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Messages - ShadowRun

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1
an ignore for an autosave failure should load the next level :)
Yes - a failure to autosave shouldn't take the game down because being launched is the only copy of the current progress, when a save fails. But an unsuccessful save shouldn't be silently swept under the carpet either - a notification upon arriving in the new zone (or re-emerging on the previous zone's exit grid) will let the player know that an automatic save didn't happen and their progress is in jeopardy until they save.

I found a log of the autosave problem :
Game Version: 1.0.1.4
Error: System.Exception: Failed to save game 'autosave'. Exception: System.IO.IOException: Le r
Yep. There are a lot of those reports on the fora, generally titled "Zone Transition Fail" (by which they meant "Failure", "Failed" or "Fails" - not everyone has English as their first language).

2
Bugs / Re: Zone Transition Fail
« on: March 08, 2016, 06:06:28 am »
this board doesn't like special characters and keeps cutting off text that contains them, here the log file:
This is separate issue. I'll look into it.
I found the cause of hit particular error. It will be fixed in the next update.
Just to be clear, this does not have anything to do with the main issue.
Did you fix the SMF locale to accept non-ASCII characters like all those super-fancy speech marks MSOffice likes to insert?

3
I've been using SyncThing for that purpose and had no troubles with autosave or quicksave. SyncThing even intelligently figured out that the majority of each save is duplicate data from existing saves in my repository and so only bothers to copy the files / blocks that are different in the latest save.

I would be wary of more auto/quick -save slots; they eat quite a bit of disk space.

I would think a better approach would be for a failing save operation to notify the GUI with a standard Abort/Retry/Ignore dialogue box. That way if your autosave fails, you can Ignore it. If your manual save attempt fails, you can Abort which takes you back to the name entry field. If your quick save fails, you can Retry it until it gets through. Once the failing save operation is either ignored or successful, play resumes.

4
Bugs / Re: Foundry turn hostile when going near the prison entrance
« on: March 04, 2016, 02:59:34 am »
There was a bug with trigger zones fixed here Re: Talloski manor faction goes hostile when entering from basement:
(Foundry prison, for example, is likely to have the same issue as the manor if you enter it from the cave).
I realise you're approaching the prison from Foundry ground level that's triggering hostilities, but enough about the bug report sounds similar that there might be a common cause and a common fix.

5
Suggestions / Re: Model Customization
« on: February 26, 2016, 10:58:44 pm »
Maybe when Modding support is availed, the fan-base will work on aesthetic feature-requests like this, while the real devs get on with content.

6
General / Re: New print
« on: February 26, 2016, 10:41:08 pm »
Re: Lets talk about font changes
I found the old font impossible at low (normal) size, and *just* usable at large size although certain GUI elements such as the crafting menu hadn't been tested with the larger size text.

I am very glad if the font has been reconsidered and improved (though I have yet to try it - my Windows machine died). I can appreciate that tiny text dedicates more screen area to game play, but I think that maybe can be engineered better by user controls for resolution and numeric font pitch.

7
Suggestions / Re: Lets talk about font changes
« on: February 23, 2016, 12:44:08 pm »
I found the old font impossible at low (normal) size, and *just* usable at large size although certain GUI elements such as the crafting menu hadn't been tested with the larger size text.

I am very glad if the font has been reconsidered and improved (though I have yet to try it - my Windows machine died). I can appreciate that tiny text dedicates more screen area to game play, but I think that maybe can be engineered better by user controls for resolution and numeric font pitch.

8
General / Re: On the topic of bullet calibres
« on: February 17, 2016, 06:00:34 am »
I know plenty of Fallout -inspired games have a vast array of numeric ammunition, but to someone who has never been in the military, it's all pretty baffling. To me, there are just bullets, arrows and bolts. Mysterious numbers that refuse to work with the currently selected weapon make me equip a less fussy weapon. (I'm playing a psion, wielding a jackknife.)

9
General / Re: Shield Recharger [spoiler]
« on: February 17, 2016, 05:48:52 am »
It was bugged:
Where the heck did you get those? They aren't supposed to be in the game. :O
We can't seem to find it, so I'm just going to disable its item generator and the item itself so it won't appear in future playthroughs and the existing instances won't function.

10
General / Re: Psi Reinvigorator?
« on: February 17, 2016, 05:45:00 am »
When the PC allows Foundry/Evelyn to seduce him, she confiscates all physical equipment and poisons him with Psi-inhibition so the only options are (a) unarmed combat vs her knife or (b) take the laundry chute and stealth.

11
Bitlocation
I think it's "Bilocation" with only the one "T". It makes sense because they (and their doppelganger) are now in two locations. "Bitlocation" wouldn't mean anything as obvious.

It would be good if these spells shorted / stunned robots. I've definitely reasoned that if they're electrical attacks, they should take out robots... except that their descriptions restrict targets to living / humanoids. If they change to be able to take a byte out of 'bots, "bitlocation" (or "bitrot") would be quite reasonable.

12
General / Re: Old Music
« on: February 06, 2016, 10:43:18 pm »
Well, Styg mentioned in some topic about music track that didn't played at all
Do you mean Wrong Music? which addressed:
The music that plays in the Mushroom forest is called "MutagenTanks" in the game files while there is also one named "MushroomForest" that doesn't play anywhere in the game as far as I know.

Because tweaking a zone to play a different audio track that's already present in the game resources is what that thread is about.

Retrieving audio tracks that are no longer present in the game resources of the release version, and only shipped with alpha versions, is what this thread is about.

It'd be great if the game shipped with both music sets, and used a checkbox in the GUI to toggle between old and new music (defaulting to new) for those who like the old music for nostalgia reasons, or in specific maps.

13
General / Re: Moddability?
« on: February 05, 2016, 09:28:42 pm »
I remember reading something a while back indicating that mod support may happen after release.
Please check: Modding Support - When? and lend your skills to the cause!

14
Bugs / Re: [1.0.0.3 and before] Unreleased key press
« on: February 04, 2016, 10:56:15 pm »
Actually this has just started happening with my wired keyboard. It's by Dell. I'm using Windows 7 and it seems part of the carrot-on-a-stick to move to Windows 10 with its insight into your private life is understandably decreasing testing efforts on Windows Updates for ""old"" versions such as Windows 7. Recent Windows Updates were causing a raft of Blue Screens on my machine so I uninstalled them all and the system is stable again (far preferable over ""upgrading"" to Windows 10). But I wonder if this unreleased key press problem isn't also caused by an aberrant Windows Update sabotaging the USB driver or something. Did you ever find a cure?

15
Bugs / Re: Metal Figurine disappearing
« on: February 04, 2016, 10:50:08 pm »
Distance would not matter if you could, for example, hire some help to act as "mules".
Right! In Trading system improvements we were talking about mules. I think the same mechanic could be used to dispatch a minion to a number of locations (opened up as you discover them) such as your house, the shops, go buy me all available stims / special ammo from every shop I've encountered in the game so far, etc.

The one problem I can imagine with using your house as "the" Stash is that people typically need to stash stuff (much) earlier than that. So it isn't distance so much as early-access being the sore point in this case.

In Torchlight, the player has a pet. Most of the time this is a combat buff / offensive weapon, but the player can forgo that for a time by loading up the pet with all the junk items accumulated in the dungeon and send it off to the shops to sell everything. After a time (proportional to how many maps away from the settlement you are) it returns with the cash.

Now, if you were able to use Hacking to reprogram a robot encountered to fill such a minion slot (my preference would be the remote-control bot from the battery recycling plant), you could right-click its inventory icon to deploy it to the ground; pack its bay with a "to stash" basket and a "to sell" basket; then it can trolley off and do your shopping for you while you remain out in the field (or in your character house, while you make dinner IRL, etc.). This would need balance limitations: you couldn't accumulate more than one bot; it wouldn't do anything in combat if you did deploy it during combat; etc.

That would give you delayed access to cargo hauling, because the map where the bot is would become accessible once you've cleared the tunnels, but not so delayed as to be end-game exclusive. It's also an area that two of the SGS NPCs already explicitly tell the player to go to (fetching battery plans; helping Camp Hathor) so it rewards players who check in with the NPCs to follow the progression of story, rather than just running off in a random cave the moment they can.

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