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Hey there, I just played the game recently and I came across a few bugs and several oddities that I thought were worth addressing.

First has to do with the shooting gallery. There are two targets in the shooting gallery which compared to other targets shoot way too fast for the player to react..... even when they know they are coming. First is target number 7 in the first part of the shooting gallery. This one isn't too bad since it follows a certain pattern and it's back is turned when it first appears, but the second it appears a second time brandishing a gun it shoots you immediately with no time to react. The second target is target number 17 in the second part of the shooting gallery. This one gives just appears and shoots you immediately giving you no time to react..... even when you see it. To make matters worse it doubles up meaning if you shoot it it will immediately respawn and shoot you again, this can happen up to three times. I can never seem to get a perfect score because of these two targets so a fix for this would be appreciated.

Also when you are in the reception area of the shooting gallery where sergeant wells is sitting there is an odd graphical glitch that occurs. It is difficult to describe but it looks as if part of the background is overlaying everything even the models when it shouldn't be. I've attached a screen shot to further demonstrate what I'm talking about. Just take a look at McCoys left shoulder, you'll see it.

Another couple of glitches involve Zuben. When Zuben corners you in the warehouse and you shoot him dead when you try to click on his body it is almost impossible to do so. For some reason the click box that allows you to select his body is only a single pixel big whereas in the original game you were able to click on any part of his entire body. I bring this up because this might cause first time players to miss a crucial piece of evidence. Also I noticed when talking to Gordo at Howie Lees after he leaves Zuben is supposed to say something before going into the back of the restaurant, however sometimes he won't say anything at all before proceeding to enter kitchen. This maybe due to dialogue skipping but I still thought it was worth mentioning.

Also I noticed when you are on the rooftop on McCoys apartment is you use the console command draw allobj an object is highlighted called wrench which can be seen to the right of the screen, but you are unable to click on it.

Finally here is a glitch where after Crystal saves you from Baker and Hollow when you enter Early Q's in pursuit of Dektora if you leave the club or even the entire area, when you return to Early Q's and enter the projection room Dektora will not be there. I don't know if this glitch was fixed since it was something I noticed in the original game and I have not tested it in this version, but I still though it was worth bringing up just in case.

Finally I just wanted to ask since you were able to give me all those codes that decided whether or not certain characters were replicants and what events were triggered, would you also be able to do the same for the code which triggers Dektora buying the scorpions....? Thanks.
Attachments:
blade.jpg (285 Kb)
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jakejakejake1234: Hey there, I just played the game recently and I came across a few bugs and several oddities that I thought were worth addressing.

First has to do with the shooting gallery. There are two targets in the shooting gallery which compared to other targets shoot way too fast for the player to react..... even when they know they are coming. First is target number 7 in the first part of the shooting gallery. This one isn't too bad since it follows a certain pattern and it's back is turned when it first appears, but the second it appears a second time brandishing a gun it shoots you immediately with no time to react. The second target is target number 17 in the second part of the shooting gallery. This one gives just appears and shoots you immediately giving you no time to react..... even when you see it. To make matters worse it doubles up meaning if you shoot it it will immediately respawn and shoot you again, this can happen up to three times. I can never seem to get a perfect score because of these two targets so a fix for this would be appreciated.
We used the original timings, after removing the bug that made them appear way slower (the slow behavior is kept in the Easy Mode) -- since this bug was part of the game, maybe the original timings were never play-tested and thus some of the timings end up being way too fast to react. I know the two targets you're talking about. I have a note about them, but not on a high priority.
You cannot get a standard best score in the gallery by the way. You can do a perfect score, but it won't necessarily be the same score among other shooting gallery runs. Because there is some randomness involved and "bonus" targets that behave in a special (non-standard) way. Of course typically a very good score will be in the 80s and a close to perfect or perfect score can reach well into the 90s.

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jakejakejake1234: Also when you are in the reception area of the shooting gallery where sergeant wells is sitting there is an odd graphical glitch that occurs. It is difficult to describe but it looks as if part of the background is overlaying everything even the models when it shouldn't be. I've attached a screen shot to further demonstrate what I'm talking about. Just take a look at McCoys left shoulder, you'll see it.
Yep, this glitch is also known. Probably some bad z-buffer data in the video. I have it noted, but not on high priority, since it's barely noticeable (and yet it is noticeable :) )

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jakejakejake1234: Another couple of glitches involve Zuben. When Zuben corners you in the warehouse and you shoot him dead when you try to click on his body it is almost impossible to do so. For some reason the click box that allows you to select his body is only a single pixel big whereas in the original game you were able to click on any part of his entire body. I bring this up because this might cause first time players to miss a crucial piece of evidence. Also I noticed when talking to Gordo at Howie Lees after he leaves Zuben is supposed to say something before going into the back of the restaurant, however sometimes he won't say anything at all before proceeding to enter kitchen. This maybe due to dialogue skipping but I still thought it was worth mentioning.
The first Zuben bug might be a regression. Are you testing with a development build? Vanilla or restored content mode?
The second bug, I was not aware of. Does this occur (or not occur) the moment Gordo gets up to leave because McCoy is asking him questions? Or do you mean something else triggers it (Zuben can also decide to go to the kitchen independently from Gordo, or he can go when talking to Howie Lee etc... iirc)

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jakejakejake1234: Also I noticed when you are on the rooftop on McCoys apartment is you use the console command draw allobj an object is highlighted called wrench which can be seen to the right of the screen, but you are unable to click on it.
The game has or had a few of these remnants. Probably something intended to be commented by McCoy but eventually removed. I'll have a look, as I don't remember this particular one, and see if it's worth keeping (if linked with something McCoy can say about it) or can be removed.

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jakejakejake1234: Finally here is a glitch where after Crystal saves you from Baker and Hollow when you enter Early Q's in pursuit of Dektora if you leave the club or even the entire area, when you return to Early Q's and enter the projection room Dektora will not be there. I don't know if this glitch was fixed since it was something I noticed in the original game and I have not tested it in this version, but I still though it was worth bringing up just in case.
This is interesting. I'll have a look when I get more time to see if this is intentional and the game accounts for Dektora just getting away -- or it leads to a dead end.

I am marking some of the above with high priority (mainly the Zuben ones, and the Dektora one) and will have a further look and possibly fix them as soon as possible,

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jakejakejake1234: Finally I just wanted to ask since you were able to give me all those codes that decided whether or not certain characters were replicants and what events were triggered, would you also be able to do the same for the code which triggers Dektora buying the scorpions....? Thanks.
Off the top of my head, one way to "make her buy the scorpions" would be to wait until Act 2 (just to be safe), and then explicitly set the "flag" for Dektora having already bought the scorpions. It'd be better not to do this while you are at the first scenes of Animoid row, though.

The game engine (Dektora's AI script in particular or related trigger events) might possibly revert that setting and/or cause other unwanted side-effects to occur (like Dektora entering an invalid state leading to problems in future Acts), but for a flag this is probably unlikely so you could just test.
Anyway, the command would be:
flag 374 1

I can't think of a sure way to make her *not* buy the scorpions, since if Dektora has not bought the scorpions, her AI script keeps rolling a dice at some intervals during Acts 2 (and 3 --I think) and it might decide or might not decide she should buy them.

So you can't really make her *not* to buy them for certain, but you *can* make her buy them.
avatar
jakejakejake1234: Hey there, I just played the game recently and I came across a few bugs and several oddities that I thought were worth addressing.

First has to do with the shooting gallery. There are two targets in the shooting gallery which compared to other targets shoot way too fast for the player to react..... even when they know they are coming. First is target number 7 in the first part of the shooting gallery. This one isn't too bad since it follows a certain pattern and it's back is turned when it first appears, but the second it appears a second time brandishing a gun it shoots you immediately with no time to react. The second target is target number 17 in the second part of the shooting gallery. This one gives just appears and shoots you immediately giving you no time to react..... even when you see it. To make matters worse it doubles up meaning if you shoot it it will immediately respawn and shoot you again, this can happen up to three times. I can never seem to get a perfect score because of these two targets so a fix for this would be appreciated.
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PraetorianWolfie: We used the original timings, after removing the bug that made them appear way slower (the slow behavior is kept in the Easy Mode) -- since this bug was part of the game, maybe the original timings were never play-tested and thus some of the timings end up being way too fast to react. I know the two targets you're talking about. I have a note about them, but not on a high priority.
You cannot get a standard best score in the gallery by the way. You can do a perfect score, but it won't necessarily be the same score among other shooting gallery runs. Because there is some randomness involved and "bonus" targets that behave in a special (non-standard) way. Of course typically a very good score will be in the 80s and a close to perfect or perfect score can reach well into the 90s.

avatar
jakejakejake1234: Also when you are in the reception area of the shooting gallery where sergeant wells is sitting there is an odd graphical glitch that occurs. It is difficult to describe but it looks as if part of the background is overlaying everything even the models when it shouldn't be. I've attached a screen shot to further demonstrate what I'm talking about. Just take a look at McCoys left shoulder, you'll see it.
avatar
PraetorianWolfie: Yep, this glitch is also known. Probably some bad z-buffer data in the video. I have it noted, but not on high priority, since it's barely noticeable (and yet it is noticeable :) )

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jakejakejake1234: Another couple of glitches involve Zuben. When Zuben corners you in the warehouse and you shoot him dead when you try to click on his body it is almost impossible to do so. For some reason the click box that allows you to select his body is only a single pixel big whereas in the original game you were able to click on any part of his entire body. I bring this up because this might cause first time players to miss a crucial piece of evidence. Also I noticed when talking to Gordo at Howie Lees after he leaves Zuben is supposed to say something before going into the back of the restaurant, however sometimes he won't say anything at all before proceeding to enter kitchen. This maybe due to dialogue skipping but I still thought it was worth mentioning.
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PraetorianWolfie: The first Zuben bug might be a regression. Are you testing with a development build? Vanilla or restored content mode?
The second bug, I was not aware of. Does this occur (or not occur) the moment Gordo gets up to leave because McCoy is asking him questions? Or do you mean something else triggers it (Zuben can also decide to go to the kitchen independently from Gordo, or he can go when talking to Howie Lee etc... iirc)

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jakejakejake1234: Also I noticed when you are on the rooftop on McCoys apartment is you use the console command draw allobj an object is highlighted called wrench which can be seen to the right of the screen, but you are unable to click on it.
avatar
PraetorianWolfie: The game has or had a few of these remnants. Probably something intended to be commented by McCoy but eventually removed. I'll have a look, as I don't remember this particular one, and see if it's worth keeping (if linked with something McCoy can say about it) or can be removed.

avatar
jakejakejake1234: Finally here is a glitch where after Crystal saves you from Baker and Hollow when you enter Early Q's in pursuit of Dektora if you leave the club or even the entire area, when you return to Early Q's and enter the projection room Dektora will not be there. I don't know if this glitch was fixed since it was something I noticed in the original game and I have not tested it in this version, but I still though it was worth bringing up just in case.
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PraetorianWolfie: This is interesting. I'll have a look when I get more time to see if this is intentional and the game accounts for Dektora just getting away -- or it leads to a dead end.

I am marking some of the above with high priority (mainly the Zuben ones, and the Dektora one) and will have a further look and possibly fix them as soon as possible,

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jakejakejake1234: Finally I just wanted to ask since you were able to give me all those codes that decided whether or not certain characters were replicants and what events were triggered, would you also be able to do the same for the code which triggers Dektora buying the scorpions....? Thanks.
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PraetorianWolfie: Off the top of my head, one way to "make her buy the scorpions" would be to wait until Act 2 (just to be safe), and then explicitly set the "flag" for Dektora having already bought the scorpions. It'd be better not to do this while you are at the first scenes of Animoid row, though.

The game engine (Dektora's AI script in particular or related trigger events) might possibly revert that setting and/or cause other unwanted side-effects to occur (like Dektora entering an invalid state leading to problems in future Acts), but for a flag this is probably unlikely so you could just test.
Anyway, the command would be:
flag 374 1

I can't think of a sure way to make her *not* buy the scorpions, since if Dektora has not bought the scorpions, her AI script keeps rolling a dice at some intervals during Acts 2 (and 3 --I think) and it might decide or might not decide she should buy them.

So you can't really make her *not* to buy them for certain, but you *can* make her buy them.
The shooting gallery is randomized, so that explains why I keep getting a different score despite hitting all the targets while ignoring the innocent ones. Thanks for clearing that up. Those two targets are still a nuisance though, even on easy mode

In regards to the Zuben bugs it turns the one where you speak to Gordo and when he gets up Zuben says got to mix more out back, it turns out Zuben does actually say that and the reason he did not initially is because I skipped it by accident...... so sorry about that. However the other Zuben bug where you can only click on one particular pixel of his body still persists. Just for the record this all happened on the restored content cut.

I wanted to bring up another glitch that I found that I forgot to mention before. If Dektora is human and she has not purchased the car an odd glitch occurs in act 4 if you decide to talk to Crazy legs Larry. For some bizarre reason McCoy will show Larry the picture of Dektora and ask if she was the one who bought the car..... even though Dektora is human and she never bought the car.

Also one little anomaly that I have stumbled across when playing the game multiple times is regarding the kingston kitchen box that you find at the Eisenduller crime scene. When clicking on the clue in the KIA McCoy says Kingston kitchen that's down on Hawkers circle. However on some other playthroughs McCoy says Kingston kitchen where have I heard that before? Do you know what what triggers this particular dialogue difference?

Also in act 2 when clicking on the weapons shipment box at the shooting range reception you receive the shipping form. I only bring this up because in the original game clicking on the weapons shipment box didn't give you the form but you instead got it from talking to Wells. Don't know if this is a glitch or how it was originally intended and you fixed it...... but I still thought it was worth mentioning.

One thing I noticed is that sometimes in Animoid row when of the pedestrians walk past the Peruvian womans stall they sometimes walk into the stall counter and get stuck and freeze in place. This also happened in the original game as well.

Also I noticed when you free Moraji and he runs outside and is knocked down by the explosion it almost impossible to click on him. Just like with Zuben there is only a single pixel you can click on and it can be rather difficult to find.

In act 2 when uploading to the police mainframe the computer says new clues have been added to the KIA database, but when I checked the KIA there were no new clues.

Thank you for providing me with the code which makes Dektora buy the scorpions. Also I think I have seen all the restored content except for the two scenes involving Rachel. Would you be able to tell me how to access these scenes because I would really like to see them? Thanks again.

Also I posted a screenshot of the 'wrench' just so you know what I'm talking about. It's the green highlighted object in the bottom right.
Attachments:
blade2.jpg (446 Kb)
Post edited April 13, 2021 by jakejakejake1234
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jakejakejake1234: The shooting gallery is randomized, so that explains why I keep getting a different score despite hitting all the targets while ignoring the innocent ones. Thanks for clearing that up. Those two targets are still a nuisance though, even on easy mode
I'll see what I can do. Not much free time as of yet though due to real life job and other issues :/

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jakejakejake1234: In regards to the Zuben bugs it turns the one where you speak to Gordo and when he gets up Zuben says got to mix more out back, it turns out Zuben does actually say that and the reason he did not initially is because I skipped it by accident...... so sorry about that. However the other Zuben bug where you can only click on one particular pixel of his body still persists. Just for the record this all happened on the restored content cut.
Nice, so I'll look into the Zuben corpse hotspot area. I'm sure I made some changes to that recently to fix another nasty bug and this could be a side-effect. But should be easy to fix.

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jakejakejake1234: I wanted to bring up another glitch that I found that I forgot to mention before. If Dektora is human and she has not purchased the car an odd glitch occurs in act 4 if you decide to talk to Crazy legs Larry. For some bizarre reason McCoy will show Larry the picture of Dektora and ask if she was the one who bought the car..... even though Dektora is human and she never bought the car.
Interesting. Noting this one down, too.

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jakejakejake1234: Also one little anomaly that I have stumbled across when playing the game multiple times is regarding the kingston kitchen box that you find at the Eisenduller crime scene. When clicking on the clue in the KIA McCoy says Kingston kitchen that's down on Hawkers circle. However on some other playthroughs McCoy says Kingston kitchen where have I heard that before? Do you know what what triggers this particular dialogue difference?
Yes. The first one is spoken in Easy Mode, the other is spoken in Normal or Hard modes.
Also, in Easy mode, that clue unlocks Animoid Row as a location to visit.
In Normal and Hard, it's the earring, whether you find it outside the Tyrel Grav Lab or when scanning the photo on the ESPER and focusing on the "suspect's" face.

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jakejakejake1234: Also in act 2 when clicking on the weapons shipment box at the shooting range reception you receive the shipping form. I only bring this up because in the original game clicking on the weapons shipment box didn't give you the form but you instead got it from talking to Wells. Don't know if this is a glitch or how it was originally intended and you fixed it...... but I still thought it was worth mentioning.
There's a whole lot going on with those damn forms, lol. This is something I did meddle with, because there are three different forms you can possibly get (one will be part of the Restored Content (...)) and you could get them in different ways and under different conditions and some of them were inconsistent the way they worked.
In this particular case, even in the original game, McCoy would get a form when clicking on the box, but it would be the "order" form, and only if you did not get the form already from Guzza. Also the pickup animation would not play originally (but the clue would appear in your KIA).
Talking to Sgt Walls, will still give you the other form (shipping form) only if you have picked up the first one or you have the clue about Izo's stash of weapons.

Now it's slightly changed to make more sense. Shipping form is on the box, and pickup animation for it will now play. *Then*, Sgt Walls will give you the order form or you can find that on Guzza's office. The condition still applies. You have to either have already the shipping form or the clue about Izo's stash.

The third form... is for another Act and for the Restored Content.

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jakejakejake1234: One thing I noticed is that sometimes in Animoid row when of the pedestrians walk past the Peruvian womans stall they sometimes walk into the stall counter and get stuck and freeze in place. This also happened in the original game as well.
Do they resume their walk afterwards? Are they clipping into the scenery? Some of them are meant to stop by the stand but then after a while they should resume their walk. I'm pretty sure I made some fixes for this behavior (specifically in our version they should be looking kind of towards the stand, not just freeze in place, and also we have a few more variations of NPCs there in RC mode) but the fixes might not be in the stable but in our daily builds (for the next stable).

What ScummVM version are you using, btw? I must have not caught that if you mentioned it sorry.

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jakejakejake1234: Also I noticed when you free Moraji and he runs outside and is knocked down by the explosion it almost impossible to click on him. Just like with Zuben there is only a single pixel you can click on and it can be rather difficult to find.
Again probably the same side-effect. I'll look into it with high priority.

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jakejakejake1234: In act 2 when uploading to the police mainframe the computer says new clues have been added to the KIA database, but when I checked the KIA there were no new clues.
I am unsure why this happened. It's supposed to only say that if you gained some new clue. It could be a specific case that we haven't looked into. A saved game would help here to debug.

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jakejakejake1234: Thank you for providing me with the code which makes Dektora buy the scorpions. Also I think I have seen all the restored content except for the two scenes involving Rachel. Would you be able to tell me how to access these scenes because I would really like to see them? Thanks again.
For the first extra scene, the condition is that you must have already done the meeting at the Tyrel Pyramid with Tyrel and Rachael there.
Then the first extra scene will happen in Act 3, either in McCoy's elevator (the dialogue begins automatically) or on the ground level outside of McCoy's building (you'll have to click on Rachael there).

The second extra scene will happen in Act 4, and the only requirement for it, is to have done the previous extra scene with Rachael in Act 3. This scene will happen again at McCoy's elevator, after you find Rajif (guy with shotgun) at McCoy's apartment.

There are slight variations on the dialogue that plays in the scenes. I think this affects mostly (or exclusively) the first one. The variations are based on McCoy's selected mood and/or friendliness with Replicants.

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jakejakejake1234: Also I posted a screenshot of the 'wrench' just so you know what I'm talking about. It's the green highlighted object in the bottom right.
Thanks. It seems to me that it's something that ended up being cut and I can't recall anything associated with it in the cut content. I'm still marking it down to re-check.
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jakejakejake1234: The shooting gallery is randomized, so that explains why I keep getting a different score despite hitting all the targets while ignoring the innocent ones. Thanks for clearing that up. Those two targets are still a nuisance though, even on easy mode
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PraetorianWolfie: I'll see what I can do. Not much free time as of yet though due to real life job and other issues :/

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jakejakejake1234: In regards to the Zuben bugs it turns the one where you speak to Gordo and when he gets up Zuben says got to mix more out back, it turns out Zuben does actually say that and the reason he did not initially is because I skipped it by accident...... so sorry about that. However the other Zuben bug where you can only click on one particular pixel of his body still persists. Just for the record this all happened on the restored content cut.
avatar
PraetorianWolfie: Nice, so I'll look into the Zuben corpse hotspot area. I'm sure I made some changes to that recently to fix another nasty bug and this could be a side-effect. But should be easy to fix.

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jakejakejake1234: I wanted to bring up another glitch that I found that I forgot to mention before. If Dektora is human and she has not purchased the car an odd glitch occurs in act 4 if you decide to talk to Crazy legs Larry. For some bizarre reason McCoy will show Larry the picture of Dektora and ask if she was the one who bought the car..... even though Dektora is human and she never bought the car.
avatar
PraetorianWolfie: Interesting. Noting this one down, too.

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jakejakejake1234: Also one little anomaly that I have stumbled across when playing the game multiple times is regarding the kingston kitchen box that you find at the Eisenduller crime scene. When clicking on the clue in the KIA McCoy says Kingston kitchen that's down on Hawkers circle. However on some other playthroughs McCoy says Kingston kitchen where have I heard that before? Do you know what what triggers this particular dialogue difference?
avatar
PraetorianWolfie: Yes. The first one is spoken in Easy Mode, the other is spoken in Normal or Hard modes.
Also, in Easy mode, that clue unlocks Animoid Row as a location to visit.
In Normal and Hard, it's the earring, whether you find it outside the Tyrel Grav Lab or when scanning the photo on the ESPER and focusing on the "suspect's" face.

avatar
jakejakejake1234: Also in act 2 when clicking on the weapons shipment box at the shooting range reception you receive the shipping form. I only bring this up because in the original game clicking on the weapons shipment box didn't give you the form but you instead got it from talking to Wells. Don't know if this is a glitch or how it was originally intended and you fixed it...... but I still thought it was worth mentioning.
avatar
PraetorianWolfie: There's a whole lot going on with those damn forms, lol. This is something I did meddle with, because there are three different forms you can possibly get (one will be part of the Restored Content (...)) and you could get them in different ways and under different conditions and some of them were inconsistent the way they worked.
In this particular case, even in the original game, McCoy would get a form when clicking on the box, but it would be the "order" form, and only if you did not get the form already from Guzza. Also the pickup animation would not play originally (but the clue would appear in your KIA).
Talking to Sgt Walls, will still give you the other form (shipping form) only if you have picked up the first one or you have the clue about Izo's stash of weapons.

Now it's slightly changed to make more sense. Shipping form is on the box, and pickup animation for it will now play. *Then*, Sgt Walls will give you the order form or you can find that on Guzza's office. The condition still applies. You have to either have already the shipping form or the clue about Izo's stash.

The third form... is for another Act and for the Restored Content.

avatar
jakejakejake1234: One thing I noticed is that sometimes in Animoid row when of the pedestrians walk past the Peruvian womans stall they sometimes walk into the stall counter and get stuck and freeze in place. This also happened in the original game as well.
avatar
PraetorianWolfie: Do they resume their walk afterwards? Are they clipping into the scenery? Some of them are meant to stop by the stand but then after a while they should resume their walk. I'm pretty sure I made some fixes for this behavior (specifically in our version they should be looking kind of towards the stand, not just freeze in place, and also we have a few more variations of NPCs there in RC mode) but the fixes might not be in the stable but in our daily builds (for the next stable).

What ScummVM version are you using, btw? I must have not caught that if you mentioned it sorry.

avatar
jakejakejake1234: Also I noticed when you free Moraji and he runs outside and is knocked down by the explosion it almost impossible to click on him. Just like with Zuben there is only a single pixel you can click on and it can be rather difficult to find.
avatar
PraetorianWolfie: Again probably the same side-effect. I'll look into it with high priority.

avatar
jakejakejake1234: In act 2 when uploading to the police mainframe the computer says new clues have been added to the KIA database, but when I checked the KIA there were no new clues.
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PraetorianWolfie: I am unsure why this happened. It's supposed to only say that if you gained some new clue. It could be a specific case that we haven't looked into. A saved game would help here to debug.

avatar
jakejakejake1234: Thank you for providing me with the code which makes Dektora buy the scorpions. Also I think I have seen all the restored content except for the two scenes involving Rachel. Would you be able to tell me how to access these scenes because I would really like to see them? Thanks again.
avatar
PraetorianWolfie: For the first extra scene, the condition is that you must have already done the meeting at the Tyrel Pyramid with Tyrel and Rachael there.
Then the first extra scene will happen in Act 3, either in McCoy's elevator (the dialogue begins automatically) or on the ground level outside of McCoy's building (you'll have to click on Rachael there).

The second extra scene will happen in Act 4, and the only requirement for it, is to have done the previous extra scene with Rachael in Act 3. This scene will happen again at McCoy's elevator, after you find Rajif (guy with shotgun) at McCoy's apartment.

There are slight variations on the dialogue that plays in the scenes. I think this affects mostly (or exclusively) the first one. The variations are based on McCoy's selected mood and/or friendliness with Replicants.

avatar
jakejakejake1234: Also I posted a screenshot of the 'wrench' just so you know what I'm talking about. It's the green highlighted object in the bottom right.
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PraetorianWolfie: Thanks. It seems to me that it's something that ended up being cut and I can't recall anything associated with it in the cut content. I'm still marking it down to re-check.
Thank you for replying. The version of Scumm that I am using is 2.2.0. I'd upload my save files to offer assistance but unfortunately I don't know how to do that. Also one minor glitch I forgot to mention. It happens when you find the black Sedan outside of the Yukon and you click on and pick up the Lichen dog wrapper. When you put the cursor over the location where the wrapper used to be the cursor still turns green even though there is nothing there. I just wanted to say I really appreciate you taking the time to respond to all my questions and statements. Finding another person who loves this game just as much as I do to the point where we could talk about it in vivid detail wasn't something I was ever expecting and I just got to say, it's been a real honour. Anyway I would just like to say thank you again and good luck with the rest of the restoration. Louis and the rest of the Westwood employees who worked on this game would be proud.
Post edited April 14, 2021 by jakejakejake1234
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jakejakejake1234: Thank you for replying. The version of Scumm that I am using is 2.2.0. I'd upload my save files to offer assistance but unfortunately I don't know how to do that. Also one minor glitch I forgot to mention. It happens when you find the black Sedan outside of the Yukon and you click on and pick up the Lichen dog wrapper. When you put the cursor over the location where the wrapper used to be the cursor still turns green even though there is nothing there. I just wanted to say I really appreciate you taking the time to respond to all my questions and statements. Finding another person who loves this game just as much as I do to the point where we could talk about it in vivid detail wasn't something I was ever expecting and I just got to say, it's been a real honour. Anyway I would just like to say thank you again and good luck with the rest of the restoration. Louis and the rest of the Westwood employees who worked on this game would be proud.
It would be ideal if you could use one of our daily development builds (under column: "ScummVM latest") for testing (currently those are version: 2.3.0git). Just in case that some of these issues are already fixed.
https://buildbot.scummvm.org/#/snapshots

The hotspot on the Sedan that won't go away is a known issue. There's supposed to be something else there -- the note from Grigorian (removed content). Or maybe we'll fix that and put the note elsewhere, in the car area; we'll see.

Thank you too for the kind words and the valuable feedback. These discussions are fun for me too. I hope I'll be able to address at least some of the issues by next stable release.
avatar
jakejakejake1234: Thank you for replying. The version of Scumm that I am using is 2.2.0. I'd upload my save files to offer assistance but unfortunately I don't know how to do that. Also one minor glitch I forgot to mention. It happens when you find the black Sedan outside of the Yukon and you click on and pick up the Lichen dog wrapper. When you put the cursor over the location where the wrapper used to be the cursor still turns green even though there is nothing there. I just wanted to say I really appreciate you taking the time to respond to all my questions and statements. Finding another person who loves this game just as much as I do to the point where we could talk about it in vivid detail wasn't something I was ever expecting and I just got to say, it's been a real honour. Anyway I would just like to say thank you again and good luck with the rest of the restoration. Louis and the rest of the Westwood employees who worked on this game would be proud.
avatar
PraetorianWolfie: It would be ideal if you could use one of our daily development builds (under column: "ScummVM latest") for testing (currently those are version: 2.3.0git). Just in case that some of these issues are already fixed.
https://buildbot.scummvm.org/#/snapshots

The hotspot on the Sedan that won't go away is a known issue. There's supposed to be something else there -- the note from Grigorian (removed content). Or maybe we'll fix that and put the note elsewhere, in the car area; we'll see.

Thank you too for the kind words and the valuable feedback. These discussions are fun for me too. I hope I'll be able to address at least some of the issues by next stable release.
Whoops it seems as if my latest post is missing some bugs. I thought I had edited it to contain this extra information but it looks as if it didn't go through. Ah well I'll just post them here, sorry about that.

In the scene where Moraji is killed by the explosion and the officer shows up when the scene finishes and the officer calls for backup on his radio you are unable to click on either the officer or Morajis body. However when the officer finishes talking on the radio you are able to click on them. I only bring this up because I remember in the original game you were able to click on Moraji and the officer immediately without him having to finish with the radio. Although I also remember when you do this the entire conversation with the officer and McCoy replays so maybe this is the reason that this was changed.

At the beginning of act 3 when you are tied to the chair and you click on the radiator to free yourself for some reason the cursor still highlights green when it is over the chair or radiator and clicking on them does absolutely nothing.

I noticed that when you upload to the mainframe and you find out that Dektora was the one who bought the car when you go into the KIA and look in the suspect section Dektora will still be listed as suspect..... even though the car registration clue that identifies her is listed there.

On the police roof when McCoy lands and exits the spinner if you immediately re enter the spinner McCoys model will move back a bit and when enters the vehicles it looks as if he is entering the back seat. It could because McCoy doesn't have a chance to move into place if you click on the spinner immediately after exiting.

I also noticed that even if Dektora buys the scorpions even before Ray meets the Peruvian and interacts with the scorpions later on Ray will still ask the Peruvian woman what happened to her scorpions even if he never saw them before since Dektora bought them before he arrived. Also I can confirm that pedestrians do stop at the Peruvians womans stall and resume movement shortly after. I only mentioned it before because it seemed a bit odd when they just kind of froze in place like that.

Some clues in the KIA aren't matched up with certain suspects on the suspect page. For example the photo of Dektora dressing up as Hecuba in the dressing room along with the photo of the scorpions are not included in her suspect profile. The clue of Early Q with Lucy is not in Lucys profile and the photo fo the moonbus is not in Clovis profile. There are probably more but those are all that I know of thus far.

I don't know if this can be fixed but I noticed that several times when taking off in the spinner all the character models are put into the foreground even overlapping foreground objects that they were behind. Examples of this are Mia and Murray and gordos body in nightclub row.

Also the same glitch that happened with Zuben and Morajis bodies also happens with Gordos body where you can only click on one pixel.

When chasing after Dektora when she runs upstairs to the projection room you are unable to click on Hanoi who is standing in front of the stair case. Also Dektora can be seen through the wall when she is running up the staircase.

Then there was this weird moment which really opened my eyes to what was really happening in this game. A moment which changed my entire outlook on the game it's characters and the entire narrative in general. You thought the extra scene of the unicorn dream that they added to the original film changed the whole way the movie was interpreted...... well my friend, you ain't seen nothing left. It all happened when I entered the Taffy Lewis bar and saw Gordo at one of the counters. After talking to him him he proceeded to walk up to the stage. For some bizarre reason I decided to exit the bar before Gordo made it to the stage and then re entered the place and then....... it happened........ Gordo proceeded to the stage and then instead of running up the steps he then went on to run up ON THE AIR and he just stood their hovering in mid air elevated over everyone as if he was some kind of supreme being. And then it all started to make sense. Gordos had an ego on him that was so large for any mere mortal to contain he had eventually transcended into a being that was neither a human or replicant and he had become a living GOD! Everything that has happened in the game has been manipulated by Gordo by him using his GOD like powers. His uncanny ability to show up everywhere throughout the game despite not being a blade runner, being as fast as the flash when stealing boxes of cheese and most impressive of all........... how he can make people laugh even though his jokes are so underwhelming...... Everything in the game is all being controlled and manipulated by Gordo..... a man who is secretly a living GOD who's real nature was revealed only by me when he was caught walking on air......... Or it could have been just glitch that's also a possibility. I've attached an image showing Gordo Frizz demonstrating his true nature. If you want to have your mind blown, check it out.

Also just a couple of things I wanted to mention that are not bugs or anything but aspects of the game which annoyed me. I was always perplexed when Early Q was stung to death by scorpions and for some reason you were not able to search his body to find the photograph. You could always do this other characters so why not him? The only reason that I can think of is that he is human and it probably wouldn't feel right for McCoy to search his body like that.

I was also bummed out that you couldn't save Moraji..... no matter how fast you are he was always killed by the explosion. Also we never get to find out what' behind the door in Dermo design. You can click on the door when encountering Moraji leading to one of the most funniest moments of the game where McCoy says what's behind that door there? and Moraji responds with ARE YOU CRAZY THAT'S A BOMB ON THE CHAIR.... that always cracks me up. But yeah even to this day it still annoys me that we never find out what's behind that door.

I was also disappointed that you can't save Guzza and you have no choice but wait and let the Reps shoot him. I know the guy was a scumbag but it would have been nice to have the option especially if you are playing as the good guy.

Also more tragically you can't save Maggie....... that's the real crime right there..... the game developers were just cruel with that one.......

When you meet Lucy during act 4 and 5 the love theme from the movie place....... As McCoy says several times throughout the game..... disgusting. She's 14 man shudders yuck, I hope this was just an error made by the game developers.

The living GOD himself Gordo Frizz doesn't get his own suspect profile, that's just wrong man..... Same goes for the twins as well.

Trying to see Guzza in Bryants office in act 3. Seriously he is almost never there. I just want show him Holdens badge man, is that really so much to ask.

Barely any clues for the Moraji murder, arms dealing, bradbury assault and factory bombing. At most only two or three are available. Heck when it comes to the Bradbury assault sometimes not even one clue is available.

Sebastian doesn't get an interview clue..... really...... everyone else you can talk to gets one besides him..... well I guess there is also Crazy legs...... and Sadik but I guess that one is kind of obvious...... and Early Q....... but Sebastian
a classic character from the movie.... disappointing man...... wait Leon doesn't get an interview clue either...... ah well at least Chew, Rachel, Tyrell and Gaff got one.

Not enough Bullet Bob..... seriously that guy was awesome and he was barely in the game..... but maybe there is more content involving him that has yet to be seen........

Anyway thanks again for taking the time to talk to me. I really appreciate it.
Attachments:
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Post edited April 15, 2021 by jakejakejake1234
I'm writing a quick reply since it's a busy day today at work.

The Moraji officer thing is indeed intentional. There were a couple of bugs that could occur there, which are prevented this way (one of them being the conversation being repeated).

The chair in the hideout is a known issue -- it will probably have some comment attached to it in the Restored Content or the hotspot will be removed.

Entering the spinner on the police rooftop had already some issues in the original. I tried to make it so McCoy wouldn't clip with the door, but it seems that there are still some situation where some weirdness happens. I might look into it again.

I am noting the inconsistencies about Dektora, KIA clues. At this point my personal notes list about such things is too big and bloated, that I may be noting stuff that I have already wrote down before. Still a good thing to keep in mind, and thanks for this feedback. If such things can be fixed, they will be fixed in Restored Content mode, unless they are blatant game-breaking stuff.

I was able to reproduce the issue with Zuben's body on the ScummVM latest development version. I'm quite sure it is a regression from another (important) fix. I'll fix this first -- it is on high priority.

Dektora glitching with the wall while climbing the stairs was fixed, or at least looking better than what happens in the original. If it's not fixed for you, please try with a development daily build and report back if the issue persists. Maybe if Hanoi stands there, it complicates things, since Dektora must move "around" him. I don't remember play-testing with Hanoi being there when chasing Dektora, but I'll see if I can remove him from that scene to avoid confusing the player.

Gordo floating is -- I think -- a new one, although I have seen weirdness with the animation of "climbing" stairs. This can happen to McCoy, from whom for some reason they put the climbing stairs animation but also supported moving up and down the stairs without that animation -- this is probably true for all NPCs. Which can cause weirdness, which is more likely to manifest in Act 4 at the underground areas where there are many stairs for some reason :D :D I have a mind to fix that, but knowing about that specific Gordo situation helps too.

About Early Q's corpse looting. I think it is intentional that some paths of the story are "blocked" by certain events occuring. It is sort of similar if you kill Zuben on McCoy's building rooftop instead of the warehouse in Chinatown. I am not sure I agree with that, if it was intended, but it will probably stay that way. We'll see.

I agree that it's a shame about Moraji. Guzza too, although at that point he is quite irredeemable and get what's coming to him. Maggie... I want to do something about that, as a special ending thing... but it might be too difficult to put together. Again, we'll see. It depends on how much free time I can invest on this.

About the Lucy thing. I must have written this before, but I never saw it as weird when playing originally,until a few years ago it was pointed out that it implies a romantic relationship. I always saw it as McCoy being the new protector for Lucy, since she rejects Clovis as a father figure and being around Clovis has become way too unsafe for her. I do agree that the "love theme" is an unfortunate choice. Lucy definitely shows romantic feelings toward McCoy -- but that is kind of normal. McCoy does not -- he mostly shuts her down on that front. At least that's my perception of it. I don't think it was ever intended to make McCoy a weirdo just because he chooses to help Lucy.

Bullet Bob will get some more stuff for Restored Content. Same goes for Chew and Sebastian. Maybe Leon, we'll see.
avatar
PraetorianWolfie: I'm writing a quick reply since it's a busy day today at work.

The Moraji officer thing is indeed intentional. There were a couple of bugs that could occur there, which are prevented this way (one of them being the conversation being repeated).

The chair in the hideout is a known issue -- it will probably have some comment attached to it in the Restored Content or the hotspot will be removed.

Entering the spinner on the police rooftop had already some issues in the original. I tried to make it so McCoy wouldn't clip with the door, but it seems that there are still some situation where some weirdness happens. I might look into it again.

I am noting the inconsistencies about Dektora, KIA clues. At this point my personal notes list about such things is too big and bloated, that I may be noting stuff that I have already wrote down before. Still a good thing to keep in mind, and thanks for this feedback. If such things can be fixed, they will be fixed in Restored Content mode, unless they are blatant game-breaking stuff.

I was able to reproduce the issue with Zuben's body on the ScummVM latest development version. I'm quite sure it is a regression from another (important) fix. I'll fix this first -- it is on high priority.

Dektora glitching with the wall while climbing the stairs was fixed, or at least looking better than what happens in the original. If it's not fixed for you, please try with a development daily build and report back if the issue persists. Maybe if Hanoi stands there, it complicates things, since Dektora must move "around" him. I don't remember play-testing with Hanoi being there when chasing Dektora, but I'll see if I can remove him from that scene to avoid confusing the player.

Gordo floating is -- I think -- a new one, although I have seen weirdness with the animation of "climbing" stairs. This can happen to McCoy, from whom for some reason they put the climbing stairs animation but also supported moving up and down the stairs without that animation -- this is probably true for all NPCs. Which can cause weirdness, which is more likely to manifest in Act 4 at the underground areas where there are many stairs for some reason :D :D I have a mind to fix that, but knowing about that specific Gordo situation helps too.

About Early Q's corpse looting. I think it is intentional that some paths of the story are "blocked" by certain events occuring. It is sort of similar if you kill Zuben on McCoy's building rooftop instead of the warehouse in Chinatown. I am not sure I agree with that, if it was intended, but it will probably stay that way. We'll see.

I agree that it's a shame about Moraji. Guzza too, although at that point he is quite irredeemable and get what's coming to him. Maggie... I want to do something about that, as a special ending thing... but it might be too difficult to put together. Again, we'll see. It depends on how much free time I can invest on this.

About the Lucy thing. I must have written this before, but I never saw it as weird when playing originally,until a few years ago it was pointed out that it implies a romantic relationship. I always saw it as McCoy being the new protector for Lucy, since she rejects Clovis as a father figure and being around Clovis has become way too unsafe for her. I do agree that the "love theme" is an unfortunate choice. Lucy definitely shows romantic feelings toward McCoy -- but that is kind of normal. McCoy does not -- he mostly shuts her down on that front. At least that's my perception of it. I don't think it was ever intended to make McCoy a weirdo just because he chooses to help Lucy.

Bullet Bob will get some more stuff for Restored Content. Same goes for Chew and Sebastian. Maybe Leon, we'll see.
Just a few quick things that I forgot to mention.

Remember that glitch I mentioned regarding Crazy Legs, the one where when you go to see him in act 4 you have the option to show him the photo of Dektora and ask if she was the one who bought the car even if she was human and didn't buy the car. Well it turns out if you talk to Crazy legs in act 4 and Dektora is a replicant and she bought the car you do not have the option to show him the photo and ask if she was the one who bought the car. There is clearly a mix up here.

This next part was so minor that I initially wasn't going to mention it, but for the sake of being thorough I will. I played the entire game using the draw allobj code and I realized there were some interactable object weren't highlighted with a green square. These include the animals just outside of Izos shop in Hawkers circle, the statue in the twins apartment and the printer in Sebatians office in his apartment. I just thought it was worth bringing up.

Also I mentioned this before but in act 3 not being able to find Guzza in the office when you want to show him Holdens badge is pretty annoying. I've even had it happen with Lucy in the arcade where she would not appear when she should have. Is there a way around this?

It turns out while typing one of these posts I left game running in the background and McCoy was in Dektoras dressing room, when out of nowhere Hanoi entered the room grabbed McCoy by the neck and threw him out of the club. I didn't even know this scene existed and I found it completely by accident. Even to this day I am still discovering more secrets within the game.

I saw the two restored scenes involving Rachel. They were great and add more depth to both Rachel and McCoy. It's a shame that they didn't make it into the final game and that they are so well hidden. But at least we get to see them now.

I was kind of bummed out that in the later parts of the game there was not as many clues for you to find as there was in the beginning. After act 3 there are not many to find at all but I have to ask. Will there be more clues in the restored content?

I always found it bizarre when McCoy asks the Peruvian woman what happened to her scorpions even if McCoy never saw or interacted with them before because Dektora bought them before he arrived. Was this intentional or is it a glitch?

Also just wanted to say in the KIA suspects section Dektora is still listed as suspect even after you obtain the car registration clue which addresses her by name.

Maybe I am misremembering but the sewers seem a lot more creepier than I remember. The constant growls and distorted noises in the background are more prevalent than ever and those mutants seem to show up more often than usual. If that was something on your end I have to say, nice touch.

Also something happened in my latest playthrough that never happened before. In act 4 when I first entered the twins underground lair they didn't appear. It didn't matter how many times I re entered the place they never showed up. The only things that I did differently on this playthrough is I used the code to make Dektora buy the scorpions and I saw the extra scenes with Rachel. I do not know if it is all related but I thought it was worth bringing up.

Just wanted to say again it's been a real honour helping out with the bug testing of one of my favourite game of all times. I've bug tested other games but I never thought this game would be one of them. It's been a pleasure.
Post edited April 15, 2021 by jakejakejake1234
avatar
PraetorianWolfie: I'm writing a quick reply since it's a busy day today at work.

The Moraji officer thing is indeed intentional. There were a couple of bugs that could occur there, which are prevented this way (one of them being the conversation being repeated).

The chair in the hideout is a known issue -- it will probably have some comment attached to it in the Restored Content or the hotspot will be removed.

Entering the spinner on the police rooftop had already some issues in the original. I tried to make it so McCoy wouldn't clip with the door, but it seems that there are still some situation where some weirdness happens. I might look into it again.

I am noting the inconsistencies about Dektora, KIA clues. At this point my personal notes list about such things is too big and bloated, that I may be noting stuff that I have already wrote down before. Still a good thing to keep in mind, and thanks for this feedback. If such things can be fixed, they will be fixed in Restored Content mode, unless they are blatant game-breaking stuff.

I was able to reproduce the issue with Zuben's body on the ScummVM latest development version. I'm quite sure it is a regression from another (important) fix. I'll fix this first -- it is on high priority.

Dektora glitching with the wall while climbing the stairs was fixed, or at least looking better than what happens in the original. If it's not fixed for you, please try with a development daily build and report back if the issue persists. Maybe if Hanoi stands there, it complicates things, since Dektora must move "around" him. I don't remember play-testing with Hanoi being there when chasing Dektora, but I'll see if I can remove him from that scene to avoid confusing the player.

Gordo floating is -- I think -- a new one, although I have seen weirdness with the animation of "climbing" stairs. This can happen to McCoy, from whom for some reason they put the climbing stairs animation but also supported moving up and down the stairs without that animation -- this is probably true for all NPCs. Which can cause weirdness, which is more likely to manifest in Act 4 at the underground areas where there are many stairs for some reason :D :D I have a mind to fix that, but knowing about that specific Gordo situation helps too.

About Early Q's corpse looting. I think it is intentional that some paths of the story are "blocked" by certain events occuring. It is sort of similar if you kill Zuben on McCoy's building rooftop instead of the warehouse in Chinatown. I am not sure I agree with that, if it was intended, but it will probably stay that way. We'll see.

I agree that it's a shame about Moraji. Guzza too, although at that point he is quite irredeemable and get what's coming to him. Maggie... I want to do something about that, as a special ending thing... but it might be too difficult to put together. Again, we'll see. It depends on how much free time I can invest on this.

About the Lucy thing. I must have written this before, but I never saw it as weird when playing originally,until a few years ago it was pointed out that it implies a romantic relationship. I always saw it as McCoy being the new protector for Lucy, since she rejects Clovis as a father figure and being around Clovis has become way too unsafe for her. I do agree that the "love theme" is an unfortunate choice. Lucy definitely shows romantic feelings toward McCoy -- but that is kind of normal. McCoy does not -- he mostly shuts her down on that front. At least that's my perception of it. I don't think it was ever intended to make McCoy a weirdo just because he chooses to help Lucy.

Bullet Bob will get some more stuff for Restored Content. Same goes for Chew and Sebastian. Maybe Leon, we'll see.
avatar
jakejakejake1234: Just a few quick things that I forgot to mention.

Remember that glitch I mentioned regarding Crazy Legs, the one where when you go to see him in act 4 you have the option to show him the photo of Dektora and ask if she was the one who bought the car even if she was human and didn't buy the car. Well it turns out if you talk to Crazy legs in act 4 and Dektora is a replicant and she bought the car you do not have the option to show him the photo and ask if she was the one who bought the car. There is clearly a mix up here.

This next part was so minor that I initially wasn't going to mention it, but for the sake of being thorough I will. I played the entire game using the draw allobj code and I realized there were some interactable object weren't highlighted with a green square. These include the animals just outside of Izos shop in Hawkers circle, the statue in the twins apartment and the printer in Sebatians office in his apartment. I just thought it was worth bringing up.

Also I mentioned this before but in act 3 not being able to find Guzza in the office when you want to show him Holdens badge is pretty annoying. I've even had it happen with Lucy in the arcade where she would not appear when she should have. Is there a way around this?

It turns out while typing one of these posts I left game running in the background and McCoy was in Dektoras dressing room, when out of nowhere Hanoi entered the room grabbed McCoy by the neck and threw him out of the club. I didn't even know this scene existed and I found it completely by accident. Even to this day I am still discovering more secrets within the game.

I saw the two restored scenes involving Rachel. They were great and add more depth to both Rachel and McCoy. It's a shame that they didn't make it into the final game and that they are so well hidden. But at least we get to see them now.

I was kind of bummed out that in the later parts of the game there was not as many clues for you to find as there was in the beginning. After act 3 there are not many to find at all but I have to ask. Will there be more clues in the restored content?

I always found it bizarre when McCoy asks the Peruvian woman what happened to her scorpions even if McCoy never saw or interacted with them before because Dektora bought them before he arrived. Was this intentional or is it a glitch?

Also just wanted to say in the KIA suspects section Dektora is still listed as suspect even after you obtain the car registration clue which addresses her by name.

Maybe I am misremembering but the sewers seem a lot more creepier than I remember. The constant growls and distorted noises in the background are more prevalent than ever and those mutants seem to show up more often than usual. If that was something on your end I have to say, nice touch.

Also something happened in my latest playthrough that never happened before. In act 4 when I first entered the twins underground lair they didn't appear. It didn't matter how many times I re entered the place they never showed up. The only things that I did differently on this playthrough is I used the code to make Dektora buy the scorpions and I saw the extra scenes with Rachel. I do not know if it is all related but I thought it was worth bringing up.

Just wanted to say again it's been a real honour helping out with the bug testing of one of my favourite game of all times. I've bug tested other games but I never thought this game would be one of them. It's been a pleasure.
I just pushed a fix for the logic about asking CrazyLegs about Dektora.
In a kind of macabre update, I also fixed the hotspots for Zuben and Moraji and probably any other dead character who was affected by the regression, introduced by a previous fix.
Finally, I fixed the mutants (specials) and rats so that their corpses will be clickable.
Oh, and one of the police officer's if killed by McCoy in Act 4 will no longer miss his death animation :)

The fixes will be part of the daily development build --so probably ready by tomorrow if anyone wants to test.

About the questions above, there are custom areas that are interactable that won't be highlighted as green with the debugger. That's because they are part of the "regions" and not items or objects. It's a quick way to introduce hotspots for the restored content mode.

Lucy and Guzza and probably other characters can be annoying to find in their expected locations in Act 3. I wanted to fix that behavior a bit, but I haven't done anything yet on that.

The scorpions inconsistency is probably a minor bug. I don't think it's intended... it's just that it's harmless enough that was probably on low priority for the original game developers (and still is for us :) )

There will be more clues to get in Restored Content, but I don't want to raise your hopes too much. They will make the experience richer, hopefully.

I am unsure about your issue with the twins not being there. It did happen to me once, to get there for the first time and not find them there, but I did find them later on. Maybe the hack affected their behavior somehow -- although I can't see how. If you have a save game to share from this issue (eg. you could upload/share on a Google Drive), I could look into it further.
avatar
jakejakejake1234: Just a few quick things that I forgot to mention.

Remember that glitch I mentioned regarding Crazy Legs, the one where when you go to see him in act 4 you have the option to show him the photo of Dektora and ask if she was the one who bought the car even if she was human and didn't buy the car. Well it turns out if you talk to Crazy legs in act 4 and Dektora is a replicant and she bought the car you do not have the option to show him the photo and ask if she was the one who bought the car. There is clearly a mix up here.

This next part was so minor that I initially wasn't going to mention it, but for the sake of being thorough I will. I played the entire game using the draw allobj code and I realized there were some interactable object weren't highlighted with a green square. These include the animals just outside of Izos shop in Hawkers circle, the statue in the twins apartment and the printer in Sebatians office in his apartment. I just thought it was worth bringing up.

Also I mentioned this before but in act 3 not being able to find Guzza in the office when you want to show him Holdens badge is pretty annoying. I've even had it happen with Lucy in the arcade where she would not appear when she should have. Is there a way around this?

It turns out while typing one of these posts I left game running in the background and McCoy was in Dektoras dressing room, when out of nowhere Hanoi entered the room grabbed McCoy by the neck and threw him out of the club. I didn't even know this scene existed and I found it completely by accident. Even to this day I am still discovering more secrets within the game.

I saw the two restored scenes involving Rachel. They were great and add more depth to both Rachel and McCoy. It's a shame that they didn't make it into the final game and that they are so well hidden. But at least we get to see them now.

I was kind of bummed out that in the later parts of the game there was not as many clues for you to find as there was in the beginning. After act 3 there are not many to find at all but I have to ask. Will there be more clues in the restored content?

I always found it bizarre when McCoy asks the Peruvian woman what happened to her scorpions even if McCoy never saw or interacted with them before because Dektora bought them before he arrived. Was this intentional or is it a glitch?

Also just wanted to say in the KIA suspects section Dektora is still listed as suspect even after you obtain the car registration clue which addresses her by name.

Maybe I am misremembering but the sewers seem a lot more creepier than I remember. The constant growls and distorted noises in the background are more prevalent than ever and those mutants seem to show up more often than usual. If that was something on your end I have to say, nice touch.

Also something happened in my latest playthrough that never happened before. In act 4 when I first entered the twins underground lair they didn't appear. It didn't matter how many times I re entered the place they never showed up. The only things that I did differently on this playthrough is I used the code to make Dektora buy the scorpions and I saw the extra scenes with Rachel. I do not know if it is all related but I thought it was worth bringing up.

Just wanted to say again it's been a real honour helping out with the bug testing of one of my favourite game of all times. I've bug tested other games but I never thought this game would be one of them. It's been a pleasure.
avatar
PraetorianWolfie: I just pushed a fix for the logic about asking CrazyLegs about Dektora.
In a kind of macabre update, I also fixed the hotspots for Zuben and Moraji and probably any other dead character who was affected by the regression, introduced by a previous fix.
Finally, I fixed the mutants (specials) and rats so that their corpses will be clickable.
Oh, and one of the police officer's if killed by McCoy in Act 4 will no longer miss his death animation :)

The fixes will be part of the daily development build --so probably ready by tomorrow if anyone wants to test.

About the questions above, there are custom areas that are interactable that won't be highlighted as green with the debugger. That's because they are part of the "regions" and not items or objects. It's a quick way to introduce hotspots for the restored content mode.

Lucy and Guzza and probably other characters can be annoying to find in their expected locations in Act 3. I wanted to fix that behavior a bit, but I haven't done anything yet on that.

The scorpions inconsistency is probably a minor bug. I don't think it's intended... it's just that it's harmless enough that was probably on low priority for the original game developers (and still is for us :) )

There will be more clues to get in Restored Content, but I don't want to raise your hopes too much. They will make the experience richer, hopefully.

I am unsure about your issue with the twins not being there. It did happen to me once, to get there for the first time and not find them there, but I did find them later on. Maybe the hack affected their behavior somehow -- although I can't see how. If you have a save game to share from this issue (eg. you could upload/share on a Google Drive), I could look into it further.
Do you know where the save files are located and also how can I share my saved games with you?
Post edited April 17, 2021 by jakejakejake1234
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jakejakejake1234: Do you know where the save files are located and also how can I share my saved games with you?
For Windows:
If you're running the game from the GOG shortcut, then the save games will be stored in the "saves" subfolder inside the folder where the game was installed. Typically it will be something like "C:\Games\Blade Runner\saves". The save games will have a name "project-nov.###".

If you're running from a standalone ScummVM, then they will be under "%APPDATA%/ScummVM\Saved games"
which translates to something like: "C:\Users\<username>\AppData\Roaming\ScummVM\Saved games", where <username> is your username in Windows.
Note that "%APPDATA%" is a Windows variable, so you can use that one as is to go to your user's AppData/Roaming folder.

You can upload the saved files as a zip archive or a 7z (7zip) archive on a sharing file service. I use Google Drive typically. When you upload the files there, you have an option to share with everyone who has a specific link (that Google Drive will give you). So then, you paste that link here or, if you prefer, via a PM.
Google Drive Service is located here -- if you already have a google account (eg. Gmail) it's easy to login because you can use the same credentials:
https://drive.google.com/drive/my-drive

Alternatively, if you have a github account, you can login to our bug tracker and create a ticket for the issue you have encountered. The bug ticket page will allow you to attach relevant savegame files.
https://bugs.scummvm.org/
Post edited April 17, 2021 by PraetorianWolfie
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jakejakejake1234: Do you know where the save files are located and also how can I share my saved games with you?
avatar
PraetorianWolfie: For Windows:
If you're running the game from the GOG shortcut, then the save games will be stored in the "saves" subfolder inside the folder where the game was installed. Typically it will be something like "C:\Games\Blade Runner\saves". The save games will have a name "project-nov.###".

If you're running from a standalone ScummVM, then they will be under "%APPDATA%/ScummVM\Saved games"
which translates to something like: "C:\Users\<username>\AppData\Roaming\ScummVM\Saved games", where <username> is your username in Windows.
Note that "%APPDATA%" is a Windows variable, so you can use that one as is to go to your user's AppData/Roaming folder.

You can upload the saved files as a zip archive or a 7z (7zip) archive on a sharing file service. I use Google Drive typically. When you upload the files there, you have an option to share with everyone who has a specific link (that Google Drive will give you). So then, you paste that link here or, if you prefer, via a PM.
Google Drive Service is located here -- if you already have a google account (eg. Gmail) it's easy to login because you can use the same credentials:
https://drive.google.com/drive/my-drive

Alternatively, if you have a github account, you can login to our bug tracker and create a ticket for the issue you have encountered. The bug ticket page will allow you to attach relevant savegame files.
https://bugs.scummvm.org/
I just posted a bug ticket to scummvm along with my save files, the ticket number is 12443. I hope this helps. Also is there any way to know when the game has been updated with either bug fixes or restored content?
Post edited April 17, 2021 by jakejakejake1234
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jakejakejake1234: I just posted a bug ticket to scummvm along with my save files, the ticket number is 12443. I hope this helps. Also is there any way to know when the game has been updated with either bug fixes or restored content?
Thank you, I looked into the report and replied there, but I'll need a separate save game to check the mainframe issue.

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jakejakejake1234: Also is there any way to know when the game has been updated with either bug fixes or restored content?
Not really. One can check the commit log on the ScummVM github. If you are interested about specific bugs I could probably check to see if they're already fixed. Daily developer builds get the fixes first, and those will eventually be part of the next stable official ScummVM release, which should be version 2.3.0 -- but we have no ETA date as of yet for that.

When the Restored Content mode is complete, I'll definitely post here and there probably be a ScummVM news post about it, too, since we'll *then* need people to properly test that one from start to finish.
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jakejakejake1234: I just posted a bug ticket to scummvm along with my save files, the ticket number is 12443. I hope this helps. Also is there any way to know when the game has been updated with either bug fixes or restored content?
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PraetorianWolfie: Thank you, I looked into the report and replied there, but I'll need a separate save game to check the mainframe issue.

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jakejakejake1234: Also is there any way to know when the game has been updated with either bug fixes or restored content?
avatar
PraetorianWolfie: Not really. One can check the commit log on the ScummVM github. If you are interested about specific bugs I could probably check to see if they're already fixed. Daily developer builds get the fixes first, and those will eventually be part of the next stable official ScummVM release, which should be version 2.3.0 -- but we have no ETA date as of yet for that.

When the Restored Content mode is complete, I'll definitely post here and there probably be a ScummVM news post about it, too, since we'll *then* need people to properly test that one from start to finish.
Thanks for responding. Regarding the twins the only reason why I bought it up is because every time I have played the game they were always there when I first arrived, and we're talking many many many playthroughs. So them being there every time I first arrived is either a really good of string good luck..... or a rare bug. I tried to recreate that bug with the mainframe but to no avail so it must have been just a one off, no big deal. It was nice talking to you, take care of yourself okay and good luck with the rest of the project.
Post edited April 17, 2021 by jakejakejake1234