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Patch 1.0.4

Posted: Thu Nov 26, 2009 1:30 pm
by Jonas
Pardon the delay with posting this here, what with the patch requests thread in the other forum, I kinda forgot about posting here as usual.

The Nameless Mod 1.0.4 Patch

The 1.0.4 patch is compatible with all previous versions of TNM. Thanks goes to Chris the Cynic and Bobby55 for testing the patcher. Here are the patch notes for version 1.0.4.

As usual, be warned that these notes do contain spoilers.
- Fixed the crash after completing the DXI command prompt puzzle that we'd inadvertently introduced in 1.0.3.
- Replaced SD_Escaped with QC_MAIN_SaveSD in tnmMission20and22.uc, to prevent weirdness if the player escorts SD to the exit but leaves before talking to him.
- Deleted some accidentally duplicated Goat worshippers in the Goat City patio that were causing the destruction of the piano - uh, it's complicated.
- Fixed PDX players getting a goal update from WorldCorp upon entering post-DXI Goat City if they'd previously killed or knocked out ZeroPresence.
- Added a flag check to the datascreen in ZP's office so you won't get the goal update unless you already have the goal to find him.
- Fixed a flag trigger in the Weapon Shop post-DXI that was auto-deleted upon leaving the shop.
- Synced Angry Andreus's alliance settings with the rest of Raving's attack party.
- Added Trestkon's locker (including goal update and skill award) to day 2 and made everything in there persistent so it no longer matters if you grab it on day 1 or day 2. Note that you still can't add new stuff to the locker and expect it to carry over! This only counts the items that are in the locker to begin with.
- Replaced the boardguests in Downtown and Corporate with boardguest generators so you will never again run out of target practice!
- Made the PHAT-Rifle deal a little "shot" damage with each hit so enemies notice that you're shooting them.
- Added DDL's missing import code for the polystyrene chips; they should now appear properly when you destroy certain boxes.
- Fixed the keypad code info you get from DT not being added to your datavault.
- Added a flag check to skip Slicer's denouement scene if you picked the Ryan ending.
- Implemented pawns drowning in vacuums specifically for the space station.
- Fixed Ricemanu still being able to open the ABI gate for you even if he's dead.
- Fixed an exploit that let you avoid the chopper crash damage if you skipped the intro cutscene to ABI.
- Made the mission script set NVSHackerPet_Unconscious to false when it spawns A2 in ABI, so he can talk.
- Clearly it was not a good idea to filter for difficulty on the group of guards who are standing RIGHT in front of the camera start position in the ABI intro. Now filtering the elites further back instead.
- Fixed Wolfy not talking to you again if you fail to bring him the poster from DXE, rendering the mission uncompletable.
- Fixed Thomas Good being hostile in the NSC mission - now you can actually get his subsequent lines, if you're careful.
- Made Thomas Good sit in a more accessible chair after his overheard, so he can find his way now.
- Fixed the N00Bz mission goal not getting closed if you get it and then leave Downtown without completing it.
- Fixed the two Firewalls in PDX not going hostile when everybody else does.
- Changed the way the PDX kill counting works so it's way less lenient.
- Rebalanced the WC sublevel to be slightly easier on day 2 and significantly easier on day 1.
- Named the four conversing businessmen in the Partyzone after some of the more prominent TNM forum users.
- Moved the crates out of the way of the DX3 concept art in the post-DXI version of the Corporate district.
- Added another invisible wall of player blockers to prevent a remaining getting-stuck point in the ATC.
- Fixed the falling beam in Sol's post-DXI not killing you if it hits you, and the secondary smaller beam being frobbable.
- Removed Nineball and Athanatos from the voodoo shop post-DXI, since they have no conversations anyway.
- Made the DXI elevator crush on encroach so you can't get stuck if you jump off and stand under the descending elevator.
- Fixed an inaccurate loading screen hint about coffee.
1.0.4 will be the last official patch for now. We're not ruling out more updates down the line, but we're quite happy with the current state of the mod, so I think we'll leave it at that.

At some point in the very near future, we will be updating the .exe and .iso on the site and elsewhere to version 1.0.4, but we have no direct control over many of our mirrors, so some of them may take a while to update.

Keep an eye out for the SDK containing all our source files which is being released today as well (I'll make another thread for SDK discussion), and this time I mean it when I say the official soundtrack is almost done and ready for release.

As before, I've locked the previous patch thread. You can report bugs in 1.0.4 here if you like, but be aware that they won't be fixed by us. On behalf of Off Topic Productions, thank you so much for playing TNM and choosing to take part in our community :)

Re: Patch 1.0.4

Posted: Fri Nov 27, 2009 4:05 am
by Servalan
Kudos to all involved on a fantastic mod. =D>

I've noticed a small number of spelling errors here and there and a couple of minor things that don't seem quite right, but none of them are big issues so I haven't reported them. I've enjoyed playing the mod too much to be too concerned with anything other than game-breaking errors and they seem to be gone now.

I'm trying to get DX fans at my "home" board to give TNM a whirl. Hopefully one or two (at least) will try it.

Thanks for a terrific mod and for the opportunity to discuss it. Best wishes to the TNM group in your future endeavours. :mrgreen:

Re: Patch 1.0.4

Posted: Fri Nov 27, 2009 4:15 am
by Trestkon
Servalan wrote:Kudos to all involved on a fantastic mod. =D>

I've noticed a small number of spelling errors here and there and a couple of minor things that don't seem quite right, but none of them are big issues so I haven't reported them. I've enjoyed playing the mod too much to be too concerned with anything other than game-breaking errors and they seem to be gone now.

I'm trying to get DX fans at my "home" board to give TNM a whirl. Hopefully one or two (at least) will try it.

Thanks for a terrific mod and for the opportunity to discuss it. Best wishes to the TNM group in your future endeavours. :mrgreen:
Thakns for the kind words, Servalan! And thanks for getting the word out!

Re: Patch 1.0.4

Posted: Fri Nov 27, 2009 7:13 pm
by Thehotdogman
Sweet, a new patch. I was thinking about giving it another playthrough anyhow. Thanks again dev team and forum members for all your time, effort, and dedication.

Re: Patch 1.0.4

Posted: Fri Nov 27, 2009 7:15 pm
by bobby 55
Thehotdogman wrote:Sweet, a new patch. I was thinking about giving it another playthrough anyhow. Thanks again dev team and forum members for all your time, effort, and dedication.
You're welcome and enjoy.

Re: Patch 1.0.4

Posted: Tue Dec 01, 2009 12:30 am
by Skilgannon
Wow, I leave for a few months and you guys come out with not one, but two patches! Kudos to you guys, my TNM addiction has finally caught up with me. Always loved this mod, so re-installing now. :)

Re: Patch 1.0.4

Posted: Mon Dec 07, 2009 8:42 pm
by gothemasticator
I'm betting this thread is quiet because things run so smoothly with the latest patch.

Thanks for the continued support for this mod. It really is fantastic - in scope, ambition, polish, and fun! And this latest patch just tops it off.

gothemasticator

Re: Patch 1.0.4

Posted: Mon Dec 07, 2009 8:44 pm
by bobby 55
gothemasticator wrote:I'm betting this thread is quiet because things run so smoothly with the latest patch.

Thanks for the continued support for this mod. It really is fantastic - in scope, ambition, polish, and fun! And this latest patch just tops it off.

gothemasticator
Yeah, apart from a couple of minor non game breakers it seems to be all good.

Re: Patch 1.0.4

Posted: Mon Dec 07, 2009 9:31 pm
by Jonas
You're welcome gothemasticator. Thank you for having such a damn weird name.

Re: Patch 1.0.4

Posted: Tue Dec 08, 2009 5:11 pm
by PKodon
Okay, since Patch 1.0.4 is out, and the other discussion thread is closed, how about a Patch 1.0.5 request thread?

Okay, I'll shut up now.

PK

Re: Patch 1.0.4

Posted: Tue Dec 08, 2009 5:30 pm
by Hassat Hunter
If there would be any, it would be made by the community (ie. US).

Re: Patch 1.0.4

Posted: Tue Dec 08, 2009 5:35 pm
by chris the cynic
Understand that 1.0.5, if it will exist, will be fan made. So, if you want a 1.0.5 you might want to think about making it.

As for where to put requests for such a patch or any bugs found remaining in 1.0.4, this is the place. There is no need for a different thread.

Re: Patch 1.0.4

Posted: Thu Dec 10, 2009 6:17 am
by Hassat Hunter
Servalan wrote:I've noticed a small number of spelling errors here and there and a couple of minor things that don't seem quite right, but none of them are big issues so I haven't reported them. I've enjoyed playing the mod too much to be too concerned with anything other than game-breaking errors and they seem to be gone now.
Well, I am currently wasting my time checking all the .con files and fixing errors (20 or so down so far) and making little adjustments to things that bother me and others (darnit Kunio! Use subsequents if you sold your stock!). Not really checking for spelling errors or anything, but if you happen to remember any, I might as well fix those ;).
Can't promise anything on the basis of being a complete amateur though...

Re: Patch 1.0.4

Posted: Thu Dec 10, 2009 9:12 am
by Servalan
^
I wouldn't presume to claim to be as thorough a TNM player as you, Hassat, but next time around I'll try to remember to make some notes and post them here. :D

Re: Patch 1.0.4

Posted: Fri Dec 11, 2009 12:50 pm
by povuholo
It might make sense to have the full download executable to be higher on the download page than the 1.0.4 patch since it was updated to 1.0.4 now.