SNES Shadowrun

V2.0.1.0

V 2.0.1.0

Wow, merged in a lot of changes courtesy of Foh.
I haven’t had the chance to do more than verify the basics.

I am officially considering this an untested/unstable build.
Let me know if you have any troubles.


Docks

dog giving the spell (changed from heal_1 to heal wound) for items is now included in dialog and magic rating is adapted

autosaves when leaving a warehouse

made scene prettier (lights, rain, clutter, prettier warehouses, door sounds)

mermaid scales implemented

added numbers to warehouse doors (a note found on tenth street references “warehouse no.5”)

started implementing dog giving spells for quest items (works but is not final)

Rat Shaman’s Lair

modified jester spirit’s spawn

more lights in sewer

autosave when entering the boss room

made graveyard area a little bit prettier

removed shaman’s nature spirit since he can’t keep it under control

kitsune becomes loyal when she survives the rat shaman fight

Dark Blades

merged maps into DB_Mansion

optimized gate/bronze key mechanic

tweaked vampire fight a bit

made strobe flash prettier

weapon shop now has berlin weapons

autosaves when entering crypt and vampire lair

Downtown

changed entrance mechanic to rat shaman so that players won’t have to change scene to find out that the gate is locked

changed entrance mechanic to drake (now with password dialog!)

made dark blade mansion and a bit of the cemetary visible

changed dog message mechanic and made dog run towards docks (before dog said the message too early so that it would remain unnoticed by most players)

included the hotel on DT_Center map and added door sounds to hotel

checked “ambient actor” box on civilians

changed teleport from DT_Center to eastern part of DT (where Drake building is), to get rid of the problem that the camera isn’t teleported with the player. I believe that was related to the interaction with the transfer icon.

changed some icons from scene transition" to “warp” to make it clear for players where they have to expect loading time

changed variable to open jagged nails since we track RS progress anyway, the JN_open bool variable was redundant

Downtown North

added movement blocker to prevent player from leaving camera region

modified slims dialog to take money and use a charisma threshold

checked “ambient actor” box on civilians

travelpoint into aneki tower which says “currently under construction”

added aneki front guard with some logic (currently too strong)

karma, nuyen mechanics

Drake Tower

merged all floors into DT_Drake1-2 map

autosave when changing floor

elevator mechanic like in dragonfall disco/hotel

pilot dialog with travel option to travel to volcano and docks

enemy spawns (KE look)

karma, nuyen mechanics

added splatters betrayal

added NPC smacktalk during fight

Volcano

travel option back to docks

first three sublevels merged together for now, but will be split again later due to ressource requirements

played arround with a nice elevator mechanic (you can go up and down on the first three sublevels, sublevels4+5 are own scenes with no way back up atm )

tweaked elevators a bit (now all have the little bridge)

Monorail

implemented thomas’ stair-illusion to have less teleports and bigger map pieces

some monorail sounds

slightly tweaked daley station ambush to have both texts of the ork with the key displayed and added a wall

added street kid

added temporary screen labels to display where the trains go

Maplethorpe’s

added a little cam fade-out-fade-in for the operation

tweaked dialogs to give players the choice not to open the shops if they don’t want to

changed shops to use berlin items (seems BuMoNa is just better than DocWagon ;))

merged into DT_North (maybe?)

Jagged Nails

Kitsunes dialog modified for becoming loyal and now doesn’t give the leaves repeatedly

placed some movement blockers so that PC doesn’t run on stage or behind barkeepers area

splatter isn’t there anymore after he betrayed you

gave the poor waitress a bit more room to walk

Wastelands

added some text to the loading screen (mainly to reference the matchbook that the player finds in his pocket after waking up in the morgue)

placed some movement blockers to prevent strange clipping

Old Town

tweaked some dialogs

tweaked weapon shop (added throwing knifes, hunting rifle, spiked fist from berlin)

merged old town together into OT_OldTownComplete

added light to barrel fires

Caryards

tweaked some dialogs

kid now can sell drone

added dialog pic to king and changed his look to stand out from normal ork gangers (adapted his look in arena too)

added a gate to make it more obvious that you cannot leave

added light to barrel fires

Rust Stiletto Turf

reworked all mechanics (use of the iron key is now obvious)

tweaked dialogs

repaired broken gangers (some had wrong look)

added jetboy moneyfind

added some loot for fun

added some toxic barrels for even more fun

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V2.0.0.5

V 2.0.0.5
Continued my earlier bug fixes. The hired runners conversations should all be fixed at this point. Their prices are not correct.
As long as no one points out any major mod breaking issues, the next build will be published both to steam and nexus.
Sadly time is really tight so I can’t thoroughly test myself. I will try and fix anything major fast though.

Rust Stilettos area outside:
What is the Iron Key for? Never saw a messege it was used or needed…
- Added popup message on use. (only a partial solution)

Jagged Nail Club:
Club Manager sells the street doc number several times, but it’s not payed even once.
- Fixed

Splatter, hiring options: no “Be on call”, one valid, one greyed outside
- Fixed. Unverified. Prices are temporary.

Steelflight, hiring options: no “Be on call”, one valid, one greyed out
- Fixed. Unverified. Prices are temporary.

Kitsune:
hiring options: no “Be on call”, one valid, one greyed out.
- Fixed. Unverified. Prices are temporary.

Upon hiring, checking her inventory – Heal V
- Reduced to Heal 3. Fixed move speed. Did this through mass text file editing so confirmation needed.

Docks area:
upon entering, combat triggers, 2 skull symbols appeared next to the images of Kitsunge and my char. They disappeared seconds later
- Need to investigate. Most likely related to the “lone star spawn”.
- Adjusted the trigger order, not much else I can do at this point. Will continue thinking on it.

first warehouse, matrix: is somewhat buggy. First I triggered some IC, then my char got teleported halfway back, after clearing the map and getting both nodes, I clicked to make him move towards exit – suddenly he started running until he hit the wall (nowhere near I was clicking to begin with)
- The matrix was still being worked on. I was experimenting with interesting approaches, and part of that nodes approach involves teleporting. I’ll check to make sure it didn’t break AND to make it seem deliberate instead of bugged.
- Made it seem deliberate with displayed dialogue, but I will investigate it more. Not tested.

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V2.0.0.4

V2.0.0.4

This is a sub-version change. We are not officially on a stable build yet.

Fixes are below.

About Screen: Version number was confusing
- Clarified / Fixed.

Morgue: Basic Medikit respawns
- Initially respawned intentionally. This has been changed.

Telephone: when calling Sassie, final words: Bye Jake (even if your character is named differently)
- Should be fixed.

Tenth Street, Grim Reaper Club:
Jangadance has three hiring options: 100 Be on call (greyed out when picked before) / 1500 Yes / 1500 Yes (greyed out)
- Fixed

Old Town Talismonger: Option Vampires is always present, albeit greyed out.
- Fixed

Old Town Weapons Store: Option Mesh Wire Jacked
- Removed. He has several armors in his inventory.

Daley Station:
the exit symbol on the train is missing when you first arrive there. Fighting the orcs, leaving the screen and re-entering does not make it appear. Leaving the station, though and going back to the train then, does.
- Intentional. The scene has been modified so that it doesn’t appear to be a bug.

Dr. Maplethorpe: when talking to him with an active Cortex Bomb timer, choose the heal option and he sells an basic medikit for 100. After he fixed you though, you’ll get the shop window, the basic medikit now costs 150
- Updated so that both conversations bring up the shop screen.

Wasteland Club:
Frogtongue, hiring options: no “Be on call”, hiring option reads {{GM}1500 Yes
- Fixed. Not verified. On Call Price is not correct.

Anders, hiring options: no “Be on call”
- Fixed. Not verified. On Call Price is not correct.

Jetboy, hiring options: no “Be on call”
- Fixed. Not verified. On Call Price is not correct.

Norbert, hiring options: no “Be on call”
Initially (Talk option) he says 2000 upfront – but hiring is about 1000
after you’ve gone through all his options without hiring him, talk to him again – no hiring option anymore. No options at all, that is. Leaving/re-entering fixes that, though.
- Fixed. Not verified. On Call Price is not correct.

Open Issues

Tenth Street Office Block:
when attempting to enter the Building, where the Business Man resides, but then reconsider (cancelling) and instead trying to enter the Glutman Building, you’ll still be transportet to the first interior.
- Not yet addressed.

Monorail: Directions would be nice at Old Town Station.
- Most likely will be a custom prop fix.

Rust Stilettos area outside:
What is the Iron Key for? Never saw a messege it was used or needed…
- Will clarify.

Jagged Nail Club:
Club Manager sells the street doc number several times, but it’s not payed even once.
Splatter, hiring options: no “Be on call”, one valid, one greyed outside
Steelflight, hiring options: no “Be on call”, one valid, one greyed out
Kitsune, hiring options: no “Be on call”, one valid, one greyed out. Upon hiring, checking her inventory – Heal V – 100 HP? Seriously? That’s game breaking.
- Will fix in next build.

Docks area:
upon entering, combat triggers, 2 skull symbols appeared next to the images of Kitsunge and my char. They disappeared seconds later
- Need to investigate. Most likely related to the “lone star spawn”.

first warehouse, matrix: is somewhat buggy. First I triggered some IC, then my char got teleported halfway back, after clearing the map and getting both nodes, I clicked to make him move towards exit – suddenly he started running until he hit the wall (nowhere near I was clicking to begin with)
- The matrix was still being worked on. I was experimenting with interesting approaches, and part of that nodes approach involves teleporting. I’ll check to make sure it didn’t break AND to make it seem deliberate instead of bugged.

second warehouse, dog: Dog gave me Heal I, took leaves and increased my Spellcasting score from 0 to 1 – opon entering, I never talked to him in that place before. intentional?
- I’ll have to check.

Sewers/Rat Shaman’s Lair
new design is great, but could use a litte bit more lighting. End of game for me, after the fight I was trapped – my char even said so, when we reached for the door. Didn’t find a second exit or someone to talk to or any other kind of objet to meddle with…
- Foh will be handling this, unless he needs help.

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V2.0.0 is available

V2.0.0 is available on both steam and nexus.
I’ll be updating dropbox shortly.

Now that the obvious issues are fixed, or at least seemed to be, I look forward to seeing what new bugs SRR V1.2 introduced ;)

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V2.X

Even though the latest version isn’t published, it is in the dropbox…
I need to work on it more, but I’m in poor shape after the con. :(
On the bright side I met several SRR fans!

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V1.14.0.1

V1.14.0.1
Fixes for Tenth Street Transition, Old Town Magic Shop, Old Town Weapon Shop

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V1.14.0

Updated for SRR1.2
Hopefully the transitions and lost items are all fixed.
Please make sure to grab the latest file from dropbox before making changes!
(if you already made changes, tell me what scenes to look at)

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Dragonfall Update

Howdy.

Some of our followers might be concerned because I’ve been MUCH too quiet lately.
Never fear, the project is still going!

I was delaying any sizable changes because of some reported issues we had. Numerous people reported, and I verified, that downtown was stealing the missions items.

Needless to say this thoroughly broke things.

The good news is that it appears to be related to the SRR1.2 beta. Now that Dragonfall is out the problem seems to be resolved (at least in my unpublished test environment).

The bad news is a lot of scene transitions are now broken. Apparently the way object interaction was handled changed. Anything with “interaction distance 0” appears to no longer be clickable. Unfortunately a LOT of our transitions had that. I will be fixing that as soon as possible, its easy just time consuming. (Hopefully I’ll just be able to hack the text files)

In other news, those of you who have played Dragonfall already, tell me what you think of the matrix implementation in the APEX scene. I’m a little sad I didn’t release earlier because this is almost exactly the style I had in mind for Drake Tower. Any thoughts or suggestions on it?

Hopefully I’ll have some more exciting news to share soon.
I’ll be honest, I’m going to finish Dragonfall before posting a new update of the module.
I’ll resist adding Berlin props as long as possible, but I expect there will be a Dragon, and if there is we won’t have a choice but to add it. (You will know we’ve included Berlin when the version number increases to 2.0.0)

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V1.11.1

V1.11.1
Very quick update with bug fixes on Bremerton.
On entering the ship you should not lose your team.
On spawning the Jester you should not become him.

Fountain fix is not in.
This module is known to have issues with SRR Version 1.2.0. These issues will be resolved when 1.2.0 is no longer in beta.

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V1.11.0

V1.11.0
Merged in the improved Old Town graphics.
Smoke tested that links and transitions still work.
They all worked for me with the exception of the old town weapon shop.
I am hoping that was just a fluke because the logic looked right.

Added a “cheat” option to the Caryards sleep point.
If you don’t want to grind, you can get 25 free karma. You can repeat this several times if you want. It may or may not be disabled in the future.

Next update, once it is confirmed that this one works properly, will be posted to Nexus as well as Steam.

REMEMBER
This module requires Geeked’s prop pack.
More information is available here
http://steamcommunity.com/workshop/filedetails/discussion/166810095/648814845686030571/

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