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Offline Wesp5

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Re: Argikt mod final version...
« Reply #15 on: February 26, 2018, 01:13:18 PM »
I will take care of ladder, and street sign in car quest map.

About the ladder, I think this is a problem in the decompiler. I will turn all ladded textures into something else so you need to fix them manually...

Online argikt

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Re: Argikt mod final version...
« Reply #16 on: February 26, 2018, 03:27:08 PM »
I will take care of ladder, and street sign in car quest map.

About the ladder, I think this is a problem in the decompiler. I will turn all ladded textures into something else so you need to fix them manually...

Interesting... I will take a look about it in 4.0 version. But in my testing run, I didn't have this problem.
I noticed forniture appering in some odd places, but was the glich of "long session". All worked fine restarting the game.

The real big problem is  that romero's quest don't start. I will try fix it in a future, if I can't, perhaps I move the mage mausoleum gate into the HW_hub, and remain the cemetery untouched.

Offline Mamita

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Re: Argikt mod final version...
« Reply #17 on: February 28, 2018, 12:44:36 PM »
Made it through Chinatown.

Of the Chinese Game quest, I will say this: it was a lot more than I expected. I was honestly surprised at the size of the new building. The interior was well designed.
However, it was impossible to figure out what to do after I found the locked door. I wracked my brains and tried to think of everything. I even went so far as to check every wall lamp in case any were Grout-style switches.
In the end I ended up noclipping.
I will say that it would be nice to be given some sort of clue, at least having a two-npc conversation you can eavesdrop on mention the sewers, to put the thought into the players head. I was sort of disappointed I couldn't play "The Game" myself. That would be a neat alternative route; Try to play the game, lose, then after the PC leaves reuse the Downtown Introduction cutscene animations to have the PC be knocked out, only to wake up to the horrified eyes of the Doctor.
Speaking of whom, I very much disagree with losing humanity for killing him; An oversight on your part I guess.
As to the quest reward, it'd be nice to get a new blood doll, or perhaps a humanity gain.

All in all, I'm guessing Aloysius wrote the plot, to which I salute you; 'twas actually rather mind-blowing. I especially liked the Doctor's speech regarding hope.

Online argikt

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Re: Argikt mod final version...
« Reply #18 on: February 28, 2018, 02:00:08 PM »
Thanks for the review and your comments!

Yes, Aloysius wrote the plot, also made the cutscene and the sewer map. I did the main map.
I won't say you how to enter in the doctor's, at least in public, hehe... I don't want to spoil it...

I agree with the humanity lost, but since I can't  spek with him now, I don't want to do any changes in his plot. Our agreement was about redone the main map and integrate it in the mod.

I want to thank you mamita, about improving the dialogs, as I said I'm not a native speaker and I tried my best...  I will replace them in next version. If  someone want to do it now, here is the zip. (I don't tested it already)
 :smile:

Offline Wesp5

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Re: Argikt mod final version...
« Reply #19 on: February 28, 2018, 04:07:41 PM »
If  someone want to do it now, here is the zip. (I don't tested it already)

I think you forgot to attach this...

Online argikt

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Re: Argikt mod final version...
« Reply #20 on: February 28, 2018, 04:39:27 PM »
If  someone want to do it now, here is the zip. (I don't tested it already)

I think you forgot to attach this...

Yes sorry... proxy navigation don't allow files... here is:

Offline bigbadwolf

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Re: Argikt mod final version...
« Reply #21 on: March 08, 2018, 03:39:37 PM »
Hello!

I'm new in this forum (not in the game) and I joined to ask about this mod. I'm stuck at gambling place, I can't figure how can I burn the door... Also, there's another way to enter?
I won't use noclip, hehe.

A bite for all of you!

Offline Mamita

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Re: Argikt mod final version...
« Reply #22 on: March 09, 2018, 01:40:34 AM »
I won't say you how to enter in the doctor's, at least in public, hehe... I don't want to spoil it...
I'll give you a riddle.

"The place you are seeking
has no obvious way of entering.
Find the water not for drinking
and find an orifice for re-entering.
Something new you're not remembering."

Online argikt

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Re: Argikt mod final version...
« Reply #23 on: March 09, 2018, 08:28:12 AM »
Hello!

I'm new in this forum (not in the game) and I joined to ask about this mod. I'm stuck at gambling place, I can't figure how can I burn the door... Also, there's another way to enter?
I won't use noclip, hehe.

A bite for all of you!

Hello Wolf! I had a lot ofquestions about this quest, because is not obvious how to enter. Mamita give you an interesting clue...
I will do a video with a walkthough solving the quest with the good end.
Thank you for playing the mod!!!

Offline bigbadwolf

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Re: Argikt mod final version...
« Reply #24 on: March 20, 2018, 07:08:41 AM »
Hi!
I finally finish a run of clan quest with the argikt's.
I really like the hollywood hub and the promenade.
The fight vs technomages is harded that the final boss... was a little dissapoint...
But is good to see fresh work!!
Eager to play 4.0!!! :rock:

Offline TheSnarkyShaman

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Re: Argikt mod final version...
« Reply #25 on: March 23, 2018, 07:57:49 PM »
Saw some of your WIP videos for this and I'm really impressed at the new areas you've managed to create. I was wondering if you've had anyone do an English translation pass on your dialogue since then, though?

Online argikt

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Re: Argikt mod final version...
« Reply #26 on: March 24, 2018, 08:59:22 AM »
Saw some of your WIP videos for this and I'm really impressed at the new areas you've managed to create. I was wondering if you've had anyone do an English translation pass on your dialogue since then, though?

Yes. Mamita did a translation. I have planned to included in the revision I will do after cqm 4.0. If you want the files I can send them to you. (I didn't test them). Also Mamita is got them.

Offline Florence

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Re: Argikt mod final version...
« Reply #27 on: April 20, 2018, 04:33:17 PM »
This is so exciting!
I just had a quick check over Hollywood and it looks great
I have been waiting for new maps for long
Now it is ready for a new story!

Only two questions though

1)How can I solve the lag issue? (Some adjustments maybe?)

2) And when I enter an area it says "Node out of graphs" or something like that, how can I fix that?

Plus I was wondering how to install CQM
I mean do I need to find 9.2 and install first or UP comes with CQM installer?
~ To rule in blood is to rule in truth. ~

Online argikt

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Re: Argikt mod final version...
« Reply #28 on: April 20, 2018, 04:53:04 PM »
This is so exciting!
I just had a quick check over Hollywood and it looks great
I have been waiting for new maps for long
Now it is ready for a new story!

Only two questions though

1)How can I solve the lag issue? (Some adjustments maybe?)

2) And when I enter an area it says "Node out of graphs" or something like that, how can I fix that?

Plus I was wondering how to install CQM
I mean do I need to find 9.2 and install first or UP comes with CQM installer?


1) In my PC is experimented a very little initial lag after the map upload, nothing more, but perhaps is a common problem, I think I have a high-end perfomance machine.

2) Do don't need to install 9.2, because CQM 3.1.2 is done over this version.

I hope you enjoy the mod and can forgive the bugs... was my first mod...  :smile:

Offline Wesp5

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Re: Argikt mod final version...
« Reply #29 on: April 20, 2018, 07:48:45 PM »
I hope you enjoy the mod and can forgive the bugs... was my first mod...  :smile:

I can explain the Node error, this happens if you don't distribute the graphs/mapname.ain file. In that case the game rebuilds it once and afterwards everything will be fine!

 

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