TNM 1.0.4+

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ggrotz
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Re: TNM 1.0.4+

Post by ggrotz »

I don't know if this represents a bug, specifically, or not. Anyhow, after about a dozen times playing through ABI off of saved games, the last playthrough (WC) netted a "Save Ricemanu's ass" mission along with a couple of PMs that I never saw before. Now I'm wondering if this is because I finally (after about 100 attempts, I wonder if this is a bug too) got the "flare dart on the comm tower" thing to work? Or if it's something that should be triggering everytime you play ABI as WC?
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Hassat Hunter
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Re: TNM 1.0.4+

Post by Hassat Hunter »

No, it only happens if you have Ricemanu open the gate. No bug; intended behavior.
Now that he could PM that while being unconscious *was* a bug, but as you can see the current version of 1.0.4+ already fixed that.
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Jcelios
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Re: TNM 1.0.4+

Post by Jcelios »

Here's somewhat of a "bug" that I found really annoying. :(

The world corp user/pass list you get off That Guy's computer:
WorldCorp HQ Intranet Usergroups:

Management:
SBKing / layoff-mania
AClarke / Bigguy46
EHohman / honeycup
JLang / millenniumRose
KMullins / IWantTheWorld
LKinley / _shineystuff_
LTimmerman / moneymoneymoney
PETilford / IH8PAPER
SHewitt / CSFR34K

Integrated Systems:
RWeissmann / TechnoWiz
IScanlan / thetruthisoutthere
JGarfield / lasagnia
WJNesterton / 4POC4LYP53

Artificial Intelligence:
ESerpentine / artificialstupidity
ERockefeller / catz4evar
RTCallahan / labrat35
MChronley / fr4gj00

Surveillance Technology:
AMilton / WCSUCKS
JBrown / 3y3_1n_th3_5ky
GHunley / BigBrother
SMORiley / SnM

Corona Program:
CTharpe / L4s3rw0rkz
MRand / Pr0nstar38
FJarell / Isuckatpasswords
EZiegler / deutschland

Nanite Technology:
ASeel / PlaneWalker
DP / geniousatwork
FSamson / myhairsonfire
KTeller / 07april1971
TXavier / X-MAN
JLanterburry / cutiepie28

Genetical Studies:
SNBloomingdale / AOLbane
KMackie / headbanger
GAlberton / C0UNT_ZER0
TEDecker / Teh_pelvis
SBataglia / KillTheBitch
YMadison / rosebud47

Biological Testing:
DVandervort / MONSTAR
TBrin / angel_of_death
PSarcone / templar
OShenkel / IAmWarren

Security:
TBarnes / geek_in_a_uniform
JHarolds / gunnut
ALancaster / RAMBO-666
RPGranger / THE-G-MAN
JBMarshall / TEXAS_CowBoy

WCID:
KGriffin / noremorse
ZP / crozzhairs
Smith / NeoMustDIE
Jones / XION
Brown / ILikeSuits
This is all fine and dandy except for one thing.
I searched long and hard for SHewitt / CSFR34K and turns out it's not accessible in-game.

From: viewtopic.php?f=31&t=2317&hilit=SHewitt&start=30
Jonas wrote:Ohhhhhh right, that's Sam's account. It's not actually accessible because none of the cubicle PCs are online, but you're not missing much, just a spam mail which you can find on other PCs.
It should probably be removed from the text file or something. I know I'm not the only one who's wasted a lot of time looking for this guy's non-existent PC. :P

EDIT: Also I don't think the lollerskates are in the phasrox menu.
ggrotz
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Re: TNM 1.0.4+

Post by ggrotz »

Jcelios wrote:EDIT: Also I don't think the lollerskates are in the phasrox menu.
A lot of things aren't. I know Zero's Rifle and Kylie's Rifle isn't... It would probably be worthwhile to check items in game versus the phasrox list and fix the ones that aren't there.
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Hassat Hunter
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Re: TNM 1.0.4+

Post by Hassat Hunter »

Well, it's unlikely that I will fix either one of these (which will be explained later)...

But the Phasrox menu seems easy enough to add stuff to... it will just be a pain to alter all the bloody numbers of every item, as that undoubtessly forces one to do.
You can find it in TNMGUI-Classes-tnmSummonWindow.uc

EDIT:
Or not... Already removed Sam from the code list... (another file to 1.0.4+. Yay)
Going to modify Phasrox now... a list of what's missing (animals, NPCs, weapons, anything) would be nice, yes.
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nerdenstein
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Re: TNM 1.0.4+

Post by nerdenstein »

I Don't Think Medical Bots and Repair Bots Are in the phasrox menu either.. :-k
I'm not totally sure tbh.

Then as was said above,
Kylie's Gun and Zero's Gun and Lollerskates :mrgreen:
The real trouble with reality is that there's no background music.
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Hassat Hunter
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Re: TNM 1.0.4+

Post by Hassat Hunter »

Well, going through it, comparing with the DX editor list.

4 unique items, beans, gas mask all not in there etc.
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nerdenstein
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Re: TNM 1.0.4+

Post by nerdenstein »

Ahh Good Idea :smile:
Have Fun, :roll:

Thanks Again Hassat..
Truely Amasing Work! :mrgreen:
The real trouble with reality is that there's no background music.
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Hassat Hunter
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Re: TNM 1.0.4+

Post by Hassat Hunter »

Changes (Weapons):
Added Alpha's, Kylie's, NVS' and ZP's unique weapons
Removed "fist" weaponry.

(Items added:)
Beans
Gas Mask
Credits (2000)
Ketchup Bar
Lollerskates

(Added characters:)
ABI Female Guard
Fixed CSI Guard spawn error and made both types available
Added mini, phaser ans stalker aliens
WIB/MIB
Harvey Smith
NVSHacker
Ozmo
Added "real" ThatGuy

(Changes to critters:)
Put "Red Greasel" to critters (as the normal Greasel was also there)
Put "Snow wolf" to critters

(Bots section:)
Added "bots" section and moved all available bots there.
Cleanerbot
Medbot
Repairbot
A2
Security Bot 2 GS
Security Bot 3 GS & PDX
Spiderbots (all 3)

Here, have a screenie of the changes:
Attachments
NewPhasrox.JPG
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Jcelios
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Re: TNM 1.0.4+

Post by Jcelios »

Great work Hassat. =D>
I've been playing through 1.0.4+ and I've noticed a bunch of inconsistencies with the subtitles and the voice acting.
If this is something you'd want to fix I could keep track of them here.
nerdenstein
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Re: TNM 1.0.4+

Post by nerdenstein »

Do you ever Sleep Hassat? :o
This is great work :smile:
Nice Onee!
The real trouble with reality is that there's no background music.
AgentSmithereens
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Re: TNM 1.0.4+

Post by AgentSmithereens »

Jcelios wrote:Great work Hassat. =D>
I've been playing through 1.0.4+ and I've noticed a bunch of inconsistencies with the subtitles and the voice acting.
If this is something you'd want to fix I could keep track of them here.
I've noticed that as well. Most notably is with Narcissus in the Space Station, where the conversation about the sub-routines doesn't have any voice-acting at all. Not sure if that's intended, since you're not actually talking to Narcissus, but thought it was a bit odd.

Also, not exactly a bug, more an oversight, but in Ryan's ending, it's stated that there's no electricity, when many lights and things are still on.
But that's just me being pedantic.
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Hassat Hunter
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Re: TNM 1.0.4+

Post by Hassat Hunter »

Thnx all!
Jcelios wrote:I've been playing through 1.0.4+ and I've noticed a bunch of inconsistencies with the subtitles and the voice acting.
If this is something you'd want to fix I could keep track of them here.
Sure. But as I mentioned before, make sure to make haste ;).
AgentSmithereens wrote:I've noticed that as well. Most notably is with Narcissus in the Space Station, where the conversation about the sub-routines doesn't have any voice-acting at all. Not sure if that's intended, since you're not actually talking to Narcissus, but thought it was a bit odd.
Yes, there is no VO there at all. Nor for "recording degraded" at DD's datacube. Also; Jonas told me there isn't a correct VO for the Midashand PM that is grossly VO/ST mismatched :(. But aside from all that; they are probably bugs that can be fixed.
Also, not exactly a bug, more an oversight, but in Ryan's ending, it's stated that there's no electricity, when many lights and things are still on. But that's just me being pedantic.
Yeah. Oh well, otherwise you wouldn't see a thing...
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Jcelios
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Re: TNM 1.0.4+

Post by Jcelios »

Hassat Hunter wrote:
Jcelios wrote:I've been playing through 1.0.4+ and I've noticed a bunch of inconsistencies with the subtitles and the voice acting.
If this is something you'd want to fix I could keep track of them here.
Sure. But as I mentioned before, make sure to make haste ;).
Mentioned before... where... wat? I don't get it. :P durrrr
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Hassat Hunter
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Re: TNM 1.0.4+

Post by Hassat Hunter »

Somewhere... just... believe it.

Mucking about some more:
* Fixed the Fire Extinguisher refill bug.
* Added a weapon itemname to the spiderbot's Kylie's rifle fires. Only them though, since those are the only TNMSpiderbots in the game, the rest are DXSpiderbots.
* Fixed Kylie's Rifle firing in a burst when launching a spiderbot.
* Re-added the "count: X" for grenades in the HUD belt that DX had but TNM was missing.
* Removed additional information (head, torso, legs, arms etc.) from TNM Animals. Exclusions to the rule are Wolfy and Hobbes, but they are... special cases.
* Changed the targeting aug to display "familiar names" instead of bindnames" (So, for example, A2 instead of NVSHackerPet).
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