Shadowrun Returns

Shadowrun Returns

ShadowMancer Episode 1 - The Screaming Fist v1.22
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Boateye  [developer] 8 Dec, 2014 @ 4:23pm
Bug report Thread
Here's a place to report any bugs, typos, glitches, or any other wierdness that you may find in Project: ShadowMancer - Ep. 1 - "The Screaming Fist".

Known Issues:

1) This does not work in Dragonfall: Director's cut. This is currently being worked on, but if anyone has insight on this issue, please let me know below. I've only recently learned about the existence od the director's cut, so I'm not exactly sure how to translate UGC between the two games.

2) Case is not properly equipped with a deck to jack in during the flashback.

3) Something broke after publishing this campaign to the Workshop. The Arcade leg of the chase sequence is giving up a protobuf error on the scene's text file. If i can't pinpoint the exact issue, then i'm going have to rebuild that whole scene from scratch. That was not an easy scene to build, so i hope it doesn't come to that.

Does anyone have experience with probuf errors in the editor, and know how to fix them?

4) "The Screaming Fist" will not load for some folks. It will display the difficulty selector, and then go back to the main menu.

Possible Fixes:

(1) Try launching the game from the "Content" menu, and make sure that you are subscribed to More Stairs and Doors by Ferragus .

(2) If the above doesn't work, follow the instructions in THIS THREAD

If none of these work, please be patient as I am looking into other fixes.
Last edited by Boateye; 12 Mar, 2015 @ 3:04am
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Showing 1-15 of 26 comments
mae 15 Dec, 2014 @ 7:44am 
When I try to start this campaign, the difficulty selecter comes up and then it just goes back to the main menu without starting up. I am subscribed to the windows and doors mod, so no idea what is happening.
Devatiav 15 Dec, 2014 @ 5:25pm 
It does the exact same thing for me
Boateye  [developer] 15 Dec, 2014 @ 9:23pm 
How are you two trying to launch the campaign? Did you try launching it directly from the "Content" menu?
Last edited by Boateye; 15 Dec, 2014 @ 9:24pm
Devatiav 16 Dec, 2014 @ 2:04pm 
That's how I do it.
Devatiav 16 Dec, 2014 @ 2:10pm 
I've tried to launch the campaign from both the content menu and by using the new game button on the main menu. Both get the same result.
Boateye  [developer] 17 Dec, 2014 @ 12:46am 
I'm sorry that you're having isues! OK, I'll put it in the OP and look into it.
Rafaelous 17 Dec, 2014 @ 8:31am 
I've tried to launch the campaign from both the content menu and by using the new game button on the main menu. Both get the same result. (2)
Devatiav 17 Dec, 2014 @ 5:59pm 
I have to say that this issue does occur with other UGC (playable campaigns). But, this is the only time that I've ever repoted it to anyone.
Boateye  [developer] 18 Dec, 2014 @ 1:35am 
@ m.sickle:

Really? That's odd, because i can play all of the UGC I have installed just fine, last I checked...

@rafaelous and anyone else who is having this issue, can you launch other UGC campaigns?
JamesB192 20 Dec, 2014 @ 12:16pm 
I got the ugc semi-working on DFDC by adding (Dragonfall Extended) to the dependencies. Also I think I know why the falshback is not working.

In the first two scenes Case hase a deck (when he should not)
After that he has two basic matrix attacks (which he should not)
The cobra from scene 3 onward is quest item(?) when it should properly be a weapon.
Boateye  [developer] 22 Dec, 2014 @ 12:14am 
Thanks for the feedback Jamesb.fe80. Glad to know that you got UGC mostly working, which is progress!

1) I don't think that it's a big problem that Case has a deck, in the first two scenes IMO. Unless there's a storry reason i overlooked, it should be OK. However, i can jsut give the player a deck and teh matrix attacks for the flashback scene, and just have the default character be mostly naked.

2) Which scenes are you talking about, exactly? Was it during The Chase?

3) The cobra is supposed to be a quest item, initially. Since, following the timeline of the book means that he acquired a weapon before being full-on chased. In the book, Case doesn't ever fire back at Molly during the chase, so giving the player a usuable weapon would not encourage them to just run from Molly like in the book. At least for that chase, I want the player to just run from Molly like Case did, rather then instinctually try to fight her because I gave them a weapon.
Tola 22 Dec, 2014 @ 11:59am 
You may have number 2 crossed out, but it's still very much a problem. Here's the deal...

I start out with a Case who's got 10 decking and ESP control, 9 because racial maximum. No weapon, but he's got a deck. No problem. When I enter the oriental place to buy a gun, the protagonist is switched out with a Case that's got minimal decking abilities and two Basic Matrix Attacks instead of a deck. (This let me knock Molly to 0 health in one blow when she started chasing me again, but that doesn't really matter much since she's got plot armor.) When I got to the flashback, it was still the Case with Basic Matrix Attacks and no deck. Dead end.
Boateye  [developer] 22 Dec, 2014 @ 11:03pm 
Thanks for the upddate Tola. I did notice that the spawner in the japanese woman's shop was set to an actor spawner, and not a player spawner from an old test build. I thought i fixed it in version 1.1 but i guess that's not the Case (pun intended). It has been fixed in the current version that I'm working on.
JamesB192 24 Dec, 2014 @ 5:54pm 
IIRC in the story Case was commiting petty crimes for about a year before getting hire by Corto Armitage and a cyberdeck is a fairly sizeable investment. Reasonably the cyberdeck would be one of the last things he would sell, but he woulld likely sell it if he could not use it (which was obviously how it was) and at the verge of talking to a loan shark (which had laready happened). of course I could be wrong.
Boateye  [developer] 25 Dec, 2014 @ 1:17am 
I see. The early pages of the book are fairly vague in my memory, so you could be right. At the end of the day, I don't think it's a major detail, and because of how SRR works, implementing it could be more effort than it's worth correcting a small flavor fail. Also, it plays better not having to forcibly equip and unequip stuff like that from a player experience, i feel.
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