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Showing content with the highest reputation on 02/18/2019 in Posts

  1. 1 point
    P.S. I realize the authors at this point probably do not have enough time or inclination to actively develop or test the project. If so, it would be helpful if the mod was checked into source control somewhere (Github being the most obvious choice), so that any fixes or enhancements could be directly contributed by the community as pull requests.
  2. 1 point
    Did a comparative play-through of version 1.3, and confirmed that the above issues 8a, 8b, 8d, 8e, 8j, 8k, 8l, 8m, 8n, 8o, 8p are all regressions introduced in version 1.5 as a result of refactoring the Industrial Zone into 4 separate modules to improve the frame rate, and introducing a different ending. As for 8g, version 1.3 includes a separate shader patch to correct the problem. In other words, most of the problems above (some of them quite serious, resulting in incompletable quests) are not present in version 1.3, therefore version 1.3 is the most stable version of the mod available today. It also has a more interesting and believable ending (IMO). Since version 1.3 was never hosted on this site for political reasons, and it's not possible to download without buying the game on Steam, this leaves GOG and Retail game owners with either buggy 1.2, or buggy 1.5. For these users, I am hosting version 1.3 on my web site for the time being. Note that the shader patch component (opengl32.dll and the shaders_override folder) are intended for Steam version only and need not be installed for other versions. http://pa3pyx.dnsalias.org/stuff/m478ep13.7z
  3. 1 point
    Additional bugs discovered on the 2nd play-through (same set-up, but now done in "proper" order, i.e. Industrial Zone before Environmental Zone): 8j) (Gameplay, minor) When the player's droid talks to IS-02, they are always teleported back to Central Zone, even if this is not their first conversation (and therefore if they already downloaded the code from Central console). TBH, probably it's better to avoid teleporting the player back and forth; since it's the first exploration of the area, this only serves to confuse the player (let the player find their own way around the first time). It's only a small portion of the area that will be explored by the main character, anyway. 8k) (Gameplay, blocking) After filing an appropriate report in "Taking In the Trash" quest, the player witnesses two utility droids being destroyed; after the second droid, the image fades out and never fades back in (game is stuck, the only way to proceed is Alt+F4). However, if the player clicks through the animation (i.e. does not wait for explosion & fade-out), they properly regain control. 8l) (Cosmetic) "Damaged Construction Droid" that was "fixed" by a rogue employee is missing at least some of the voice-overs (no voice, no droid sounds). 8m) (Gameplay) "Deadly Upgrade" quest erroneously reappears and becomes not completable if you (1) have found the battle droid using the upgrade; (2) chose to run away and invite logistics droid to the scene; (3) recovered the upgrade part and kept it (completing the quest); (4) proceed past the Industrial Zone into the Testing zone. The quest starts to say that the logistics droid will be interested to know you recovered the part, but the droid only says a one-liner and refuses to talk anymore, rendering the quest stuck. Probably a regression introduced by 1.5 due to the splitting of Industrial Zone. I have also seen other quests erroneously refresh when moving between these zones. Most likely caused by using local variables instead of global ones (now that the modules are separate). 8n) (Gameplay, blocking) In the Environment Zone, if the player talks to the Archon and then chooses to use Escort Droid to depart into the Environmental Zone (instead of simply walking out), they are teleported right behind a group of construction droids traversing a locked-down area (where the mine field used to be). The player can follow the droids into the area (doors will unlock before the droids), but if the player fails to also follow the droids out (before the doors close behind them), they become stuck in the mine field area with no way out (the door on either side won't open, not even from the inside). 8o) (Gameplay) Escort droids fail to take the player to the Environmental Archon (ES-05) even after the player makes their way there and talks to her. 8p) (Gameplay) "Data Transfer" quest cannot be completed if the player talks to the rogue employee (and picks up the quest) before Kaah is dead. If that happens, the player is supposed to either talk to Kaah when he gets the chance, or if Kaah is killed, let the "employee" decipher the data by himself. But Kaah has no dialogue options to discuss the matter (in either Environmental or Central zones), thus no way to advance the quest variable from 3 to 4 required, and therefore the only option the player gets with the "employee" is "We shall talk later". Even if Kaah eventually dies. Probably also a regression introduced in 1.5 as a result of ending alteration?
  4. 1 point
    Now that I've seen that, I want someone to mod that to be the title screen for TSLRCM.
  5. 1 point
    That is the greatest thing I have ever seen.
  6. 0 points
    There are still some technical issues that needed to be resolved that were causing crashes during testing. But honestly I kind of lost interest in a public release once TOR ports were allowed. The interesting part for me was modelling them and getting them in-game, and I have already done that. I don't really see the mileage in going to the effort of making a functional version for release when the average slob is just going to assume it was ported directly from TOR. Plus I already have enough on my plate at the moment with other stuff. Maybe I'll get back to it at some point, if the mood strikes me.