trigger for shops

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c_hieter
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trigger for shops

Post by c_hieter »

what triggers the shops to no longer restock?

i thought it might be finding the mutant base.
this time i didn't even talk to the dying ghoul at the mutant camp.
but all the sudden all the shops stopped restocking.
not complaining, just curious.

by the way, great game.
thanks
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Daemon
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Re: trigger for shops

Post by Daemon »

Shops shouldn't stop restocking. Are you sure that's what's happening? Did enough time passed from the last restock? Do you have example of some particular item in some particular shop that doesn't restock? Some items have less than 100% change to appear during restock.
Can you please upload your save somewhere so I can check it?

Thanks.
c_hieter
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Re: trigger for shops

Post by c_hieter »

actually i am on my 5th or 6th time completing this game.
every-time a point comes that the shops stop restocking.
as i said before i think its finding the mutant base.

this time i didn't talk to the dying ghoul at the mutant camp.
so no location for the base.
but i wandered too close to where the base is located while killing patrols, with no green circle on the map for the base.
then all the shops stopped restocking.

for the most part-
micro fusion and 14mm at the imperial shop
10mm, 5mm and small energy at the Albuquerque shop
14mm and whatever at the main street sedit shop
7.62 at the corath shop
it takes a while in game time to make those rounds, so i dont think it is a time issue.

i can think of 3 saves that might help you narrow down the problem.
the first one labeled "here" is after i went back to Albuquerque and no stock.
the next one labeled "fight", was a fight while on my way to sedit and corath to check those shops.
the one labeled "fight2" was 1 year before "fight", and all the shops worked.

tell me where to send these saved games and i will send them.

in the original fallout2 i came across the same thing if i waited too long to go to the oil rig.
a few times the game would just end with a graphic of a mushroom cloud and would dump me to the menu screen.

anyway let me know where to send the saves and thanks for a great replay on a great game.
c_hieter
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Re: trigger for shops

Post by c_hieter »

"here"=slot1
"fight"=slot2
"fight2"=slot3
do i send the whole directory of each, or just the newest files.
thanks
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Daemon
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Re: trigger for shops

Post by Daemon »

c_hieter wrote:i can think of 3 saves that might help you narrow down the problem.
the first one labeled "here" is after i went back to Albuquerque and no stock.
the next one labeled "fight", was a fight while on my way to sedit and corath to check those shops.
the one labeled "fight2" was 1 year before "fight", and all the shops worked.
I need save where restock doesn't work and preferably in some city and not in fight. So "here" save, I guess?
That whole "slot" folder is save, so pack it into an archive and upload it to some free file hosting, for example here - http://www.filedropper.com/
c_hieter wrote:a few times the game would just end with a graphic of a mushroom cloud and would dump me to the menu screen.
Yes, that's what it's supposed to do. The game has time limit (13 years for Fallout 2, 10 years for Resurrection) and after it, it just ends.
Darek
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Re: trigger for shops

Post by Darek »

This is an old Fallout 2 problem. After 7 years the game date in ticks goes to a negative value.
When that happens "LVAR_Restock_Time" will not be smaller than game_time which is what the scripts check for.

It goes something like this:

16th of May 2248 == 2147328504
17th of May 2248 == -2146774792
17th of May 2249 == -1831414792
17th of May 2250 == -1516147976 etc...

In the RP we forced the restock variable to become smaller than game time like this:

Code: Select all

amartbl1:

		   if (((game_time) < 0) and (local_var(1) == 0)) then begin
				set_local_var(4, game_time - 1);
				set_local_var(1, 1);
			end
			if (local_var(4) < game_time) then begin
That gives you an extra 14 years of restocking.
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Daemon
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Re: trigger for shops

Post by Daemon »

I was thinking that variable overflow could be the culprit here. Seems that variables are integer, but game_time goes over that. Thanks a lot for the advice, Darek.

So that save isn't necessary anymore.
c_hieter
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Re: trigger for shops

Post by c_hieter »

i do a lot of PLC programming (ladder logic) and this seems simalure to processor memory limits.
16 bit processor max memory= 65megs.
32 bit processor max memory= 4gig.
but even a 32bit processor still has 16bit instructions, and if those instructions reach the 16bit limit it will still fault out the 32bit processor.
i know this isn't the same thing, but i think its "kinda" close.
i really have no clue about the type of programming that goes into a game.
anyway thanks for the reply's.
i think i have enough ammo stashed away to kill everything that moves (a few times over), so no worries or complaints.
i guess only old farts like me squeeze every last drop of fun out of games.
and then do it again.
kind of like Einstein defining insanity.
:)
c_hieter
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Re: trigger for shops

Post by c_hieter »

at 2179 i blew up the base since no other quests seemed to be coming.

what year triggers the shops to stop restocking? (i forgot)
will there be an update to keep the shops restocking regardless of the year?
( after a 10 year project i would guess no )
do you have plans for another game?
( pleeeeease )
:)

one of the great things about the games that interplay made was their re-play ability.
resurrection fits that philosophy.
good job folks.
time to restart and zag instead of zig.
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Daemon
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Re: trigger for shops

Post by Daemon »

c_hieter wrote:what year triggers the shops to stop restocking?

As mentioned above by Darek, they stop restocking after 7 years. And the game starts in year 2170.
c_hieter wrote:will there be an update to keep the shops restocking regardless of the year?

Yes, it'll be part of upcoming patch (version 1.5)
c_hieter wrote:do you have plans for another game?
Not at the moment.
c_hieter wrote:one of the great things about the games that interplay made was their re-play ability.
resurrection fits that philosophy.
good job folks.
Thanks.
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