It's a crime scene. Maybe the police locked it?Jaesun wrote:I was finishing the B-Rated Writer quest and noticed you now lock the beach house fence? I wanted to try hacking the computer now that I have a high hacking skill. Why would you lock this?
Also, I failed to read in your read-me that you lowered the hacking requirement on the beach house computer, and well should have tried hacking it earlier.
I am a bit baffled why you would lock this?
Unofficial Patch 5.9 released!
The poster quest seems to be broken.
Even though I have finished the other poster quests, the only poster that shows up is the VV one.
Also the poster quest where Gary wants the Vacuum Tubes, I put them in the mail box, but nothing happens. They always stay in the mailbox, and the quest never updates. No matter how many times I exit the Skyline Apartments.
Even though I have finished the other poster quests, the only poster that shows up is the VV one.
Also the poster quest where Gary wants the Vacuum Tubes, I put them in the mail box, but nothing happens. They always stay in the mailbox, and the quest never updates. No matter how many times I exit the Skyline Apartments.
I take that back I DO have the Jeanette poster, I just forgot where it was placed.Wesp5 wrote:Strange. I already fixed that the emails did not fit to the quest log but the posters themselfes should all appear.
I just still cannot mail the vacuum tubes. I place them in the mailbox. Exit the Skyline Hotel, and re-enter and they are still in the mail box. I do have the quest in my quest log, stating Gary is looking for the vacuum tubes. Or am I doing something wrong?
I do have a savegame if that is at all helpful to you?
doh! No worries, I'm at the final 2 battles now and so far I must say other than the Poster quest, I did not have any other problems. I really enjoyed a lot of the restored content.Wesp5 wrote:No, but you probably fell victim to the wrong quest log. Look into the email to see what Gary is actually looking for. I messed the log order up .
The only thing I DID have happen was the sudden "attacking" when entering a city via a cab. And if a NPC was near by, well I get a criminal violation. Though re-loading seems to fix this. I believe this is an engine bug, would be nice if you possible could fix it. heh
Hope you don't mind me reporting this here, but I found a few trivial typos in .dlg files again:
(edited to add linenumber for johansen.dlg)
- main characters/heather.dlg: missing newline at the end of the last line. No idea if this matters, but all other files have this.
- main characters/jack.dlg: line 1206 has "{ # npc.SetDisposition("Neutral", 1) }", the npc.SetDisposition bit should be one field to the right. Again not sure how much this matters.
- main characters/johansen.dlg: line 162 does not have the right number of fields (needs an extra empty "{ }" in the middle). This probably affects the Nosferatu and/or Malkavian text.
(edited to add linenumber for johansen.dlg)
More stuff, even less harmful. This is also a request for help: I cannot conveniently run the game to check things while I work on this code (I do not develop it in windows), so if someone knows the answers to the questions below off the top of their head it would help me
- santa monica/knox.dlg 422: This is an Auto-Link for "normal" clans but has text for Malkavians. This is one of two places where that happens (per-clan text is either unset or set to the same special (Auto-Link, Auto-End, etc) text everywhere else. Does this work? If it does I will fix my parser.
- main characters/jack.dlg 793 and 794: what does "G.Jack_Outbound = 0" do? These have three columns of script instead of the usual two. When does that script run, or is it a typo?
- main characters/jack.dlg 874: an "(Auto-End)" for "normal" vampires but an "(Auto-Link)" for Malkavians. This is probably a typo?
- main characters/beckett.dlg 270: typo/mispaste in the first column: 237 should be 270.
- chinatown/mandarin.dlg 272: text is "(Auto-Link)" but with next (4th column) set to 0. Should probably be "(Auto-End)" or have a valid next, since that's what all other files do.
- chinatown/zygaena.dlg 255: mispaste in the first column: 253 should be 255.
I would assume that this works but I added a "Continue." for the other clans anyway. Where is the other place where this happens?mzz wrote: [*]santa monica/knox.dlg 422: This is an Auto-Link for "normal" clans but has text for Malkavians. This is one of two places where that happens (per-clan text is either unset or set to the same special (Auto-Link, Auto-End, etc) text everywhere else. Does this work? If it does I will fix my parser.
Looking at the other lines I guess these are typos and I will fix them.[*]main characters/jack.dlg 793 and 794: what does "G.Jack_Outbound = 0" do? These have three columns of script instead of the usual two. When does that script run, or is it a typo?
[*]main characters/jack.dlg 874: an "(Auto-End)" for "normal" vampires but an "(Auto-Link)" for Malkavians. This is probably a typo?
Fixed. Thanks! I don't know about other things to check unless you can somehow detect unused stuff in the bsp files ![*]main characters/beckett.dlg 270: typo/mispaste in the first column: 237 should be 270.
[*]chinatown/mandarin.dlg 272: text is "(Auto-Link)" but with next (4th column) set to 0. Should probably be "(Auto-End)" or have a valid next, since that's what all other files do.
[*]chinatown/zygaena.dlg 255: mispaste in the first column: 253 should be 255.
The Auto-Link/Auto-End mixup in jack.dlg was the other one.Wesp5 wrote:I would assume that this works but I added a "Continue." for the other clans anyway. Where is the other place where this happens?
Hmm, if "unused" means "unreachable" (but present in the map) I doubt I can help, but I might be able to pick up various other kinds of unused, like unused textures or models. Would probably require some research to find out where those references are supposed to live. I have code that takes a .bsp file and turns it into a directory with its pieces, most of which are binary files I do not know how to parse. I would probably have to (partially) understand the format of a handful of those to do this.Fixed. Thanks! I don't know about other things to check unless you can somehow detect unused stuff in the bsp files !
And even more, hoping replying to myself is ok, someone hit me over the head otherwise please (I do not use forums that much). Again this is mostly just oddities, not necessarily bugs! I have some other plans for my parser so I need to figure out how this stuff works, it's not necessarily a good idea to "fix" the things I list here blindly!
A couple of these are from me re-enabling the check for unused dialog lines. Some notes about that (hope you can decipher this, I have an annoying habit of making up words when dealing with these files):
Oh, and one last thing I forgot: I skip 5 files because they have the wrong number of columns (12 instead of 13):
A couple of these are from me re-enabling the check for unused dialog lines. Some notes about that (hope you can decipher this, I have an annoying habit of making up words when dealing with these files):
- Line 1 and everything reachable through it is always considered reachable, because if I understand correctly if none of the starting conditions apply line 1 is used. The checker cannot figure out if a dialog file always has a working start condition (making line 1 unreachable unless referenced explicitly). So it may miss things.
- Similarly if a line has multiple Auto-Links the checker assumes you can hit all of them, causing it to possibly miss things.
- It currently assumes that npc lines (ones without a "next" line number to go to) without any pc lines or Auto-Link lines are barks or triggered through script somehow. It currently complains if a line like that (with no choices) is the target of a pc line. I think that is an actual problem.
- It also complains if it cannot find a path (through dialog choices) to an npc line that does have choices. This may not be an actual problem: I do not know enough about how dialog that is not triggered through the normal starting conditions at the bottom works. Fixing these by removing the choices could actually cause problems, so please test them before you do! It would make my checker recognize them as dialog accessed through script or the like, but the game might actually need those choices for some reason!
- hollywood/andrei.dlg: line 6 confuses my parser. It thinks it is a new npc line, with line 7 a pc line for line 6 and zero choices for line 5. Does this work properly in the game (is line 6 ignored)?
- santa monica/chunk.dlg: line 221 is flagged as unused, but it reads:
so that one is probably intentional?[RM: Audio file is broken and cuts off after first sentence]Uh, yeah, sure, ah... whatever you say, ah? Just right down the block there, ya can't miss it. S'big sign on the door that says "Crazies 'R' Us". [To himself]Heh... sometimes I crack myself up. - santa monica/killer.dlg: some of the choices below line 111 have a tab character where there should be a space between the "5" and the "&" in "Humanity -5 & ...". This happens three times.
- main characters/jack_tutorial.dlg: line 251 and 941 are accessed through script (I think) but have an Auto-End set. Do not "fix" blindly!
- main characters/regent.dlg: line 1001 (and 1011 and 1021 reachable only from it) is unreachable (looking at just the .dlg files). Is this triggered through script somehow or is this more content to restore? Part of one of the endings, but I really do not remember if I saw it in the game.
- downtown la/hannah.dlg: lines 141 and 146 are unreachable. Accidentally unused or are these intentionally unused duplicates?
- generic/doll2.dlg, doll3.dlg, doll4.dlg: lines 31 and 61 are unreachable. This is very minor (everything reachable from 31 and 61 is apparently also reachable some other way).
- downtown la/dema.dlg: line 11 is unreachable (or only reachable through script but has an Auto-End). If it is only reachable through script you might want to check if the script on the Auto-End actually runs.
- chinatown/yukie.dlg: line 381 has an Auto-End but is unreachable or only reachable through script. Again: if this is reachable through script do not blindly remove the Auto-End!
- santa monica/therese.dlg: line 562 confuses my parser, I think. Line 561 is reachable through script (played through a telephone at some point), I think? It flags it as unreachable because it does not ignore 562, which I think the game does.
- downtown la/chunk2.dlg:511: choices but unreachable: [511, 521, 531, 541] and chunk3.dlg:511: choices but unreachable: [481, 491, 501]. Probably just reachable through script and the Auto-End confusing my checker?
- main characters/jack.dlg: the final starting condition has an invalid (empty) target (line 11). Probably not a problem because one of the starting conditions above it always matches? Line 1327 and 1329 are marked as unreachable, but those may be scripted ones again.
- main characters/mingxiao.dlg: line 435 tries to jump to line 591, which is empty. Is that a bug or am I misreading something?
- santa monica/clinic_guard.dlg: line 51 has an Auto-End but is unreachable. Scripted line again?
- main characters/beckett.dlg: line 1001 is unreachable but has an Auto-Link. This is the "Wait!" where Beckett warns you about the sarcophagus near the end of the game, which if I recall correctly occasionally breaks. I wonder if it is a coincidence that that line is sometimes buggy and also picked up as weird by my script...
- main characters/nines.dlg: line 691 unreachable. Another scripted one with an (unnecessary) Auto-End, most likely.
- downtown la/damsel.dlg: 231 and 241 are unreachable. These might be intentional, looks like they're duplicated elsewhere in the file.
- chinatown/mandarin.dlg: lots of unreachable (scripted) lines with an Auto-End. You probably do not want to mess with this, but just in case, the list is [11, 21, 31, 41, 151, 161, 171, 181, 191, 201, 211, 221, 231, 241, 251, 261, 271, 281, 291, 331, 341, 351, 371, 381, 391, 401, 411, 421, 431, 441, 451, 461, 471, 491].
- downtown la/prince2.dlg: invalid (empty) target 1181 in the starting conditions. Bug or a .dlg feature I do not understand?
- downtown la/prince2.dlg: line 1151 is weird. Target of a reply to 1141, but 1151 itself has no choices (Auto-Link or Auto-End). Does that work in the game?
- downtown la/prince2.dlg: choices but unreachable: [271, 961, 971, 981, 1071, 1091, 1111, 1131, 1221]. These are probably all accessible through script, but I have not checked that.
- santa monica/mercurio.dlg: choices but unreachable: [381, 401]. Not sure if these are intentional, some very similar lines are used.
- santa monica/stan_gimble.dlg: choices but unreachable: [221, 231, 241], but those seem to be part of a (scripted) intercom conversation.
- giovanni/nadia.dlg: choices but unreachable: [221, 411, 421, 431, 441, 451, 461, 481, 491, 601, 611, 621]. Most of these are probably scripted again, and the last three should definitely be unreachable:
Code: Select all
JDA im pissed JDA
- downtown la/boris.dlg: 271 is unreachable. This might be another line of unused content.
Oh, and one last thing I forgot: I skip 5 files because they have the wrong number of columns (12 instead of 13):
- asianvampiretest.dlg: amusing but unused:
You have found the "Asian Vampire" that Knox wants you to kill. Press 1 to kill it.
1: Alright! Die, you quest target, DIE!!!!!!
2: A MurderDeathKill? Unheard of in this age! - tutorial_security_guard.dlg: interesting but I have no idea how much of the rest of it is present. I guess you already found this one yourself?
- danecopconvo1.dlg (and 2 and 3). Are these used? If they are you may want to add the missing column.
Yes, everthing in [] is ignored.mzz wrote: [*]hollywood/andrei.dlg: line 6 confuses my parser. It thinks it is a new npc line, with line 7 a pc line for line 6 and zero choices for line 5. Does this work properly in the game (is line 6 ignored)?
Yes. The sound file is broken, the comment is from Robert Morley who checked similar issues once.[*]santa monica/chunk.dlg: line 221 is flagged as unused, but it reads:so that one is probably intentional?
Fixed, although I don't think these matter.[*]santa monica/killer.dlg: some of the choices below line 111 have a tab character where there should be a space between the "5" and the "&" in "Humanity -5 & ...". This happens three times.
Those are part of scripted scenes.[*]main characters/regent.dlg: line 1001 (and 1011 and 1021 reachable only from it) is unreachable (looking at just the .dlg files). Is this triggered through script somehow or is this more content to restore? Part of one of the endings, but I really do not remember if I saw it in the game.
[*]downtown la/prince2.dlg: line 1151 is weird. Target of a reply to 1141, but 1151 itself has no choices (Auto-Link or Auto-End). Does that work in the game?
[*]downtown la/prince2.dlg: choices but unreachable: [271, 961, 971, 981, 1071, 1091, 1111, 1131, 1221]. These are probably all accessible through script, but I have not checked that.
[*]giovanni/nadia.dlg: choices but unreachable: [221, 411, 421, 431, 441, 451, 461, 481, 491, 601, 611, 621]. Most of these are probably scripted again, and the last three should definitely be unreachable
Unused duplicates, I'll fix as appropriate.[*]downtown la/hannah.dlg: lines 141 and 146 are unreachable. Accidentally unused or are these intentionally unused duplicates?
[*]santa monica/therese.dlg: line 562 confuses my parser, I think. Line 561 is reachable through script (played through a telephone at some point), I think? It flags it as unreachable because it does not ignore 562, which I think the game does.
[*]downtown la/damsel.dlg: 231 and 241 are unreachable. These might be intentional, looks like they're duplicated elsewhere in the file.
[*]santa monica/mercurio.dlg: choices but unreachable: [381, 401]. Not sure if these are intentional, some very similar lines are used.
[*]santa monica/stan_gimble.dlg: choices but unreachable: [221, 231, 241], but those seem to be part of a (scripted) intercom conversation.
[*]downtown la/boris.dlg: 271 is unreachable. This might be another line of unused content.
These are probably triggered by random dialogues.[*]generic/doll2.dlg, doll3.dlg, doll4.dlg: lines 31 and 61 are unreachable. This is very minor (everything reachable from 31 and 61 is apparently also reachable some other way).
[*]downtown la/chunk2.dlg:511: choices but unreachable: [511, 521, 531, 541] and chunk3.dlg:511: choices but unreachable: [481, 491, 501]. Probably just reachable through script and the Auto-End confusing my checker?
Hmmm, those seem to be unused. I restored them for 6.0![*]downtown la/dema.dlg: line 11 is unreachable (or only reachable through script but has an Auto-End). If it is only reachable through script you might want to check if the script on the Auto-End actually runs.
[*]santa monica/clinic_guard.dlg: line 51 has an Auto-End but is unreachable. Scripted line again?
I think so.[*]main characters/jack.dlg: the final starting condition has an invalid (empty) target (line 11). Probably not a problem because one of the starting conditions above it always matches?
No, this should be 491 of course. Fixed.[*]main characters/mingxiao.dlg: line 435 tries to jump to line 591, which is empty. Is that a bug or am I misreading something?
I don't think this is connected as Beckett normally doesn't even appear.[*]main characters/beckett.dlg: line 1001 is unreachable but has an Auto-Link. This is the "Wait!" where Beckett warns you about the sarcophagus near the end of the game, which if I recall correctly occasionally breaks. I wonder if it is a coincidence that that line is sometimes buggy and also picked up as weird by my script...
Strange indeed. It's probably triggered by the Prince ending script but I nevertheless linked it to 961.[*]downtown la/prince2.dlg: invalid (empty) target 1181 in the starting conditions. Bug or a .dlg feature I do not understand?
All of these are not used with no sound files to restore them, but the last two are done as wav conversations.[*]asianvampiretest.dlg: amusing but unused:
[*]tutorial_security_guard.dlg: interesting but I have no idea how much of the rest of it is present. I guess you already found this one yourself?
[*]danecopconvo1.dlg (and 2 and 3). Are these used? If they are you may want to add the missing column.
Hi mzz, now that you are done with the dialogues, how about writing a script that checks the object parts of the levels (which can be saved as text files via VPKTool) for unused stuff, like e.g. targetnames that are never referred to and similar? I can't do anything with unused textures, but I already restored several hidden characters and sequences just by accidentally tripping over them .
Examples of the kind of thing you're after would help me a lot (things like names of things restored in the patch, preferably with a pointer to where you added the reference(s) so I do not have to scan the entire tree for it). I can see the "targetname" stuff in what my script calls the entities file, but where are those normally referred to? Just in the map itself or elsewhere too?Wesp5 wrote:Hi mzz, now that you are done with the dialogues, how about writing a script that checks the object parts of the levels (which can be saved as text files via VPKTool) for unused stuff, like e.g. targetnames that are never referred to and similar? I can't do anything with unused textures, but I already restored several hidden characters and sequences just by accidentally tripping over them .
These are only referred from the entities part of the maps itself and the python codes. So crosschecking those two should give us some hints of unused stuff.mzz wrote:Examples of the kind of thing you're after would help me a lot (things like names of things restored in the patch, preferably with a pointer to where you added the reference(s) so I do not have to scan the entire tree for it). I can see the "targetname" stuff in what my script calls the entities file, but where are those normally referred to? Just in the map itself or elsewhere too?
First, I'd like to thank you Wesp5 for still making patches, Thank You Very Much.
But unfortunately I have some problems and need help.
I'm doing the poster quests for Gary, getting the LA library card is what I'm trying to do right now. However, as I read in the patch readme, it's in the museum - a place to where I can not go back for obvious reasons. Anyway, could you either make it possible to return to the museum, or placing the library card somewhere else? (Suggestion: above Trip's, the apartment number 505, on a desk, maybe near the pc; when inspecting it, text: 'The university student who had been this card's owner hopefully won't miss it.' or something like this.)
Else: Could you tell me where is the data CD for Bertram's Missing Data quest exactly is? I've run through the Nosferatu (lvl5) Warrens few times, but I could not figure out where it is..
But unfortunately I have some problems and need help.
I'm doing the poster quests for Gary, getting the LA library card is what I'm trying to do right now. However, as I read in the patch readme, it's in the museum - a place to where I can not go back for obvious reasons. Anyway, could you either make it possible to return to the museum, or placing the library card somewhere else? (Suggestion: above Trip's, the apartment number 505, on a desk, maybe near the pc; when inspecting it, text: 'The university student who had been this card's owner hopefully won't miss it.' or something like this.)
Else: Could you tell me where is the data CD for Bertram's Missing Data quest exactly is? I've run through the Nosferatu (lvl5) Warrens few times, but I could not figure out where it is..