
AMC TC Episode 2 release! "COME GET IT!"
#91 Posted 27 March 2015 - 03:35 PM
Just for illustrating, I put spring on the right shift, jump on number pad zero and use the arrow keys for movement (IGI had that layout and somehow it stuck with me since then, never managed to get the WASD control scheme) and as stated, all these keys work and respond no problemo in the lastest version of the standalone Episode one, but seem not to work in Episode 2 and I have NO idea why. Spiriting and then jumping should ALWAYS result in a long jump, but it simply doesnt, making this map incredible frustrating and should other maps rely on that I will have a lot of problems getting through the game without cheating and that on easy. I am sorry if you cant replicate it, but I am telling you what I experience, if you want I record myself jumping to death over and over again if that helps.
#92 Posted 27 March 2015 - 04:20 PM
EDIT: Another mapping bug: there's a bathroom in Zeta Base Lower--later on, after you've been to the upper base--where the occupied indicators are switched. The men's room makes no indication, but there's a shadow in there, while the women's room turns red and bloops but is empty.
This post has been edited by Zero X. Diamond: 27 March 2015 - 04:35 PM
#93 Posted 27 March 2015 - 04:31 PM
This post has been edited by Mark.: 27 March 2015 - 04:33 PM
#94 Posted 27 March 2015 - 05:29 PM
EDIT: Okay, I'm still missing a few things in Zeta Base.
1.) Where is the toolbox?
2.) How do I enter the nuclear area?
This post has been edited by Zero X. Diamond: 27 March 2015 - 06:11 PM
#95 Posted 27 March 2015 - 06:13 PM
Zero X. Diamond, on 27 March 2015 - 04:20 PM, said:
I think those signs are actually meant to indicate which toilet you're allowed in based on gender. If you're playing as a male character the female light should always flash red when you go near it.
#96 Posted 27 March 2015 - 06:34 PM
Micky C, on 23 March 2015 - 04:15 AM, said:
Don't worry, I'll sacrifice mine too now to play it.

#97 Posted 27 March 2015 - 10:41 PM
EDIT: And of course, as soon as I added this addendum, I figured that one out. Still stumped about the nuclear power area and the toolbox...
EDIT #2: Aaaaaand I'm an idiot. The nuclear power area was easy as shit once I realized my mistake. It's just the damned toolbox... and these assorted magical ritual tools I've assembled. Thought for sure I'd use them beyond that door...
EDIT #3: This... appears to be a bug? Number of secrets obviously doesn't display correctly. Lower level said there were 16 total, while the upper level said 6. However, the total number of secrets was the same for either one. And I'm over 16 total and still haven't gotten into the armory, so... I dunno if that's an engine bug or a mod bug, but there you go.
This post has been edited by Zero X. Diamond: 28 March 2015 - 12:30 AM
#98 Posted 28 March 2015 - 12:32 AM
Mark., on 27 March 2015 - 04:31 PM, said:
Okay I tested that just a moment ago and can confirm that it has something to do with the EDuke32 version. If I copy the new eduke version into the AMCTC1, I have the same issues as I described, if I switch back to the old EDuke version, everything works just fine with the sprint-jumping. I have no idea why that is and what was changed from version to version that would effect this and why I am the only one that has this issue and nobody else. I still have the same Saitek Pro Gaming Keyboard then before and still use the same Win7 version as before. I should not have this issue, yet it exists. It confuses and frustrates me to no end because if the problem cant be replicated, it cant be eliminated. Guess I simply have to wait for the next update and hope it fixes this and if not, I cant play the game anymore.
This post has been edited by Lt.Havoc: 28 March 2015 - 12:38 AM
#99 Posted 28 March 2015 - 12:40 AM
Lt.Havoc, on 28 March 2015 - 12:32 AM, said:
Can you attach an eduke32.log from a session when you have the problem?
#100 Posted 28 March 2015 - 12:53 AM
Attached File(s)
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eduke32.log (2.42K)
Number of downloads: 287
#101 Posted 28 March 2015 - 12:54 AM
#102 Posted 28 March 2015 - 01:15 AM
#103 Posted 28 March 2015 - 01:50 AM
Lt.Havoc, on 28 March 2015 - 12:53 AM, said:
Thanks.
Switching keyboard layout from 00000407 to 00000409
As I suspected... I think this is also the cause of the recent loss of the ability to use Shift+KP to pan textures in Mapster.
This keyboard layout switching doesn't seem to actually help anything. I'll test if disabling it fixes the issue.
#104 Posted 28 March 2015 - 02:25 AM
#105 Posted 28 March 2015 - 08:02 AM
Zero X. Diamond, on 27 March 2015 - 10:41 PM, said:
Yeah that's a bug, I haven't fixed it yet but I'll take another crack at it.
As for the toolbox, near the medical bay next to the destroyed bulkhead you blew up to grab the boolbox, there's a security office to it's left - inside is a broken switch you can repair and gain access to the armory.
The magic ritual tools don't do anything, I did mean to add a secret but didn't have the time to do it. I believe Snowfall (the author) originally just used them for decoration and didn't realise they were items you could pick up.
As for that weapon bug, it happens sporadically - if you get it again, it would help me a huge bunch if you'd make a savegame as soon as you get it and send it across to my e-mail. I get it myself and forgot to save the game so I can test and find out what's been happening.
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Heh heh, as Micky said they're just visual things that go red if you're going into the wrong toilet.
By the way, Denton, stay out of the ladies restroom. That kind of activity embarrasses the agency more than it does you.
#106 Posted 28 March 2015 - 08:27 AM
#107 Posted 28 March 2015 - 08:34 AM
Daedolon, on 28 March 2015 - 08:27 AM, said:
Nice catch, thanks - just fixed it!
I've also fixed the issue where aborting a mission prevents the PDU from being used afterwards...I'll do some more testing tomorrow to see if I can fix that weapon selection problem as well.
#108 Posted 28 March 2015 - 08:35 AM
BTW, thanks for help James.
#109 Posted 28 March 2015 - 08:39 AM
Mister Sinister, on 28 March 2015 - 08:35 AM, said:
BTW, thanks for help James.
This is a known issue, I have a savegame where this occured so I should be able to fix it - have you aborted a mission using the button? That's one cause of it and I'm not sure if there's any others.
#110 Posted 28 March 2015 - 09:42 AM

#111 Posted 28 March 2015 - 10:12 AM

#112 Posted 28 March 2015 - 10:20 AM
BTW I find the New L.A. level kinda amusing. I was playing as James, going around, exploring and stuff, trying to eat everything that gets in my sight, but this guy doesn't want to. However, he seems to be enjoying any kind of booze I manage to find or steal in this level. I robbed the bartender and drank a bottle of unidentified alchohol I found under the stairs. What's with the food on the moon that makes James go "eeeew"?
#113 Posted 28 March 2015 - 10:23 AM
Jblade, on 28 March 2015 - 10:12 AM, said:

Yes but not only those, the boss at Ganymede also didn't show it's bar and I clearly remember it had one.
EDIT: Reading the post above now it makes sense! I aborted the fishy something mission and couldn't access my PDA ever since.
This post has been edited by XThX2: 28 March 2015 - 10:23 AM
#114 Posted 28 March 2015 - 10:34 AM
Mister Sinister, on 28 March 2015 - 10:20 AM, said:
BTW I find the New L.A. level kinda amusing. I was playing as James, going around, exploring and stuff, trying to eat everything that gets in my sight, but this guy doesn't want to. However, he seems to be enjoying any kind of booze I manage to find or steal in this level. I robbed the bartender and drank a bottle of unidentified alchohol I found under the stairs. What's with the food on the moon that makes James go "eeeew"?
You should be able to restart the episode (you can skip the intro sequence with a handy portal right ahead) and then carry on from where you were on the base map, that should allow usage of the PDU again.
As for the later part, well I hate fish so it seemed appropriate

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Hmm, are you playing on normal, or Professional/Armageddon? The boss bars don't appear on those difficulty levels.
This post has been edited by Jblade: 28 March 2015 - 10:36 AM
#115 Posted 28 March 2015 - 11:38 AM
Jblade, on 28 March 2015 - 10:34 AM, said:
As for the later part, well I hate fish so it seemed appropriate

Hmm, are you playing on normal, or Professional/Armageddon? The boss bars don't appear on those difficulty levels.
Oh that was intentional then, I was playing on Professional. Alright, no problem then.
#116 Posted 28 March 2015 - 11:43 AM
#117 Posted 28 March 2015 - 11:45 AM
Lt.Havoc, on 28 March 2015 - 11:43 AM, said:
That randomly plays if you're climbing a ladder, it's a reference to a scene in Metal Gear Solid 3.
#118 Posted 28 March 2015 - 12:02 PM
#119 Posted 28 March 2015 - 12:50 PM
#120 Posted 28 March 2015 - 01:06 PM
Zero X. Diamond, on 28 March 2015 - 12:50 PM, said:
Zaxtor's levels are divisive like that, which is why I gave it a lvl 5 difficulty rating and made it an optional level. It's not a level vital to beating the episode so you can leave that one and carry on with the next ones (Ghost ship and Far mountain reaches should be the other open ones for you) I had to decide between altering Zaxtor's level a massive deal to make it simple to beat or respecting his work and gameplay preferences enough...we did some minor work to make it a bit more navigable but I also felt that having a really difficult optional level would be an interesting concept to try out. Of course the other issue is that the player base isn't really big enough to support that idea a whole lot.
also I noticed that somebody tweeted Yahtzee about the reference to his Duke mod Age of Evil I put in a few places, it would be kinda cool to see him and Gabriel do a video over it (hey they did a 'let's drown out' over Brutal Doom so it's not like it's unprecedented

This post has been edited by Jblade: 28 March 2015 - 01:11 PM