Shadowrun Returns

Shadowrun Returns

SNES Reboot Alpha Version - OLD VERSION
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ledeir  [developer] 4 Aug, 2013 @ 8:23pm
VERSION Alpha 1.1.0 (and newer) BUG REPORTS
Bug reporting thread.
I try to test things, but inevitably there are issues which sneak by me. If you find a problem, post here!
Thanks
Last edited by ledeir; 15 Aug, 2013 @ 12:10am
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Showing 1-15 of 37 comments
ledeir  [developer] 4 Aug, 2013 @ 9:08pm 
Open Issues
* Drones from imported character are not available. This is CORRECT, imported characters shouldn't have their gear.
* "Gear Storage Room" to give imported character back their gear
* On death, enemy AI loops
* Snipers are attacking with their fists not guns.
* Explain Karma gain
* Hamfist doesn't meet minimum weapon requirements
* Jake missing required ettiquettes. He should have 2 with charimsa 4.
* Enemies more deadly than Jake. The module needs to be balanced.
* Indian Shaman body doesn't get deleted.
* Scale it down and make "full buildings"
* Objective markers with directions
* Help Mode with quests and tips.
* Prologue gangers wander around for a few turns before leaving.
* Jake doesn't disapear after death in the prologue.
* Prologue doesn't focus on fox
* Dog in town center is not passive. Your movement freezes while he acts.
* You are turn based in the cemetery crypts when there are no enemies immediately present.
* Enemy spawn rooms are spawning constant numbers of enemies. This needs to be randomized.
* Enter building conversation needs cancel option.
* Office Block spawn rate needs to be adjusted. Spawn zones were combined but the rate wasn't modified to reflect that.
* Map location spawners are inefficient. They teleport each actor individually instead of utilizing "team shadowrun"
* Phone conversations don't display the proper picture. (need to follow Mcdougle's advise)
* Add findable drone to Caryards to enable rigger characters.
Last edited by ledeir; 5 Aug, 2013 @ 3:00pm
ledeir  [developer] 5 Aug, 2013 @ 11:27pm 
Working on the balancing, I broke the hiring of Hamfist. He now won't go into buildings with you!
* Entering location needs a dialogue option for when you don't have any contacts
* Waypoints to mark scene transitions aren't functioning properly. Need to tweak them.
* Need to fix the sniper's outside Jake's (but that's nothing new)
* Need to fix karma gain, if you run back and forth in the office block you can gain karma on scene transition.
BoneChalkBard 7 Aug, 2013 @ 9:33pm 
The problem I'm having at the moment is that I can't enter any buildings. I'll get the option to vcall for back-up and then when I click the dots (because there's no option present), the dialogue box goes away and then nothing. My character will grab at the entrance and nothing pops up again. And in other locations, all I get is "Don't Enter."

Edit: After getting a bit further (going to both bars), it finally gave me the "I'm all set" option.

Edit 2: Made it through to Old Town. That seemed to be the only bug I encountered. Kudos dude. This mod is awesome.
Last edited by BoneChalkBard; 7 Aug, 2013 @ 10:28pm
ledeir  [developer] 8 Aug, 2013 @ 7:56am 
So apparently I broke that again... Thanks. I'll fix it tonight.
ledeir  [developer] 8 Aug, 2013 @ 11:48pm 
Fixed.
Current version is now 1.2.1. This version is NOT thoroughly tested but then again most of the changes were cosmetic.
More changes will come this weekend.
KingMonkey 10 Aug, 2013 @ 1:04pm 
Played it for a bit. You might actually be able to go somewhere with this.
I suggest you work on the aesthetics last (there is a ton of black space that you would want to cover with building or whatever). Also I am assuming you will be adding the SNES music later.

I also suggest creating your own Karma system. I know it sounds difficult but actually it's not. You can create story variables for each type of enemy there is in the game. This variable would be an integer type. so everytime you kill a certain enemy it increments. Once it does increment you gain a certain number of Karma.
You can go and do combinations as well by making a master variable that would increment based on a whatever youve killed. for e.g. if you kill 1 troll it will register as +3, and the if you kill 2 heavy dudes, it would register as +2. Your master Variable would be need multiples of 5 to increment for example so you get 1 Karma. When you do get the 1 Karma, the next level will need 10 and so on.

The above will work nicely with random encounters. check out the youtube vid that will be helpful.

I went ahead and spoke my mind :P I just think that's closer to what the SNES is like. correct me if I am wrong.

Keep it up!
ledeir  [developer] 10 Aug, 2013 @ 9:58pm 
We definitely will "pretty things up" once we get out of Alpha.
I have made arrangements for the music, we just need to wait for a good way of including it. (Currently you have to hack the game files)
As for Karma system, we DID mirror the actual system! Hopefully its working right, it was working in an earlier build. Each NPC killed is worth the same XP it was worth in the SNES game. In fact the spawner is tagged with an XP value so no matter how often it triggers, XP will be correctly calculated. Once you get 8 XP (as in the SNES game) you gain 1 point of karma. This karma is not added to your character until you go to your bed. Once you go to bed you can spend the karma as you would normally in SRR.
I appreciate the comments! The whole point of sharing is so the community can help us improve the project!
USFPutty 11 Aug, 2013 @ 10:35am 
Alright, a few things. I played the HELL outta this game on SNES and I loved it. So far, I'd say you're already very on track to deliver a faithful yet improved version of that game.

-Enemies are respawing while I'm still in a building. Like, I open the first door goign to my apartment, fight the standard 1 mage, 2 heavy dudes with bats, kill them, go to my room, come out and go to door, the same people are back in the same place again. Would help if, at least, the respawn doesn't kick off until you reload the instance.

-I'm not EXACTLY sure how this would go in, but say I import my character. They're still talking about me having a Datajack even though I don't have one. Hell, I'd LOVE one. But if I remember, there ARE some places where the character is assumed to have certain things that an imported/new character might not have. Especially, say, a datajack if the character is generated as a pure mage. May have to find a way around or through that.

-Just a note, I found the karma system seemed to work EXACTLY as I remember it from the SNES game. Nicely done there.

-I saw a note about the dog. Interestingly enough, it's 'freezing me' combined with it's angle when it runs off (Jake's apartment, which a new player might not know about) almost makes it seem like Dog is guiding you... o.O

-When I imported, the game gave me the gear I had on me. Is that correct? Weapons, armor, and some medkits. None of my stash.

All I can think of for now, keep up the good work!
Judged Mental 11 Aug, 2013 @ 7:17pm 
idk but im gonna wait till this is done i cant wait
ledeir  [developer] 11 Aug, 2013 @ 8:10pm 
USFPutty - Thanks for the comments. I need to look into those. I've been trying to come up with a good way to handle respawning without forcing the player to reload the scene, but I may have to limit it to once per load after all. The datajack comment is a very good point. I didn't think of that. As for gear, I had set it so that you didn't import your gear, but apparently you import equipped gear... Its weird.
Thanks
ledeir  [developer] 11 Aug, 2013 @ 11:55pm 
Version 1.2.4 is out.
Its a largely transparent update. Fixed the Tenth Street Monorail and hiring Hamfist (though it still seems to be buggy)
Hopefully I'll have a more entertaining release soon.
billdunlap 13 Aug, 2013 @ 9:35pm 
Currently when I zone between the area with the graveyard fence to your left before the cage, and then zone back into the previous zone with the grim reaper club to the left, I get the exp+karma for killing any enemies in the area I just left, without actually fighting them
ledeir  [developer] 14 Aug, 2013 @ 8:39am 
Doh. I thought I fixed that. Thanks.
Lasthitlarry 14 Aug, 2013 @ 2:00pm 
After dealing with the drek in the alley, I get the message "Kitsune has left your party."

In your old version, Hamfist had a shotgun in inventory but in combat could only use his fists. In this new version, after hiring Hamfist with the $500 option, he did not leave the club/not in my party and the "hiring" speech is no longer available to him.

On a personal note, not a big fan of having to confirm that I am leaving an area for so many places. Would be nice to have tenth street a whole area but blacked out sections, then moving shifts the blacked out areas (like opening doors), might be impossible or ugly, haven't tried modding myself.

Need music, any music would be better than none in my opinion. :)

Keep up the good work!
ledeir  [developer] 15 Aug, 2013 @ 12:23am 
V1.2.6
- I believe I have fixed the karma/nuyen exploit in the office block / outside the graveyard. It worked in testing.
- Kitsune message should be resolved in theory. I did not verify.
- Hamfist seems to be working fine. He should show up on exiting the club. He doesn't move while in the club though. If he still doesn't, let me know!
- Excellent suggestion on the scene transitions. I'll work to reduce them in the future. Its fairly straight forward, I need to replace item interactions with triggers.
- I added music (randomly based on name). I have a music thread for suggestions! Just tell me the DMS scene that has music which is fitting for a reboot scene and I'll map them together.
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