The forum has been set to read-only mode. For community discussion and questions, head over to our Discord: https://discord.taleoftwowastelands.com

Galaxy News Radio bug?

General discussion of Tale of Two Wastelands
Nilizum
Posts: 2
Joined: Mon Oct 27, 2014 9:36 am

Galaxy News Radio bug?

Post by Nilizum » Fri Oct 31, 2014 12:07 am

Hello, I have the most recent Fallout GOTY, most recent Fallout NV Ultimate, and most recent version of TTW.


Default Load Order, no extra mods.


Problem: Before installing the satellite for Galaxy News Radio, the signal has some problems. While Three-Dog's voice is low and quiet like it is supposed to be, the music is loud and clear, but is supposed to be quiet and a bit staticy just like Three Dog's. While in Megaton, the signal gets lost, and while inside a building in Megaton, the signal comes back.


In FO3, the signal is always a weak signal (until install satellite dish), regardless of being indoors or outdoors Megaton. This problem ruins the story logic for the FO3 side of TTW, because the radio is getting clarity when it is not supposed to, and losing signal when it is not supposed to.

 


EDIT: I tried to post this in the bug tracker but couldn't.



freakydoo
Posts: 232
Joined: Sun Nov 24, 2013 1:33 am

i think bug tracker forum is

Post by freakydoo » Fri Oct 31, 2014 12:45 am



i think bug tracker forum is only for moderators. i also have this issue. i think i've seen a thread regarding it. so i think they know about it.


asus ROG laptop, specs: i5 3230 3.2, 8gb ram, nvidia gtx 660, Window 8 64 bit, logitech surround + sony xplode 250 car amp powering two 12inch 120 watts sub (wal-mart specials), sound system by freakenstein

User avatar
Risewild
Posts: 3219
Joined: Mon Oct 01, 2012 9:14 am

Yep, it is a known bug .

Post by Risewild » Fri Oct 31, 2014 1:51 am

Yep, it is a known bug smiley.


Please feel free to post in the bug report thread if you have any more information about this.


Bug Report Thread


Signature:

freakydoo
Posts: 232
Joined: Sun Nov 24, 2013 1:33 am

i stand corrected. :)

Post by freakydoo » Fri Oct 31, 2014 2:01 am

i stand corrected. :)


asus ROG laptop, specs: i5 3230 3.2, 8gb ram, nvidia gtx 660, Window 8 64 bit, logitech surround + sony xplode 250 car amp powering two 12inch 120 watts sub (wal-mart specials), sound system by freakenstein

JaxFirehart
Posts: 3003
Joined: Wed Sep 12, 2012 12:33 am

Only moderators can start NEW

Post by JaxFirehart » Fri Oct 31, 2014 6:28 am

Only moderators can start NEW posts because too many users were creating duplicate posts instead of searching the existing bugs. Anyone can POST in an EXISTING bug tracker thread though.



sesom
Posts: 464
Joined: Thu Sep 20, 2012 7:16 pm

The reason for this problem

Post by sesom » Fri Oct 31, 2014 12:52 pm

The reason for this problem is the same as it is for the helmets. The audio filters which makes the distortion is bugged in NV. Not much we can do about it.



Nilizum
Posts: 2
Joined: Mon Oct 27, 2014 9:36 am

Is there some sort of way to

Post by Nilizum » Sun Nov 02, 2014 12:21 pm

Is there some sort of way to make the distortion work? Besides, isn't this what the mod team specializes in--making things work with TTW and fixing bugs in it? I mean, kind of odd to hear that you guys know what the problem is, but still say cannot do anything about it...


This isn't an issue after installing the dish, but for players that tune into the GNR radio before installing the dish, it does not make sense to the story.



freakydoo
Posts: 232
Joined: Sun Nov 24, 2013 1:33 am

my inclinations is to get a

Post by freakydoo » Sun Nov 02, 2014 6:12 pm

my inclinations is to get a bit defensive here. ihold my tongue a bit but i will say. this team has done some amazing things things with TTW. i mean your playing two different games on one engine. i cant think of two many places where you'll see that. and i dont mean things like baldur's gate on NVN2. this isn't the spirit of the game, it is the game. if the bug is hard coded into the game then their hands are tied. plus this is still in alpha they may still find a work around.


asus ROG laptop, specs: i5 3230 3.2, 8gb ram, nvidia gtx 660, Window 8 64 bit, logitech surround + sony xplode 250 car amp powering two 12inch 120 watts sub (wal-mart specials), sound system by freakenstein

sesom
Posts: 464
Joined: Thu Sep 20, 2012 7:16 pm

Nilizum wrote:

Post by sesom » Sun Nov 02, 2014 8:02 pm

[quote=Nilizum]


Is there some sort of way to make the distortion work? Besides, isn't this what the mod team specializes in--making things work with TTW and fixing bugs in it? I mean, kind of odd to hear that you guys know what the problem is, but still say cannot do anything about it...


This isn't an issue after installing the dish, but for players that tune into the GNR radio before installing the dish, it does not make sense to the story.


[/quote]


If you know someone who actually can dissassemble the Fallout-NV.EXE find the place where the audio stuff is done and look where the problem is (it's actually a real bug in the NV engine I assume Obsidian considered it not important enough because they don't use this function) sure it can be solved. Sorry to say but there are only a few people who can deal with this hardcoded stuff and I don't think they have the time and motivation to solve it.


 


Knowing about a bug doesn't mean it can be solved especially when it is a hardcoded one.



austen1000
Posts: 45
Joined: Fri Jul 25, 2014 9:41 pm

Well, if someone was willing

Post by austen1000 » Mon Nov 03, 2014 1:12 am

Well, if someone was willing to put the time into it, would it be possible to create duplicates of each of the radio broadcast, and add distortion-like effects to them, have those playing at the start of the game, and have a script run when the appropriate quest is completed that swaps out the altered broadcast for the normal ones.

Post Reply