SkeeterUK: Hi there and thanks for the reply. ;)
The daily build was 16th of this month.
So when i got sound working i just played for a bit, but then the time came to save and it wouldnt save i was on the save screen typing my save name and enter or the button wasn't working. I thought hmm darn, so i went to scummvm and saw the save path didn't have anything in or was wrong i dunno which, after i edited to the BR/saves/rc folder (wasn't sure about rc folder) but saving worked after.
Then after reading ur post saying shouldn't matter about the sound, i just tried taking the emulated sound option to default and its working now without needing that been changed to creative.. Its on default now and works. So im guessing with the save path not set or somit it wasnt playing most audio except ambiet sounds. Weird.
Filtered yeah i do the key combo i dont notice much diff.
I tried aa_x4 and seems to smooth alot of jaggies in the game nicely, tho not the characters but almost everything else. FXAA also worked, 3dfx one i found brightened up the game and wasnt too bad either, but for now im sticking to the aa_shader 4 level 2, with HQx3, and tho i dont think affects it game renderer at the bottom set to AA - 4x which as said probs doesnt do much so i might take that off and just use the shader and hqx3 boxes left on.
Btw, if ur a dev, would it be cheeky to ask if its at all possible to introduce a left or right or middle click to skip dialogue option as when i play games like point and click games and most is done with the mouse i kinda wana just skip dialogue with a mouse click not a keyboard press like space or enter, it means i gotta go out of lazy mode and do somit else with me hand lol. :p If not np if maybe then cool. Just used to pressing mouse click to skip dialogue in games like this. I think the EE does mouse click skipping when i had a little go of it (installed both from gog as bought it recently as it said get both versions for just a fiver. (still got the boxed version of the game somewhere btw :) )
Btw i noticed a key combo says try ctrl and alt and 1-8 but i tried and it didnt do anything i could see, i thought it might have gone through some diff filters or something i dunno what i was expecting but it didnt work as in visually see anything change. I thought it was for changing some filter gfx on the fly so i could see the changes real time instead of having to start and look then relaunch all the time for diff shaders to see what they looked like, or was the hope anyhow.
Btw - do most ppl play with directors cut ticked or not, i used to tick it all the time when i last played it, think ive completed it twice (i still got same ending roughly even tho years apart lol which i guess im no good with finding all these 13 endings lol with just trying to be a good blade runner but never seeing the option of being a rep and follow that or other paths). I think it just adds a few more dialogue choices but wasnt sure.
Edit - hmm trying to play but i think ive got a bug. I read a walkthrough document and watched a youtube vid to confirm the same should happen but its not happening to me.
I talked to and got all the clues at the animal shop, i then talked to cop outside about 2 witnesses, then i go to the cop station 3rd floor but the guy wont talk to me about anything. At first i went to chinatown like i used to do in past playthroughs due to the chinatown wrapper at anima shop (i always presume u go there first cos of that clue and u see the map after the animal shop) but reading a walkthrough and watched a vid i tried going to cop station after loosing the guy at chinatown, nothing, so i loaded up a save before i moved from anima shop at start and went to cop station like guide said and go to 3rd floor but he says nothing and come back later. Is it a bug or normal?
Edit 2 - Ok i tried the default (non restored) version by launching the exe in the br folder so uses stock scummvm, that one worked but things ive not noticed in that was lack of testing animal shop owner if hes a rep, the audio saying about hit and run when i got to the cop station and a missing sound option slider in menus (btw wheres the brightness slider it used to be in the boxed version but missing from the stock and latest scummvm daily versions with restored playing) Anyhow so i believe the daily scummvm build has a bug the stock version or the non restored content version hasnt got where if u go to the cop station after the start he wont say anything apart from come back later. Hope its a easy fix tho as id like to get that working then continue to play restored one on the latest scumm version.
I'm happy you've found the answer about Dino and his lab results. Yeah, it's intentional; I've changed it to match what the game manual says, which is to upload the clues to Mainframe first and he'll respond for those uploaded.
The save game issue is indeed weird. I don't get this bug when installing a fresh ScummVM version (portable or proper central installation) -- ScummVM will by default use a folder where it puts its logs and configuration file, but I think I've seen a game stream a few years ago where the streamer got this issue. Maybe it's related to the OS version or particular PC configuration. We'd need a proper bug report for it to be filed on our bug tracker (
https://bugs.scummvm.org) to look into this properly.
About "Designers' Cut". Don't enable it on first playthroughs, and I would not recommend enabling it in general. It unintuitevely removes dialogues from the game. It was supposed to be an option for "quicker" playthroughs after you've fully experienced the game once. It mostly removes some of McCoy's inner dialogue in Act 1 and then does little. I think there's 1 or 2 cases where it does something different in a later Act but I can't remember off-hand and those may have been a leftover debug cases rather than intentional. "Luckily" as you can tell it's also a feature that they didn't implement fully so you won't really miss out much, but if you know about a dialogue McCoy is supposed to say but doesn't, this checkbox is the culprit.
About "Ctrl+Alt+1" to "Ctrl+Alt+8". I am not sure what's going on there. It's not working for me either so we may have dropped the shortcut and forgot to update the documentation or it's some bug we should fix.
If you are in "SDL Surface" graphics mode (you can select "Graphics Mode" from the launcher's "Graphics" Tab (under Global Options or specifically for a game with "Game Options") then "Ctrl+Alt+9" and "Ctrl+Alt+0" work for cycling through graphic scalers while in-game. This does not work for OpenGL graphics mode (which is the default on Windows), and I am not sure why as of yet.
Basically, these kind of shortcuts will also show a small popup prompt on-screen to indicate that a change has happened. Shortcuts that I've tested and work for me are:
Ctrl+Alt+F: To toggle the filtered graphics. There's some noticeable change with jagged edges in the graphics and the cursor. It's smoother but a bit blurrier and I tend to have it off.
Ctrl+Alt+A: Toggles aspect ratio correction, but it does not affect Blade Runner (it only has a purpose on classic Sierra or Lucas Arts games of low resolutions (...)).
Ctrl+Alt+D: Opens the game debugger. You exit it with Esc or writing exit to the command prompt.
Ctrl+Alt+S: Cycles through available "stretch" modes (eg. Fit to window, Stretch to window, Pixel Perfect, Centered, etc)
Ctrl+Alt+9 or Ctrl+Atl+0: Cycles backwards or forwards on available graphic scalers. Currently only works in SDL Surface graphics mode.
Alt+S: grabs a screenshot.
Ctrl+F5: brings up the ScummVM in-game menu.
There maybe others but those above work.
I am not sure about the Mouse Right Click being used to skip a conversation. I've put quite a bit of effort to implement all the hotkeys for the game (documented in its manual and non-documented) but I also did implement game specific support for the keymapper so you could try to set it there (from ScummVM launcher, Game Options, "Keymaps" tab or from in-game, with Ctrl+F5 and then Options and then "keymaps"). Since right click is already used for toggling drawing McCoy's weapon I expect there could be some conflict there. Or it could work fine -- you could test and report back :)
Finally, about the "Gamma" setting in KIA. It got very low priority in implementation and we ended up never implementing it. I believe the justification was that the user could adjust their screen brightness with an external control (from their OS graphic settings, gpu options, or monitor settings). I looked into it again about a year back but it still has low priority, way below all the other features I want to add first :).