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shadowrun-unlimited-rip's Issues

Publishing not possible - 228 validation errors

This are the errors:
File not Found: /data/ai/Player.ai, in
File contents validation failed for: C:/Users/Loka/Documents/Shadowrun Dragonfall/ContentPacks/Shadowrun-Unlimited-rip-stableish/SR-Unlimited/data/chars/Runner Verum Julos.ch_sht.txt

File not Found: /data/props/system_invisible_nonsolidProp.pb, in
File contents validation failed for: C:/Users/Loka/Documents/Shadowrun Dragonfall/ContentPacks/Shadowrun-Unlimited-rip-stableish/SR-Unlimited/data/maps/Matrix_System-Unlisted 1.srm.txt

and so on ...

Any idea what is wrong?
When i will edit one file the editor is closed.

Broken fighting arenas

  1. When you repeat fighting in the firearms arena, you will get negative rewards after a while, and those won't be reset.
  2. The combat fighting place in the Rat's Nest is more complicated, but also severly bugged.
    I first walked there before I learned about that video tape in the main storyline, but after winning the fight, the dialogues were triggered, as if I had been sent here by that "main quest", and I got the camera item without understanding the dialogues and knowing what to do with it, of course.
    When I now re-enter the arena, and choose to fight, the "special enemies" will appear again and shoot at me from outside of the pit. When I kill the opponent in the pit, I will be "transported" out of it, but any remaining "special enemies" will have vanished. Unfortunately, the arena exit also vanishes. So you can't leave any more (unless [untested] perhaps when you evade your opponent in the pit, and manage to kill all "special enemies" outside of the pit?)

Variable setting/logic errors in Vigor run (and others)

Hi,

have a look at the attachments:
savedgames-de25-e8f7.zip

  1. Load the first game, there are no enemies left, but you still don't get the message to "get out … and paid". The only meaningful thing to do is returning to another area. When you arrive there, you cannot have a normal conversation with Vigor, instead both Frosty and Eric have the "bail" conversation option. The run is still active, so you can call Mars again, and return to the airport.
  2. Load the second game, this is where you end up after doing so. All enemies will have returned to their original locations. Now take them out clockwise beginning with the leftmost at the entrance; you should end up as in the saved game above, just with 250¥ less. It seems to work out correctly if you kill the enemies roughly counterclockwise with the leftmost at the gate last.

There are many similar issues in "Unlimited", like yellow arrows not pointing correctly to your next target location, and (as described in issue #39) being charged rent when using the "top level abbreviation" conversation menu option to inform the fixer of a completed run.

Loaned equipment vanished

You can "loan" items from your stash to your hired companion runners as long as they fit into their available slots and the characters meet all requirements to use them.
The loaned equipment should be given back after the run, if it hasn't been used up.
The attached saved games show that this isn't (always) true.

  1. Load the first game . This is the automatic save right after the previous run, coming back from "Sappy Sapling". Now open your PDA -> Asset Management -> Pockets. Notice that the "Ares Viper Slivergun" and the spells "Heal Wound" and "Acid Stream 2" are not in your stash.
  2. Open the other saved game or rewind the currently loaded game to the previous step "Sappy Sapling". You will automatically enter the equipment screen, and the 3 items will be in the stash.

Those 3 items are not "consumable", so should be preserved. After the run, however, they were not given back, and the runners also didn't have them when I re-hired them immediately.
During this particular run two charachters died, so I wouldn't have been surprised to lose the gun along with its dead user, but the Shaman survived and should still have the spells or have given them back.

lostitems.zip

publish but not play

I tried a few ways of installing this and an earlier version (publishing locally and publishing in specific content pack locations). The earlier one showed me the 'play' button in the contents section, the newer one didn't. Are there extra steps involved that aren't mentioned?

I'd love for this project to be still growing, is it?

Smash Jacker is bugged

Whenever you enter the Puyullup Barrens (from a different area, for example the safe house there or from Penumbra), another "copy" of the decker will be "automatically hired" and follow you. The only method to get rid of "hired" runners is to take them with you on a run. You can "hire" as many "copies" as you like this way, but in combat mode the active runners will be reduced to the first four, including yourself. You must pay all of them, of course. This is a new bug, introduced in one of the last updates. The only safe house where you can build training areas to increase your abilities is in this area, so if you go to train or rest, you will end up with at least two "decker copies". You must perform an easy run outside of Puyullup to get rid of them.

Is this project planned to implement in Shadowrun Hong Kong?

Not an issue exactly, since I can't find the better way to reach out the author.

I notice there is a SRHK version of this mod left over for years in this repo, which kinda works but there are bugs sometime. So I am wondering will this mod be ported to SRHK (since it is half way through anyway and SRHK definitely have better game mechanics)?

persistant frosty message

the message "I need to go see Frosty in Club Penumbra" persists after visiting Frosty and even after talking to Piper in the PenumbraClub

character walking to the right side of the screen

This seems to be related to issue #37 :
When you leave the safe house in Puyullup, not only those "decker copies" will follow you, your character will walk to an alley on the rightmost side of the screen, and keep doing so unless you keep walking elsewhere.

I could trigger this also in the Hub:

  1. Save game there.
  2. Reload: the character will walk to the right.

omnibus 3

todo

  • comment about Sony deck being too small
  • comment about the 1230MP upgrade being too small (post comment re worthless 240Mp file)

need info

  • TLI commented on random NPC stalking
  • thing x complaining about being shortchanged for the first run. (25Y) (cab?)
  • loading screen freezes at the stuffer shack

Sort of Addressed

  • constant whining about the armor stats. (via Nude Bomb)
  • comment about remote hacking not working during 'espionage' run (everything except XHQ)
  • request for release @ nexusmods (not going to for now)
  • reentrance for run scenes (tell them to rewind?)(seems to work everywhere except possibly Telestrian and XHQ)
  • terminal/lone star issue for Ray Null runs (retweaked again)

addressed

  • issue about team not spawning in Yakuza lab
  • issue where Ricky would get massively overpaid
  • issue where beds were not working in safehouses.

doc wagon on run crash

during run, if main runner dies on non-story run with doc wagon contract, game crashes instead of re-spawning

Won't go away: "I need to meet the Informant in the Penumbra District near the Medical Clinic."

Once I acquired the Medical Clinic mission in the Penumbra District, even after answering the phone and having the conversation, the mission (listed on the left hand side of the screen) didn't go away. Changing maps, and exiting/reloading didn't help.

Was using the build on Steam, which from memory, was October 17th 2017 (version 1.201).

Hope this helps, great game. (Perhaps needs added variety in the low-level missions.)

Spelling errors in game description

story.story.txt, line 4370:
Steam workshop dowloaders should work with the fomer URL.\n\nMaintainence?
Shouldn't that be instead:
Steam workshop dow n loaders should work with the fo r mer URL.\n\nMaint ai e n e a nce?
Steam workshop downloaders should work with the former URL.\n\nMaintenance?

Broken Dialogue Flag when learning about Brother's killer

After a few jobs, Gunderson sends you over and explains that the PC's brother's killer showed up, looking for the player in Seattle. Characters with an INT of 4+ or the Security Etiquette can note that it's strange that the killer chose to kill the PC's brother. However, my character had neither of these, but the dialogue option was still available.

I've also seen dialogue issues in other places - when killing a drug dealer, there are several options to take a drug, but only one is available, and when going to help the Organ Grinders operator with thugs harassing her, the player may make a sexist comment, but if the player is female, this option still appears but greyed-out. However, this seemed like one of the bigger issues.

Hopefully development on Shadowrun Unlimited is still going. Love what you've made so far.

Cyberspace bug when runner(s) hired

  1. Hire at leat one runner.
  2. Enter the cyberspace for a run/hacking session.
    Whenever your current set of action points is used up, the screen will switch to a mostly black area covered in darkness, you can then perform actions with your fellow runner(s) there according to their action points: walk around along some narrow "paths", there's also an unreachable cyberspace terminal. You cannot do anything useful there, and it's clearly not the same place in the real world near your physical body where you left the runner(s).

Wyvern's Tooth infinite loading

Have GOG version, trying to enter the Wyvern's Tooth for the first time results in an infinite loading screen, not sure why. At first it has one successful loading screen with the "void" splash screen, then the infinite loading screen with no splash; there's also "saving..." text on the bottom right. Publishing locally gave me no errors, and going to other areas seem fine(apartment with decker dealer, sewers, downtown, doctor, haloweener club, matrix hub, random matrix gig). Tried multiple characters, different race/class/stats/names, tried saving before entering, tried not saving, tried deleting and republishing, not sure what else I could try.

Omnibus 4a

Thanks so much for keeping this thing alive! It's addictive as hell and I'm so glad it's not dead.

Here are some bugs... Let me know if you want me to go into more detail!

  • Sometimes on runs and in the ranged arena, NPC's seem to either spawn without guns or simply don't equip them. They just run headlong at the player and throw punches.

  • Mitsuhama statue mission is a perfect example: I opened the security office door on the lobby floor and they immediately started running around like chickens with their heads cut off. I had to chase them around the whole floor as they ran around randomly... they didn't even try to target me. Yay, they was mostly blind, except for eyes in the back of their heads.

  • This MAY have something to do with the "Change employee schedule" hack but that wouldn't explain it happening in the ranged arena. It should not.

  • Wild Yak firebombing creates some sort of extra playable character with no portrait stuck in an offscreen space and which can't move. It's not game-breaking but it is jarring to have to manually end each turn. This is intentional. There are three ways to avoid having the invisible runner spawn. You could hire enough runners that the party count variable is two or more, you could enable risk permadeath in the commlink, or you can bludgeon someone until it goes away by fixing the bug where death is permanent if there are no other runners on your team.

  • What is a bug is that my first try at the Wild Yak one of the guys in the last room glitched off the map so combat couldn't end. I looked but I am not seeing the source of this one.

  • Matrix is buggy in a variety of ways and they're hard to pin down. Sometimes after failing a node, the UI glitches out and it's impossible to do anything. One time I went into the character menu and found Frosty's character portrait and one other that I can't remember.

  • In some mission matrix runs the "Management Files" node will double-fire after getting Paydata and employee schedules changed simultaneously. Every subsequent use of the node costs -2 AP and checks for paydata twice.

  • The Bodybuilding trainer in the Puyallup safehouse bugs out each time by giving tons of extra hit points after multiple successive uses. At one point, I had 200+ HP from a base of 50. This seems to reset on heals buuuut....

  • Heals don't seem to trigger after some missions, leaving the player with a wound in non-combat play that doesn't automatically heal except in certain circumstances.

Unclear if these are bugs:

  • After the elven heist mission, my next step is to talk to Piper. He says he'll give contact info for a new informant, but that never happens. Is that just the hard stop of the story so far?

  • Some paydata files (exceptionally low number ones) can't be sold to data brokers. If that's WAI then that's really annoying because I have to go into Asset Management to delete them. There should be an option in data broker convo to delete worthless files. It should go without saying that some players might not even know that the option to delete them exists.

  • Buying data storage doesn't seem to have an upper limit anymore and there's no dialogue explaining how much you can have with a given deck. I bought something like 1000 MP worth of it back when I had the Sony and it wasn't until I got the Fuchi that I saw the message saying "Well I guess I can't fit any more storage space." The Renraku didn't give me that message either.

  • Having the Melee Arena Renraku ambush mission active makes it impossible to complete any other mission or do random Matrix grinds... which makes a player stuck and screwed if they can't get past it. Even after I successfully completed the mission, the job I took from Frosty during it was permanently glitched and I had to bail on the run to take new jobs.

  • Data nodes locked behind CPU's that can only be reached from inside mission buildings during a run do nothing when interacted with. I have yet to see a Red/Orange data node in this build and, as a tricked-out decker, this would be a really nice place for them.

Not bugs, but annoying:

  • In the Renraku melee arena ambush, the hostile NPC's all go first and turn you + your team into swiss cheese immediately. First I went in solo and got destroyed so hard that, immediately after using a DocWagon revive, it prompted me for a SECOND revive which I didn't have. I went in with a full team and they got grenaded + shot to hell immediately. I then went in a third time fully kitted out and, after losing half the team immediately, I managed to use them as cannon fodder long enough to get to cover and slowly grind down the bullet sponge enemies while spamming medkits. Tweaked ambush. you should go first now and they should scale from a lower base.

  • There are a bunch of typos in the dialogue for everything after the first Vigor mission. I'm a professional writer and I'd be happy to copy-edit if that'd be helpful. I think mostly fixed. There a few convos and lots of assets I haven't got to yet.

  • The Paydata nodes are a mess and it would probably be easier on the code if they weren't activated multiple times by design with -1AP's every time. Maybe replace them with a dialogue tree? And balance it all out by increasing alarm heat the more you stay in dialogue?

  • The paydata and mission reward values should honestly be reversed. Missions should bring in 5k-20k and files should bring in 500-2000, not vice versa. Is the current system the way it is in PNP? If so, that's really messy and unbalanced.

  • Also, while I appreciate the detail of having different programs for different decking actions... it's really just an overcomplicated money sink that should all fit under the "Decking" skill the player already pays for. It doesn't really add anything to the gameplay, it just subtracts from enjoyment.

  • It'd be really nice if there were hostile deckers inside some Matrix runs... it'd mean there'd be a point to having that Black ICE ability or Killjoy or anything like that.

  • It would also be sweet to be ambushed in the Hub by hostile deckers after attracting a certain amount of heat or notoriety.

  • I REALLY don't like the fact that there are repeatable abilities that heal X HP instead of most recent wound. That's not a game-breaker, but it is an unbalanced and weird departure from the base game rules.

New bugs in intro escort missions:

  • Decker hacking vidphones glitches out sometimes by refusing to start decking unless right on top of the jack-in spot and has to be kited into position. One time, the dialogue to start decking happened then kept repeating until I kited her into position and restarted it.

  • Escort suit to Downtown mission locked me into permanent combat when one of the three thugs apparently spawned or glitched off the map.

This may only be happening in Downtown, but I've also noticed that often a Lonestar trigger will double-fire, leading to two different cops having identical conversations with you. I'm running an adept now. Oops, my bad...

Another gripe... the fact that Greely doesn't have ANY mid-tier melee/unarmed weaponry really blows. Greely now has a few things.

Also you mentioned in a previous thread that there's a drug dealer that you can buy from. Whare?

Too many issues to mention.

This is a great premise, and great effort; but as it stands, this mod is a mess.

There are visual errors everywhere; gameplay bugs everywhere. Dying will cause a game-over screen; even if you have an auto-doc in your inventory or are paying for insurance (So what’s the point of either?). Dialogue bugs with fixers. Elf gives no option to buy drugs after the first sale. Hacking to see a mission target often doesn’t work. Character jumps across the map to the first click, after entering an area. Bugs with encounters. Argh.

Even if those were fixed, much of the gameplay is poorly designed and balanced. For instance, the jump in difficulty between your first fixer and second fixer is huge. Tripping an alarm is basically a death sentence; Despite the fact that there excessive opportunities for doing so, made worse by the low success rate of electronics. Most custom challenges are based off pure RNG; it leads you to save-scumming. Every new player having to research why their character is stuck in a ganger outfit by default.

This is just what I've seen in half a dozen hours of playtime on Hard. If I had to fill out singular bug reports, I would be here for days. This mod has been in develop for almost TEN YEARS, and the current version (with exactly how much of the legwork already done?) has been in work for more than two.

No apartment rent charged when "Job done."

Under certain circumstances no rent will be charged after a run
Steps to reproduce:

  1. Complete a run successfully
  2. Choose "Job's done." from the top PDA menu option instead of visiting your fixer physically or making a normal phone call.
    This works in normal locations, where this option appears at the top of your PDA menu.
    This doesn't work in the Cyberspace Hub, where this otion appears somewhere in the middle of the top PDA menu.

(not) so easy peasies

24G02

  • autosave after arena fight end
  • autosave after job step change
  • make tests of new skills require PC0
  • make PC:0 drone(s) stop disappearing on job completion

24G04

  • rework run generator conversation
  • rework MatrixRunComplete (mis)handling
  • hide unavailable freebie drug convo branches
  • replace Runs_Vigor incrementing glue
  • change ranged arena spectators into plainclothes

24G10

  • make matrix scenes kick the team out after any defeat
  • fire hired runners harder in clubs
  • rename ghoul pugilist solidly to Argyle in scenes
  • remove stealth triggers from a few run locations that don't use them
  • replace remaining O(2n) run location stealth triggers with O(2)

post 24G10

  • add better arena fighter files than ${race}_adept doesn't take on DF
  • add better arena spectator files (not haven_civilian or hk_civilian) doesn't take on DF (unnecessary)
  • change to better arena fighter behavior
  • add better arena fighter banter
  • add any spectator banter
  • advancements for runners
  • change to better spectator placement unnecessary and hard

4d13-4 ranged arena spectators
2d13-2 melee arena spectaors

Club Penumbra Persistent Combat Mode

Shadowrun Unlimited - Dragonfall Director's Cut version

Everytime I enter Club Penumbra, the character goes to combat mode. Screenshot for proof.
Club penumbra Bug

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