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TNM 1.0.5 test help 
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Illuminati
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Post Re: TNM 1.0.5 test help
Well, once you start the game it's already listed as added in the console. So unless you want to prominently paste it at the middle of the screen, it won't help...

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Tue Mar 13, 2012 8:42 am
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UNATCO

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Post Re: TNM 1.0.5 test help
Hassat Hunter wrote:
Well, once you start the game it's already listed as added in the console. So unless you want to prominently paste it at the middle of the screen, it won't help...


That's sort of what I meant. Sort of like the Place Text that you have in Deus Ex


Tue Mar 13, 2012 8:50 am
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MJ12

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Post Re: TNM 1.0.5 test help
Kind of dumb, but kind of a good suggestion too I think. Would it be possible to redo the graphics for the Gibinator Battery or the stand that it's on? It blends in so well that it's hard to know that it's there. I only found out about its existence when I read it in a walkthrough somewhere, and usually when I want the Gibinator I end up forgetting the battery entirely and having to go back for it.

Also, did Jonas ever reveal what his "super-duper deep dark secret in TNM that no one never-ever has found"? Edit: I notice the place where DXO is watching Kevo from isn't mentioned here. Is that a possibility?

Also, I found an account running in Goat City Day 2. Tried using it and the system didn't recognize it. Good or not?

Another funny glitch: In my recent game, I had a WCID agent (red) standing in front of PDX HQ with them all green. If WCID agent noticed me or I killed him, it set the rest of the PDX guys on me.

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Fri May 11, 2012 10:13 pm
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Illuminati

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Post Re: TNM 1.0.5 test help
ggrotz wrote:
Kind of dumb, but kind of a good suggestion too I think. Would it be possible to redo the graphics for the Gibinator Battery or the stand that it's on? It blends in so well that it's hard to know that it's there. I only found out about its existence when I read it in a walkthrough somewhere, and usually when I want the Gibinator I end up forgetting the battery entirely and having to go back for it.

Also, did Jonas ever reveal what his "super-duper deep dark secret in TNM that no one never-ever has found"? Edit: I notice the place where DXO is watching Kevo from isn't mentioned here. Is that a possibility?

Also, I found an account running in Goat City Day 2. Tried using it and the system didn't recognize it. Good or not?

Another funny glitch: In my recent game, I had a WCID agent (red) standing in front of PDX HQ with them all green. If WCID agent noticed me or I killed him, it set the rest of the PDX guys on me.


Um, the deep dark secret can be found at WC headquarters. You might want to talk to an icy character there.

I second the the change to the Gibanator battery...if it doesn't require a shitload of time.

Which version are you playing? I think the over-sensitive PDX bunch was fixed in 1.03. Don't quote me though. :)

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Fri May 11, 2012 10:52 pm
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Post Re: TNM 1.0.5 test help
Didn't knew about the one on the stand until Jonas told me either. Did find the second one.

And yeah, don't think I added "the secret" (and some other tiny ones found since) to the walkthrough. Maybe once 1.0.5 is done. Then it needs an update for the found items anyway :).

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Fri May 11, 2012 10:57 pm
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Post Re: TNM 1.0.5 test help
Gonna have to add a new, ridiculously over-concealed secret to the game for 1.0.5, I guess.

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Fri May 11, 2012 11:02 pm
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Post Re: TNM 1.0.5 test help
The PS-20 in Phasmatis Apartment doesn't count?

You couldn't even find it... :P

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Fri May 11, 2012 11:06 pm
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Post Re: TNM 1.0.5 test help
Jonas wrote:
Gonna have to add a new, ridiculously over-concealed secret to the game for 1.0.5, I guess.


A hidden container in the lava caverns, only accessed by jumping on a certain combination of strata?.... Nooooooo! :P

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Fri May 11, 2012 11:06 pm
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Post Re: TNM 1.0.5 test help
Hassat Hunter wrote:
You couldn't even find it... :P

I don't recall ever looking for it.

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Fri May 11, 2012 11:22 pm
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MJ12

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Post Re: TNM 1.0.5 test help
bobby 55 wrote:
I second the the change to the Gibanator battery...if it doesn't require a shitload of time.


Yeah, I was just thinking to shift the color to something that stands out. Even just making a visible enough red or blue line some place to indicate the end that plugs into the Gibinator (looking at the animation for it). Should be moderately easy to get done.

bobby 55 wrote:
Which version are you playing? I think the over-sensitive PDX bunch was fixed in 1.03. Don't quote me though. :)


1.04+ . Over-sensitive, yes. But I'm thinking the WCID agent just standing there (which red IFFs, too) in front of the PDX HQ is pretty glitchy in and of itself.

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Sat May 12, 2012 2:55 am
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MJ12

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Post Re: TNM 1.0.5 test help
I happened to go back through this entire thread...

Jaedar wrote:
Oh yeah, would a reduction in save file size be possible? I'm assuming no due to how the engine saves stuff, but I thought I might ask especially if you're implementing autosaves cause I remember the save times getting pretty high some times.


Jonas wrote:
Nick spent a day looking into save file reduction, and I believe the conclusion was: "fuck it."


Someone suggested a way to lower the save file size *on disk* in this other thread (in DXEditing, I imagine not everyone reads that), and I did some work testing some things. You will see a "first draft" of a size reducer that one could run against your DX saved games to reduce the size used on disk. Reference viewtopic.php?f=36&t=11363 for the thread. (From what I can tell in learning how the engine "saves stuff", time in saving the actual changes seems to be most of the time, so it doesn't count too much to lower time spent. But I notice some minor speed increases if there aren't too many differences) I also have a little loader worked up, which while far from any condition to beta test right, seems to work well in creating/preserving similar changes in any saved games created while the loader is run. Would there be any interest in finishing it out (maybe for loader v 1.02)? Note the caveats placed within the thread itself regarding these things.

nerdenstein wrote:
I'm not sure if I've already posted this but;
I spend ages looking for DDL and even longer looking for a way into the WC basement


Is there some way in the game to learn that DDL exists? If not, could it be possible to add one (like a datacube or something on the "level that does not exist" mentioning the escape that DDL mentions)? I really can't find anything which points to the fact that you can even find a person in those sewers...

nerdenstein wrote:
One feature I'd quite like to have seen is the ability to store items in a room (PDX Armoury, Ravings Locker Room for example) and for them to appear after DXI.


Not really necessary, IMO. The issue is as much or more the idea that you have the potential of carrying a few interesting and unique items out of DXI, one of those is the goal, which is 4 spaces. You almost always throw away a number of things to be able to get back out. But in the group that is ambushed, there's always a good selection of rifles and heavy weapons, so it's kind of hard in my mind to justify something like this. This is especially since it's possible to artificially increase your inventory by continually running back to the storage area, as was noted.

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Tue May 15, 2012 3:17 am
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Post Re: TNM 1.0.5 test help
ggrotz wrote:
Is there some way in the game to learn that DDL exists? If not, could it be possible to add one (like a datacube or something on the "level that does not exist" mentioning the escape that DDL mentions)? I really can't find anything which points to the fact that you can even find a person in those sewers...

That's the idea. It's supposed to be a complete and utter surprise if you find him. You know how all substantial content in games is usually placed somewhere on the critical path where the player is more or less forced to find it during a playthrough? Or how even optional content has all sorts of hints embedded elsewhere in the game to make sure you find it? Even in Bethesda's games, all the content that has narrative attached to it tends to be part of some quest. That means exploration tends to just be rewarded with some extra loot or (at worst) meaningless collectibles. Well we decided that we wanted to reward exploration with proper fleshed-out narrative content - it shouldn't just be optional, it should be downright hidden. We have a handful of things like that throughout the game, but DDL is like the flagship of that idea.

That said, I have added some content for version 1.0.5 that ties him a little better into Forum City. It's not exactly a hint as to his whereabouts, but it does at least alert you to his existence before you find him. I won't say any more than that.

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Tue May 15, 2012 8:25 am
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Post Re: TNM 1.0.5 test help
Jonas wrote:
That said, I have added some content for version 1.0.5 that ties him a little better into Forum City. It's not exactly a hint as to his whereabouts, but it does at least alert you to his existence before you find him. I won't say any more than that.


That was kind of the point. There's a definite cognitive dissonance in the storyline (if there was much of one?) when it comes to the character. He's just kind of there in the sewers. No friends, no previous life outside of the sewers, no nothing. Like he just appeared there. The DDL dialogue says something different, of course, which becomes an issue. It doesn't necessarily have to be in your face, just something to prove that he had a real life outside of the sewers once. The datacube idea was what came to mind, just speaking of "the guy that escaped into the sewers" or something like that.

But I'm sure you'll have a decent resolution.

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Tue May 15, 2012 6:47 pm
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Post Re: TNM 1.0.5 test help
Right now I'm playing The Nameless Mod for the fourth time - excellent work.

It's good to see people still interested in this mod - this proves that TNM isn't dead.

KK's behavior weirdness in PDX HQ:
1. Anger King Kashue by killing somebody in PDX HQ.
2. Drain away all his bioelectrical energy. (not sure if this is necessary)
3. Make him shoot all of his ammo, so he will charge at you with a sword instead.
4. Let him kill you with a sword.
5. ???
6. He will be continuously hitting your dead body with a sword.

I'll post a video of this in action when I figure out how to use FRAPS.


Thu May 17, 2012 4:50 pm
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MJ12

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Post Re: TNM 1.0.5 test help
ggrotz wrote:
(From what I can tell in learning how the engine "saves stuff", time in saving the actual changes seems to be most of the time, so it doesn't count too much to lower time spent. But I notice some minor speed increases if there aren't too many differences)


Actually I've been testing that little loader which hard-links duplicate files within saved games some more. I tested it against TNM with New Vision and HDTP loaded, and the time difference in saving games becomes considerable. After I get a chance to test it against 2027 (and maybe Kentie's loader), I might work up a workable beta test and post it here if people are willing...maybe even forget the compression part since I'm not sure that saves too much time at any point in the process anyway.

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Fri May 18, 2012 7:58 pm
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