichier qu'il installe de toute façon tu dois le supprimer quand t'installes le PNO. Quant au patch enfant, il est déjà inclus.
Soit t'as pas supprimé le patch000.dat et je me dis que vraiment, les readme comme les post-it dans les forums, personne ne les lit :D
Eoz
j'avoue je l'ai pas lu, tellement l'habitude depuis tout ce temps de résintaller ces choses dans l'ordre cité plus haut.... enfin ça blaze je prenais mon pied à prendre mon temps, soit presk 20h de jeu avant d'arriver à la rnc.... et bam pas moyen...
PAr conter un truc qui me chiffone avec ce PNO, c'est qu'on peut pas utilisé le fo2patcher pour changer la résolution du jeu......... ça pique en 640x480 xD, enfin j'ia des gros paté de partout grace à mon écran LCD
Le patch contient les tweaks de Timeslip qui permettent de changer de résolution. Dans le ddraw.ini :
[Graphics]
;Set to 0 for 8 bit fullscreen
;Set to 1 for 8 bit windowed
;Set to 2 for 16 bit fullscreen
;Set to 3 for 16 bit windowed
;Set to 4 for dx9 fullscreen
;Set to 5 for dx9 windowed
;Mode 1 requires your desktop colour depth to be set to 32 bit
;Windowed modes incur a performance hit. (Modes 1 and 5 more so than mode 3)
;The 16 bit colour modes cause movies to display incorrect colours, and slows down fades
;dx9 modes cause some corruption of movies, but not as bad as 16 bit colour modes
;16 bit colour modes only work in fallout 2
;dx9 modes work with fallout 1, but results in movies being completely corrupted
;A dx9 mode is required for any graphics related script extender functions to work (i.e. fullscreen shaders)
Mode=4
Puis :
;If using a dx9 mode, this changes the resolution
;The graphics are simply stretched to fit the new window; this does _not_ let you see more of the map
;If you want to use an upscaling filter, place a dx9 effect file called 'global.fx' in data\shaders
GraphicsWidth=640
GraphicsHeight=480
HawK-EyE
17/09/2007, 11h30
PAr conter un truc qui me chiffone avec ce PNO, c'est qu'on peut pas utilisé le fo2patcher pour changer la résolution du jeu......... ça pique en 640x480 xD, enfin j'ia des gros paté de partout grace à mon écran LCD
Non mais tu peux te servir du tweak de timeslip (inlcus dans le patch), en jouant sur la résolution tu dois bien pouvoir en trouver une qui ne fait pas trop de gros pixels...
Je te conseille un mode dx9 avec la plus haute résolution possible (désactive les global shaders si tu as une erreur au lancement du jeu).
De toute façon l'ancien patch de résolution de John Doe est complètement caduc avec ces nouveaux patch, les maps ne s'affichent pas correctement et j'ai jamais trouvé que d'avoir les dialogues dans un quart de l'écran était très interessant... Je ne parle même pas des emmerdes avec le troc, des bords des cartes buggés en plus d'être laids, enfin bref oubliez l'ancien fo2patcher et utilisez le tweak de Timeslip vous verrez c'est beaucoup mieux.
Par contre le changement de résolution du tweak de timeslip n'augmente pas la taille visuelle totale (ce qui évite d'avoir les bords de la carte buggés et les combats en patte de mouche). En gros ca ne fait que "lisser" quelque peu les graphismes d'origine. On transpose simplement le 640x480 en une plus haute résolution mais tout reste à la même taille...
Il y a pas mal de petites choses et questions qui s'additionnent ici.
HawK-EyE
10/12/2007, 15h42
Salut à tous, je relance l'activité du PNO avec une version 1.2 en préparation
le topic de recencement des bugs de la 1.1 en vue de la 1.2 se trouve par ici :
http://www.fallout-3.com/forum/showthread.php?p=4331
Veuillez utiliser ce topic pour nous aider à corriger les bugs de la 1.1
Pour toute question ou autre chose concernant le PNO, vous pouvez utiliser le topic général ("Traduction Fr" - celui sur lequel on est...)
Merci de votre compréhension.
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