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No Mutants Allowed We were here before the fall....
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Ardent A Smooth-Skin


Joined: 24 Jul 2009 Posts: 619 Location: Warsaw, Poland Status: Offline
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Posted: Sun Dec 25, 2011 15:08 Post subject: MR Demo 2011 Bugs |
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Although we have run extensive tests before the release of the demo, some bugs and typos may have slipped our net.
Please, post any bugs you find in the demo here. Make sure to mention your OS as well as any mods you may have had installed simultaneously (Appearance Mod for instance). Screenshots and/or savegames are welcome.
Also, before you report something, make sure you have the 1.01 patch installed. You can tell by looking at the main menu screen, the version string should indicate Mutants Rising 2011 Demo v. 1.01
Thank you in advance! _________________
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Gaspard Mildly Dipped


Joined: 07 May 2009 Posts: 569 Location: Barracks Status: Offline Strikes: 1
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Posted: Sun Dec 25, 2011 16:04 Post subject: |
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Hi!
Well there was a typo I noticed the moment I opened up the character creation screen. The Born Wild trait has a typo/grammatical error in it:
Click here to see the hidden message (It might contain spoilers)
| Quote: |
| For some reason you've always felt at home out in the wastes surrounding Elko. Problem is you felt a bit too at home, so your social skills took a punch for it. Weirdo. |
In the second sentence there's a word missing; should be: "Problem is you felt a bit too much at home, so your social skills took a punch for it"
I would actually go so far as to change the text even more into something like:
"You've always felt at home out in the wastes surrounding Elko. Really at home, even too much so. Because of that your social skills have taken a punch for it. Weirdo."
and
Click here to see the hidden message (It might contain spoilers)
Typo: "... seems to asses the merit of you r words."
And the message in the lower left is odd. Perhaps something like this would be better:
"Although you know you've done the right thing here, you feel that you have made an enemy."
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janjetina Hideous Freak of Nature

Joined: 31 May 2007 Posts: 71 Location: Zagreb, Croatia Status: Offline
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Posted: Sun Dec 25, 2011 21:02 Post subject: |
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A small room at the northwestern part of Cassidy's bar contains red "unused art" messages all over.
Windows 7. |
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Tom9k Still Mildly Glowing


Joined: 21 Dec 2007 Posts: 287 Location: The Czech Republic Status: Offline
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Posted: Sun Dec 25, 2011 21:52 Post subject: |
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Same "problem" as Janjetina
+ game crashed after I killed shamman (but only when he was in the corner) and after his guard (shame I forgot his name, I finished it only few minutes ago) ran to the edge of the map, I talked with him and game crashed.
But anyway it was nice and okey.
Edit: subtitles during final movie do not match with narration. |
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janjetina Hideous Freak of Nature

Joined: 31 May 2007 Posts: 71 Location: Zagreb, Croatia Status: Offline
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Posted: Sun Dec 25, 2011 22:13 Post subject: |
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A few more bugs, after a playthrough with the second character:
- after finishing the demo and the credits death screen is displayed
Click here to see the hidden message (It might contain spoilers)
-In a playthrough wit a low intelligence character, when talking with Cassidy about finding Jordan, choosing a dialogue option "Who dat Jordan person we need find?" resulted in a response to another dialogue option (the one asking about the culprit) ("It's that snake matatu..."). Note that I asked about the culprit first, getting that dialogue option, and after that I asked about Jordan, receiving the same response.
I had a few laughs with a low intelligence character playthrough. Good job. |
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Gaspard Mildly Dipped


Joined: 07 May 2009 Posts: 569 Location: Barracks Status: Offline Strikes: 1
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Posted: Mon Dec 26, 2011 0:30 Post subject: |
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| janjetina wrote: |
A small room at the northwestern part of Cassidy's bar contains red "unused art" messages all over.
Windows 7. |
Same for me - Windows XP running on Parallels |
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MaToX It Wandered In From the Wastes

Joined: 05 Apr 2009 Posts: 125 Location: Lithuania Status: Offline
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Posted: Mon Dec 26, 2011 13:14 Post subject: |
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I started to use win7 and collors are messed up now. Any advice? _________________ Anyone would say, that Fallout is only a game....but its not
Suffering since 2008...MR...RP 2.0 - no, RP 2.0 IS OUT. So, MR left on the list.... |
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janjetina Hideous Freak of Nature

Joined: 31 May 2007 Posts: 71 Location: Zagreb, Croatia Status: Offline
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Posted: Mon Dec 26, 2011 13:58 Post subject: |
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| MaToX wrote: |
| I started to use win7 and collors are messed up now. Any advice? |
This is because 8-bit color is set by default. Set it to 32-bit color in Options. |
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MaToX It Wandered In From the Wastes

Joined: 05 Apr 2009 Posts: 125 Location: Lithuania Status: Offline
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Posted: Mon Dec 26, 2011 14:30 Post subject: |
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How and where? :/ _________________ Anyone would say, that Fallout is only a game....but its not
Suffering since 2008...MR...RP 2.0 - no, RP 2.0 IS OUT. So, MR left on the list.... |
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Aguirre It Wandered In From the Wastes


Joined: 31 Dec 2009 Posts: 118 Location: France Status: Offline
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Posted: Mon Dec 26, 2011 18:30 Post subject: |
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| MaToX wrote: |
| How and where? :/ |
Like this :
Or edit the f2_res.ini in your Mutants Rising folder and change this
line : COLOUR_BITS=8 to COLOUR_BITS=16. _________________
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Ardent A Smooth-Skin


Joined: 24 Jul 2009 Posts: 619 Location: Warsaw, Poland Status: Offline
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Posted: Tue Dec 27, 2011 0:06 Post subject: |
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@all: thank you for these reports, we'll get it fixed and hopefully release a small patch.
| janjetina wrote: |
A small room at the northwestern part of Cassidy's bar contains red "unused art" messages all over.
Windows 7. |
Aw crud, seems I deleted too much art when I was prepping the demo build.
| Quote: |
| - after finishing the demo and the credits death screen is displayed |
That's not a bug. That's to prevent you from choosing the option "I want to play the game after it is finished", which is a standard, hardcoded feature of Fallout 2. It would get you stuck in a place you shouldn't have been stuck in. I agree we could have done it in a more elegant manner, but we ran out of time, sorry
| Tom9k wrote: |
| Edit: subtitles during final movie do not match with narration. |
That must be because these subs were the very last thing I did before the release, and I didn't have time to test it properly. Will be fixed in time. Sorry about it. _________________
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Gaspard Mildly Dipped


Joined: 07 May 2009 Posts: 569 Location: Barracks Status: Offline Strikes: 1
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Posted: Tue Dec 27, 2011 21:01 Post subject: |
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Click here to see the hidden message (It might contain spoilers)
As Marcea (don't know about others), after having Matatu exiled, when I click on Jordan to talk to him he still repeats his "You must not linger..." line even though that quest line is all over
And a similar thing - when you ask Old Morlis about Matatu, after he's been exiled, she still tells you the old story how he is the shaman etcetc. Same thing about Jordan
Aand the dialogues with Kaija and Kyle Trench are also the same as during the Matatu quest - could be some floats like "Thanks again for helping our son!" and "Thanks for uncovering that vile shamans deceit!"
While asking Kyle for compensation - he lays some stuff on the table, some flares and junk etc - so when I click on the Trade button during that dialogue - all those items are in my inventory. While he doesn't have much on him that I could trade for with his own items, it's still a bug, I presume.
Also, after asking for hard cash instead when I said I'll let them keep the money - I ended up with all the junk'n'flares and the money as well.
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Ardent A Smooth-Skin


Joined: 24 Jul 2009 Posts: 619 Location: Warsaw, Poland Status: Offline
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Gaspard Mildly Dipped


Joined: 07 May 2009 Posts: 569 Location: Barracks Status: Offline Strikes: 1
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Posted: Wed Dec 28, 2011 9:58 Post subject: |
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Uh, me again
So...
Click here to see the hidden message (It might contain spoilers)
I remembered it from the first play-through and checked it again - if you went to Arroyo village at any point of the game and managed to persuade Vrax to be amiable enough towards you (Old Ways don't die eh?) then you can ask him about
a) Matatu's visits to the graveyard at night
b) Matatu collecting mushrooms
Now, mind that you can do all that before hearing anybody tell stories of having seen him go there or about any mushrooms at all - meaning you get to ask these very quest-specific questions even before getting the quest/task, or when you have it, then before your game character can possibly know anything about those topics
Okay - I tried the dumb path - I love it! I never enjoyed the vanilla games as a dumb character before, but I see some serious love went into this one. There's this one thing though - I can't progress with Matatu quest because I can not give the dead body to the doc of Corben. I dig it up and take it to them, but I still get only floats telling me that the grave wont be digging itself anytime soon...
As a dumb character, when you look at Continuum's rap-stone, you exclaim your delight the same way as a character with *ahem* normal IQ
As I couldn't advance my dumb character I wanted to try out some more things and went back to characters with a higher INT: When you decide to help Moby and promise to talk to Lynch, but bring him the coffee before you ask him to help with Moby's problem - you have to leave the conversation before you can ask him for the help with the dogs. That dialogue option just wont be there until you leave and start it up again.
Not really a bug, but I thought I'll mention it as feedback none-the-less - when you drop Jake Kerrington's body, it's a box. So I guess you just haven't given it a realistic graphic - although the one in the inventory would probably make due? Or a child's dead body but as a scenery sprite?
Aand a few questions:
1) is something supposed to come out of Vrax telling his father's story? There's no message and after leaving him alone that topic is never mentioned again while with most other "stories" like this (Old Morlis, Mike, Lynch) you get a message and a few exp for it
2) I've tried several ways, but have not managed to advance the strongbox theft quest line - I can ask the councillor about it and he's suspicious whatever I say and that's that. I thought maybe it's one of those locked doors that can't be opened (There's the one door that needs a key behind Cassidy's bar, and there's one door in the Council building - I always get the message that the lock is beyond my skills, even with 100%+ in lock picking skill õ_õ)
3) I understand that Cassidy's locker in the basement is closed until a later time in the game where you have to return after the mutant attack?
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Ardent A Smooth-Skin


Joined: 24 Jul 2009 Posts: 619 Location: Warsaw, Poland Status: Offline
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Posted: Wed Dec 28, 2011 11:10 Post subject: |
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| Gaspard wrote: |
Uh, me again  |
Nice to hear from you.
| Quote: |
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Click here to see the hidden message (It might contain spoilers)
I remembered it from the first play-through and checked it again - if you went to Arroyo village at any point of the game and managed to persuade Vrax to be amiable enough towards you (Old Ways don't die eh?) then you can ask him about
a) Matatu's visits to the graveyard at night
b) Matatu collecting mushrooms
Now, mind that you can do all that before hearing anybody tell stories of having seen him go there or about any mushrooms at all - meaning you get to ask these very quest-specific questions even before getting the quest/task, or when you have it, then before your game character can possibly know anything about those topics
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Click here to see the hidden message (It might contain spoilers)
Technically speaking, that's not necessarily incorrect. Your character has been living in Elko for 18 years, so he/she might actually know some things about the shrooms being used in the tribal ceremonies and about Matatu visiting the graveyard. But I agree that it may not be so good storytelling-wise. I can't really remember if it was something missed in the design doc, or if I enabled players to ask these questions before the relevant quest was given. I'll look into that. Anyway, well spotted!
| Quote: |
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Click here to see the hidden message (It might contain spoilers)
Okay - I tried the dumb path - I love it! I never enjoyed the vanilla games as a dumb character before, but I see some serious love went into this one.
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Click here to see the hidden message (It might contain spoilers)
All credit goes to Jinx who wrote all dumb dialogue separately to prevent it from being boring. You tend to get burnt out writing 60 nodes for a single character, and adding another 40 nodes of dumb dialogue immediately afterwards. Most dumb dialogue in MR is now being written after taking a few days' rest from a given NPC. Jinx also designed all the alternative quests, remarking uite rightly that a dumb PC would never have been given this kind of responsible tasks a normal IQ player is given.
| Quote: |
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Click here to see the hidden message (It might contain spoilers)
There's this one thing though - I can't progress with Matatu quest because I can not give the dead body to the doc of Corben. I dig it up and take it to them, but I still get only floats telling me that the grave wont be digging itself anytime soon...
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Click here to see the hidden message (It might contain spoilers)
You need to talk to Russel (the guard on the left, by the main gate), if you want this quest done. I'll correct it in the patch - you'll be able to return the body personally, without involving Russel.
| Quote: |
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Click here to see the hidden message (It might contain spoilers)
As a dumb character, when you look at Continuum's rap-stone, you exclaim your delight the same way as a character with *ahem* normal IQ
As I couldn't advance my dumb character I wanted to try out some more things and went back to characters with a higher INT: When you decide to help Moby and promise to talk to Lynch, but bring him the coffee before you ask him to help with Moby's problem - you have to leave the conversation before you can ask him for the help with the dogs. That dialogue option just wont be there until you leave and start it up again.
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Noted both. Thanks.
| Quote: |
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Click here to see the hidden message (It might contain spoilers)
Not really a bug, but I thought I'll mention it as feedback none-the-less - when you drop Jake Kerrington's body, it's a box. So I guess you just haven't given it a realistic graphic - although the one in the inventory would probably make due? Or a child's dead body but as a scenery sprite?
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Click here to see the hidden message (It might contain spoilers)
Actually, I did make new art for the body and I'm sure I've implemented it. I wonder why it's still a box.  Maybe I forgot to replace it on the map to refresh the proto...
| Quote: |
Aand a few questions:
Click here to see the hidden message (It might contain spoilers)
1) is something supposed to come out of Vrax telling his father's story? There's no message and after leaving him alone that topic is never mentioned again while with most other "stories" like this (Old Morlis, Mike, Lynch) you get a message and a few exp for it
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Click here to see the hidden message (It might contain spoilers)
It influences Vrax's reaction during the confrontation with Matatu.
| Quote: |
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Click here to see the hidden message (It might contain spoilers)
2) I've tried several ways, but have not managed to advance the strongbox theft quest line - I can ask the councillor about it and he's suspicious whatever I say and that's that. I thought maybe it's one of those locked doors that can't be opened (There's the one door that needs a key behind Cassidy's bar, and there's one door in the Council building - I always get the message that the lock is beyond my skills, even with 100%+ in lock picking skill õ_õ)
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Click here to see the hidden message (It might contain spoilers)
When you've talked to Steve Corben about it (and he's become suspicious of your questions), talk to Tom, his son (the one with the radio). If you treat him nice (e.g. repair the radio), he'll tell you more.
| Quote: |
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Click here to see the hidden message (It might contain spoilers)
3) I understand that Cassidy's locker in the basement is closed until a later time in the game where you have to return after the mutant attack?
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Click here to see the hidden message (It might contain spoilers)
Possibly, but not necessarily.
Again, thanks for feedback! _________________
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Gaspard Mildly Dipped


Joined: 07 May 2009 Posts: 569 Location: Barracks Status: Offline Strikes: 1
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Posted: Wed Dec 28, 2011 12:49 Post subject: |
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| Ardent wrote: |
<snip>
Technically speaking, that's not necessarily incorrect. Your character has been living in Elko for 18 years, so he/she might actually know some things about the...</snip> |
Click here to see the hidden message (It might contain spoilers)
Yes, but later on the doctor advises you to speak to Vrax about the shrooms and rituals and to "ask him about the Old Ways, he'd like that". That's why I considered it a bug - you being able to ask all that stuff before getting the very specific heads up from the doctor or from the chick who guards the mountain path - about the shamans' nightly trips to the graveyard. Then it would make sense for you to specifically ask Vrax about the shaman taking shrooms from the gaveyard.
I'm just approaching it from a logic perspective (as with the mutants totally ignoring the mountain path during the attack, but that we covered at the feedback thread) and it didn't really have any other impact game-wise aside from giving some "extra" information before I was expecting it
I'll try to finally go through that one quest that I had trouble with and then I'm done with the demo for this time around
Again, thanks a bunch to your whole team!
EDIT:
Aand time for some typos
Click here to see the hidden message (It might contain spoilers)
Thanks for the tip about asking Tom for help with the strongbox issue...
When he tells you about it you get to this line:
"It's all bricked up and walled of though, ..." Underlined should be "off" instead.
And:
"Besides, there's ant and rats down there. Big ones." I guess ants should be plural here
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Ardent A Smooth-Skin


Joined: 24 Jul 2009 Posts: 619 Location: Warsaw, Poland Status: Offline
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Posted: Thu Jan 05, 2012 18:24 Post subject: |
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The patch 1.01, correcting all reported errors is up. Just download it and unpack into your MutantsRising folder. You will be prompted to override some files and you should agree. The patch will probably break your save games, but you have to start a new game for the changes to work anyway.
Have fun. _________________
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