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Re: Patch 1.0.2

Posted: Tue Apr 21, 2009 6:02 pm
by gothemasticator
Jonas,

Are you guys interested in copyediting stuff? Spelling errors, places where written subtitles don't match spoken text, that sort of thing?

For instances: foilage should be foliage in poetry book in Phas' apartment; loose should be lose in The Pulse magazine, women's stall in Sol's; and there a few instances in Chris the Cynic's dialogue when not everything he says is subtitled.

I could keep track of what I see and send you a big list down the road. Or you might not care. They are small errors.

Re: Patch 1.0.2

Posted: Tue Apr 21, 2009 6:09 pm
by Jonas
Well Arnaud is already doing that, and a lot of his corrections have already been implemented in 1.0.2 (check the patch list, it already mentions a lot of conversation fixes). I'm not sure I could handle the overlap that would doubtlessly result from having two seperate people proofread the whole mod without having a nervous breakdown.

So I'd have to say thanks a lot, but no thanks. I will fix the ones you've reported just now though, unless I already fixed them as part of Arnaud's proofreading.

Also FYI, any spelling and grammatical errors you find should be blamed on anybody credited with writing, other than me ;)

Re: Patch 1.0.2

Posted: Tue Apr 21, 2009 9:42 pm
by Trestkon
Link posted!

I'll be completely honest and say that the installer was not tested to our satisfaction. It *should* work fine and be compatible with both 1.0.0 and 1.0.1 but if you have any issues please post here and we'll look into it immediately, we'll be monitoring this thread closely, as always :)

Re: Patch 1.0.2

Posted: Tue Apr 21, 2009 9:48 pm
by Duke Floss
cool!!! installing right now :)

Re: Patch 1.0.2

Posted: Tue Apr 21, 2009 10:09 pm
by Trestkon
Duke Floss wrote:cool!!! installing right now :)
Let us know if it works!

Re: Patch 1.0.2

Posted: Tue Apr 21, 2009 10:23 pm
by irenicus
Marvelous!!
I installed it over the 1.0.1 Version, started a new game and no problem occured so far!

You're really doing a great job, i can't stop telling you that! :)

Re: Patch 1.0.2

Posted: Tue Apr 21, 2009 10:46 pm
by Thehotdogman
The installer progress bar (for me at least) is stuck somewhere around 55 or 60 percent. Files transfer fine, though. I"m patching from 1.0.1 to 1.0.2.

As far as the game itself goes, in the opening cutscene, when DD is alerted by the sound in the ally, he takes out both his assault rifle and his sword. The assault rifle looks like it's properly held, but the sword is just sort of sticking up from his hand.

Also, may i thank the devs for fixing the text issues in convos? I can now see all conversation options.

Vista home premium
2 gigs ram
Geforce 8300gs

Re: Patch 1.0.2

Posted: Tue Apr 21, 2009 11:06 pm
by irenicus
Hmm, sorry to say that, but tnm 1.0.2 just crashed and no error message was given! :cry:
Location: in the easter egg cave of phas's appartement building
Attaching the tnm.log...

Re: Patch 1.0.2

Posted: Tue Apr 21, 2009 11:47 pm
by Jetsetlemming
I didn't notice this in the patch fixes- there are a small number of reflective texture fixes, but the stairs to the coffee shops in Downtown are all fucked up, because it's so many little tiny reflective textures overlapping each other and covering each other, which totally fucks with how the engine draws 'em. They get all splotchy and show through one another, similar to what was happening with the DXE tables.

Re: Patch 1.0.2

Posted: Wed Apr 22, 2009 1:49 am
by Felix3322
I installed and have no problems. I even managed to do the fist few parts of my recorded playthrough :D

By looking over your changes it looks like you have gotten most of the bugs. Thank you guys for all the hard work! I am sure we all look forward to playing TNM a few dozen more times! lol

Re: Patch 1.0.2

Posted: Wed Apr 22, 2009 2:37 am
by Kokoro
I have a save game bug. There are similar problems on the boards but this is a first for me and since I just updated to v1.0.2, I figured I should post it. I successfully installed v1.0.2, tested v1.0.1 saves and they loaded fine. Started a new game and created a save at the beginning which saved fine. Also, I did a couple quick saves. I decided to redo a part in the apartment so I hit quick load and I was taken back to the main logo screen. I hit load and both the new save game and the new quick save were missing. In place of them is “saveinfo.dxs missing!!!”. I went into the save game file on my HD and both the map saves are in there but no saveinfo.dxs. The v1.0.1 saves are all fine. How do I get the saveinfo.dxs to create?

Re: Patch 1.0.2

Posted: Wed Apr 22, 2009 4:34 am
by Amenfire84
I've encountered two problems with the patch so far. First of all, my quicksave and one of my first saves won't load because it can't find the state; "Beefman.sitting" or something similar to that. That problem also happens when i actually do reach him, i reach the llama temple, and right before i enter the doors, it does a map load and then when its done I suddenly find myself moving extremely slowly and that 'beefman.sitting' error appears. So i actually can't progress into the storyline with this bug :(

Re: Patch 1.0.2

Posted: Wed Apr 22, 2009 4:50 am
by JC_Helios
[ignore me]Might be a 1.0.2 + Shifter 1.8.2 bug, but.... no sound comes from the pistols when shot. just the bullet casing flying out and hitting the ground. Pistols did have the appropriate fire sound in 1.0.1+ shifter 1.8.2 . This effects both 1.0.1 saves and new games.[/ignore me]

Bah, no strike-through option on these forums. After seeing the sound work fine on Felix's video I'm sure it's a shifter thing. Mentioned this in the shifter topic, non-shifter users ignore this.

Re: Patch 1.0.2

Posted: Wed Apr 22, 2009 10:39 am
by european
Sounds like it's worth waiting for a comment from the TNM crew before installing this one.

Re: Patch 1.0.2

Posted: Wed Apr 22, 2009 10:49 am
by Jonas
Not sure what you expect us to say. None of us are playing with Shifter, and we're not really planning to test TNM with Shifter. Frankly, we're enormously impressed that Yuki has bothered to make Shifter TNM-compatible. We just want to see as little of DX's code as possible from now on.