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1  RPG / Translation Forum / Re: [TR] AoD French Translation - Traduction française en cours... on: April 12, 2019, 12:11:06 pm
I'm back ! Hell yeah !!!!  Grin
2  RPG / Translation Forum / Re: [TR] AoD French Translation - Traduction française en cours... on: April 04, 2019, 03:13:14 pm
Thanks Sunfire. If everything goes as expected, my internet will be installed in my new home the 12th of this month. The movement goes well, 3 days yet to finish it. The harder is behind us now, still got to set up the living room furnitures. I'm gonna upload a picture on the drive. Salute
3  RPG / The Age of Decadence / Re: >> Bug reports and improvements: Teron and sublocations @ release version << on: March 27, 2019, 03:40:43 pm
Great !  Approve
4  RPG / Translation Forum / Re: [TR] AoD French Translation - Traduction française en cours... on: March 27, 2019, 02:10:32 pm
Thanks Sunfire, I'm gonna give it a try before I'm totally off in the next few days.
5  RPG / The Age of Decadence / Re: >> Combat system bugs & improvements @ release version << on: March 22, 2019, 01:51:15 pm
Hm, it makes sense that way. Wink
6  RPG / The Age of Decadence / Re: >> Bug reports and improvements: Teron and sublocations @ release version << on: March 17, 2019, 06:20:58 am
Downloaded and installed the hotfix : OK
But still, the game crashes in French (impersonate success -> overheat failure -> teleported away + upgrading Lore skill -> sneak success -> unlock chest + insert the module : success -> Overheat success (2 options from there):
-> "Leave" option. It works fine
-> "I'll be right back. Watch the dials for me." Leave. (game still crashes here)



And I still can't switch the game in English via gameplay/option menu in game. Editing the file pref.cs can't make me launch the game. Got to uninstall & reinstall everything.

Just need now few minutes to unsinstall & reinstall properly the game; without the French build this time.

edit #1 : after a new installation with the latest hotfix, I just followed the same steps (with sneaking when PC want to return to the machine) and it works fine when overheating it. No Decanus inside, he's just waiting outside. Overheating teleports the PC outside with some dialogues, it's OK there, the mine is destroyed.

But, if PC returns to the machine simply by talking his way in instead of sneaking ("let me pass, I'm here to see the machines"), then nothing happens after overheating the machines. There are still some unconsistant dialogue there : the Decanus waits PC near the machine which is OK, and you can tell him to insert the relic (narrate : The Decanus carefully inserts the power tube inside...). But the chest is still locked and you can loot one module inside. After looting the chest, when you examine the machine, PC's only option is to insert a tube (narrate : you carefully insert the tube....) then to recite the mantra. If PC knows the right mantra, the game tells you the machine are overheated, with the only option to leave, but after that, nothing happens, you can't even talk to anyone, so the moutain doesn't explodes.

So this part after returning inside the mine by talking your way in (I'm here to see the machines) has to be fixed now.  Wallbang
7  RPG / The Age of Decadence / Re: >> Bug reports and improvements: Teron and sublocations @ release version << on: March 17, 2019, 05:30:34 am
A logical bug indeed: if you choose the sneaking option (and taking the tube), you shouldn't be able to interact with Decanus peacefully and ask him to insert the tube (he just hasn't it).
Also, Decanus shouldn't stay inside with the tube - he should put it to the chest and get out to the entrance.
Question is - should I prohibit to choose the sneaking option after the lore failure or not?

I've checked this issue with the hot-fix and EN version. The game errors too. I just haven't next line:
- Tell the Decanus to insert the tube : OK
only
- Insert the tube.
- Leave.
When you insert the tube and try to
- Complete the ritual.
you have a peacefull Decanus dialogue, which is a bug when you're sneaking.
When you try to
- Overheat the smelter.
you have next options:
- Leave! (this is correct one, 'cause you're sneaking)
- "I'll be right back. Watch the dials for me." Leave. (this one is bugged - there is no Decanus inside when you're sneaking)
But, I can just ignore the error and continue to play normally! Damn, the scripts are a mess there! Thus some missing scripts:
dlgTeleportToMarker(TM_Decanus_NPC_01, 1990); (return Decanus after failing the lore check)
aod.quest_teronMine_takenInside = false; (you're outside after failing the lore check)
aod.quest_teronMine_loremaster = false; (when you're sneaking)
aod.quest_teronMine_sohrab = false; (when you're sneaking)
They work just fine and fix the issue. I'll include them to the next bugs-fix along with agressive Decanus dialogue option when you're sneaking.

here are some lines in the ready to translate file (Teron_Mine_01.xml) when the Decanus lets you come in and bring you to the machines considering you're really a loremaster or (fake, but it's a thing he doesn't know) Sohrab:
Quote
You are in front of the control panel. It's a chaotic mess of pipes, levers, valves, and dials. You move a few levers, but nothing happens. You see an opening for a small object.
1. "Put the relic inside."

The Decanus carefully inserts the power tube into the opening. For a long time, nothing happens, but then the console lights up and a low humming sound spreads through the cave.
1. [lore]Recite an appropriate mantra.
a-> [failure]You have no idea what you're doing. You move a few levers, but nothing happens.
1.a.->-> 1. "I need to pray for divine guidance."
b-> [success]You put your hands on the controls and recite the 'commanding fire elementals to bless ore' mantra, performing the rite as you speak the ancient words...

So question is how to fix in case of failure at 1.a. :
Should the player be teleported at the entrance of the mine, should the Decanus remove the tube and put it back in the chest? How will the player come back if he's teleported away? If teleported away, should he be able to sneak to return near the machines? Should he be able to explore freely the mine ? Should a failure force the player to return to Dellar instead (= quest failed)? Should the Decanus stay there waiting for fake Sorhab/loremaster returns ? If you're forced to return to dellar, one can presume Sohrab, the real one, should arrive at the mine shortly after as only a Praetor get the option to intercept him via the HD questline. Here, as an assassin, PC didn't killed real Sohrab, so better close this quest if a failure forces PC to return to Dellar.

That's lot of question for a fix
8  RPG / The Age of Decadence / Re: >> Bug reports and improvements: Teron and sublocations @ release version << on: March 17, 2019, 04:19:36 am
The way I see it, the game shouldn't expulse PC at the entry of the area when he failed to overheat the machine, or at least, shouldn't give the player the option to sneak when you want to come back later IF PC is already considered as a loremaster or even Sohrab. No reason there to sneak.
Now, the disadvantage is that PC won't be able to loot the mine, unless he's free to move after you add the option : "return to the Decanus". So this option shouldn't open automatically the interactions dialogues.
Now, concerning the chest when you come back: the Decanus has the key, so it should be open and empty since he previously inserted the tube.
9  RPG / The Age of Decadence / Re: >> Bug reports and improvements: Teron and sublocations @ release version << on: March 17, 2019, 04:04:27 am
But you already told the Decanus to insert the tube at the first time before sneaking, when you're dressed as Sorhab or a loremaster.
So logically, when lockpicking the chest after the game expulses you outside the mine and sneaking back, it should be empty; otherwise, it's as if you can get one for free. And after that, the new dialogue for the console is a narrative sentence : Insert the tube. (without the quote marks).
So if I insert the tube, it's as if there was two tubes in the machine (one previously by the Decanus, the second one after looting the chest).

If I sneak back inside the mine, the Decanus still considers PC as a loremaster or Sohrab, so he can't know how you did to enter back the mine, specially if no one saw you.
10  RPG / The Age of Decadence / Re: >> Bug reports and improvements: Teron and sublocations @ release version << on: March 17, 2019, 03:45:15 am
Try the same with EN version. If it works fine, then you should stop playing FR one until I'll update it.
Uninstalled (with steam tool) the game, erased all remaining files in the game directory to be able to launch the game properly after reinstalled it. But even in English, that doesn't change anything.
Have to say I experienced this bug while exploring a maximum of dialogue content in the out-post section with my PC:

- discover a new land : OK
- dress as Sorhab or a loremaster : OK
- teleported with the Decanus near the console inside the mine : OK
- try to overheat the foundry : my PC at this moment isn't skilled enough for successfully overheat the foundry. He's teleported back to the entry of the mining outpost exactly where you arrive in this area.
- With enough skillpoints in the pool, I increase the lore skill of my PC.
- Now, to return inside the mine, PC does it with a sneaking approach, to get some skill points reward and be able to loot the mine : OK
- Lockpick the chest near the Decanus : OK
- Tell the Decanus to insert the tube : OK
- Try to recite the Mantra. This time successfully. Just tell the decanus, while overheat the foundry, "I need to pray, watch the dials for me, I'll be back." And it's at this moment I experience this crash.

No hotfix installed while testing that with a fresh reinstallation. In attached file, a savegame when you arrive for the first tie at this place.  

Edit : If I come back inside the mine without sneaking, just telling the guard you're here to see the machines, the game works fine
11  RPG / The Age of Decadence / Re: >> Bug reports and improvements: Teron and sublocations @ release version << on: March 16, 2019, 05:17:54 pm
Just experienced a fatal error that crashes the game in Teron Mine. File attached "console" shows at the very end what causes this fatal error. Here is the message opened in a warning window:
Quote
..\..\..\..\..\Engine\source\ITS_common\gameIO.cpp(100,0): {Fatal}
Error: CGameMap::checkRange - wrong parameters: x = 15, y = 168. mWidth: 70, mHeight: 150.

After that, the only solution is to reboot the system.  
12  RPG / The Age of Decadence / Re: >> Bug reports and improvements: Maadoran and sublocations @ release version << on: March 15, 2019, 06:44:45 am
Well, reinstalled the latest hotfix (v34) then the French build, but still got the same bug. I don't understand. Wallbang
Weirdly, I can't switch back my game in English, this option has disappeared from the gameplay setting menu.
Maybe the next FR build will fix this bug I still encounter?
FR build hasn't been included to the 2 or 3 latest bugs-fixes, only EN, RU and SP ones.
Try to edit next line in your prefs.cs file:
$pref::ITS::Language = "english";
I also tried that, but the game freezes with a black screen after the Glen Cook quote when the soundtrack starts.
Never mind, we'll have the opportunity to check that with the next French build. If it's fixed in all other languages, no reason that doesn't work properly in an updated French build.
13  RPG / The Age of Decadence / Re: >> Bug reports and improvements: Maadoran and sublocations @ release version << on: March 14, 2019, 03:35:51 pm
Well, reinstalled the latest hotfix (v34) then the French build, but still got the same bug. I don't understand. Wallbang
Weirdly, I can't switch back my game in English, this option has disappeared from the gameplay setting menu.
Maybe the next FR build will fix this bug I still encounter?
14  RPG / The Age of Decadence / Re: >> Bug reports and improvements: Maadoran and sublocations @ release version << on: March 14, 2019, 07:23:43 am
Thanks Sunfire, I will try that this evening.  Salute
15  RPG / The Age of Decadence / Re: >> Combat system bugs & improvements @ release version << on: March 13, 2019, 04:06:34 pm
Just a thing I noticed numerous times : when you lower the consitution of your opponents via a well aimed critical strike, they never loose 5 HP as they should since each constitution point grants 5 HP. Why the effect of loosing 1 CON point is not applied to the NPCs ?
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