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Author Topic: Let's Play Bubble Gum Crisis, a Module for TOME  (Read 17590 times)

Zangi

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Re: Let's Play Bubble Gum Crisis, a Module for TOME
« Reply #30 on: March 25, 2010, 07:37:11 pm »

Yeah, I had something like that happen to me as well.  I think I ordered my friend back to Silk n Dolls to keep them alive.  It could be that Sylvia wandered outside or near the door.
She was right up my back the whole time.
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LordBucket

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Re: Let's Play Bubble Gum Crisis, a Module for TOME
« Reply #31 on: March 25, 2010, 10:48:22 pm »

I was using Priss and brung Sylvia.
Sylvia got shot at

So it was shooting at her. Meaning you and it may not have had line of sight on each other. And at present, the multi-team AI combat is not implemented, so Sylia was unable to return fire.

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I took a few hits.  Opened the door to the outside and
thats when I first saw the Boomer.

That sounds like a bug. It's totally expected that Priss wouldn't necessarily be able to see what was firing on Sylia. But if the door was closed and no walls were blowing up around you, it shouldn't have had LoS on her either.

I'll look into it.

Cheddarius

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Re: Let's Play Bubble Gum Crisis, a Module for TOME
« Reply #32 on: March 27, 2010, 03:06:20 am »

I don't understand how to play. I have the .team file and TOME, but it's not loading the module...
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LordBucket

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Re: Let's Play Bubble Gum Crisis, a Module for TOME
« Reply #33 on: March 27, 2010, 04:02:21 am »

I have the .team file and TOME, but it's not loading the module...

Three answers:

1) If you have a .team file, you probably downloaded the module manually from the modules site. That works...but a manual download requires a manual install. To do that, create a BGC directory at game/modules/BGC of your ToME install directory, and unzip the contents of the .team file into that directory. It's a .zip file with the extension changed. Just manually change the extension from .team to .zip.

2) There is a more current version available here. I highly recommend you play that version instead of the version on the modules site. It fixes many critical bugs. Once you have bgc057.zip downloaded, install it in the manner described above.

3) If neither of the above are options...then you can install V055 via the "Install a module" option on the menu you get as soon as you start T3. No dealing with .team files is needed.

Cheddarius

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Re: Let's Play Bubble Gum Crisis, a Module for TOME
« Reply #34 on: March 27, 2010, 01:31:43 pm »

What do you mean by game/modules/BGC? Is the "game" folder the tome_3872_stuff folder or whatnot? I can't find a game folder in the TOME folder; should I create one, then? Or create a modules folder and a BGC one in that?
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EuchreJack

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Re: Let's Play Bubble Gum Crisis, a Module for TOME
« Reply #35 on: March 27, 2010, 06:43:21 pm »

Go to the folder "game" inside the tome folder, then go to the folder "modules" inside the folder "game", then create a new folder titled "BGC".  Unzip the contents of the new version into the newly-created "BGC" folder.

Lordbucket, just a minor nitpic, but the intro hasn't been updated to the current version.

Cheddarius

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Re: Let's Play Bubble Gum Crisis, a Module for TOME
« Reply #36 on: March 27, 2010, 06:49:22 pm »

There is no game folder inside the tome folder. There's a lib folder; there's no game folder in there either, nor a modules folder. However, there is a mods folder inside the lib folder...
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LordBucket

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Re: Let's Play Bubble Gum Crisis, a Module for TOME
« Reply #37 on: March 27, 2010, 09:09:45 pm »

There is no game folder inside the tome folder. There's a lib folder

You're playing version 2 of the game. You need version 3. Go here and find the alpha 19 version for your operating system.

Here is a direct link to the windows port for alpha 19.

Quote from: EuchreJack
just a minor nitpic, but the intro hasn't been updated to the current version.

If that's the worst of the bug reports, I feel that V057 is a smashing success. :)

Cheddarius

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Re: Let's Play Bubble Gum Crisis, a Module for TOME
« Reply #38 on: March 27, 2010, 09:25:03 pm »

Oh god Priss turned into a spirit of fire and started killing everything
THIS IS THE WORST BUG EVER

In all seriousness, that fixed it. Thanks a bunch!
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Cheddarius

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Re: Let's Play Bubble Gum Crisis, a Module for TOME
« Reply #39 on: March 27, 2010, 09:34:30 pm »

Aaargh what
I did the "map tutorial" or whatnot in the Tokyo Express, and now the entire map is blacked out except for this gigantic blue sea in the bottom right, me, and four @'s around me. What's going on?
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LordBucket

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Re: Let's Play Bubble Gum Crisis, a Module for TOME
« Reply #40 on: March 27, 2010, 09:59:38 pm »

What's going on?

Screen refresh bug related to dialogue. Save and reload and your screen should be fixed.

Which dialogue choices led up to it happening?

Cheddarius

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Re: Let's Play Bubble Gum Crisis, a Module for TOME
« Reply #41 on: March 27, 2010, 10:32:23 pm »

I just went to the Tokyo Express and chose map tutorial, then left, and it bugged out.
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LordBucket

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Re: Let's Play Bubble Gum Crisis, a Module for TOME
« Reply #42 on: March 27, 2010, 10:40:40 pm »

map tutorial

...ahh. That should probably be removed. The tutorial hasn't been implemented.

EuchreJack

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Re: Let's Play Bubble Gum Crisis, a Module for TOME
« Reply #43 on: March 28, 2010, 01:09:07 pm »

Bug time!

1) The girls are still getting extremely overloaded with boomer reports.  Like one per step when they are active.  Also, Nene seems to repeat locations.

2) Mackie is such a liar.  A Mackie minute is about 4 game minutes.  Also, there is no way to tell whether Mackie is ready for another salvage run until you call him for salvage.  It would be nice to know if I can get salvage before I risk my hardsuits and girls.

3) This:
Spoiler (click to show/hide)
The guy in Red is the pickup point for a drug running mission, but is behind a window and two locked doors.  I eventually had to bring over a hardsuit with a particle cannon to shoot the door...only to find the Guy in Red was outside the Hot Legs....grrr, I still blew out the door and window!  We made delivery.

4) Oh, and if you're editing the Tokyo Express, you might want to remove the line "please return for payment" because that is not how payment for Tokyo Express missions works.

...
On the bright side, I finally got salvage from a boomer!  But the whole "wait for mackie to show up", with his '15 minutes' really being an hour, is kind of annoying, especially since he never actually appears on the map.  Is this another command from the game to ignore, or what?  Actually, I accidentaly left the scene and found a boomer when I returned, so maybe Mackie was not being paranoid, lol.

Finally, a question: How complete is this version?  More specifically, will I recieve story and corporate missions?

LordBucket

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Re: Let's Play Bubble Gum Crisis, a Module for TOME
« Reply #44 on: March 28, 2010, 02:56:19 pm »

The girls are still getting extremely overloaded with boomer reports.  Like one per step when they are active.

Odd. It's working correctly for me. Any advice on how to reproduce it?

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A Mackie minute is about 4 game minutes.

...this was needlessly complicated to fix...but I think it is now fixed.

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there is no way to tell whether Mackie is ready for another salvage run until you call him for salvage.  It would be nice to know if I can get salvage before I risk my hardsuits and girls.

Silly oversight. Apparently while I wrote roughly 70 lines of dialogue relating to Mackie informing the girls when he'll be ready, as well as the option to have him call and/or leave you voicemail...it looks like I never actually enabled it.

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maybe Mackie was not being paranoid

At present, if Mackie dies, you go the rest of the game without salvage. None of the girls can replace him. That will probably change at some point, but yeah...Mackie being paranoid is a good thing. He can die.

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behind a window and two locked doors.

In theory, this is now fixed in DV.

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might want to remove the line "please return for payment"

Done. The non-functional map tutorial option has also been removed.

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How complete is this version?

Not very. Mostly it's just the skeleton that's in place. All the hardsuit components and missions you see in game are basically test data that I threw together because there needed to be something to test with to get the systems working. Systems are in place, and more or less functional, but there's been almost no development of the content of the game.

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will I recieve story and corporate missions?

No storyline or corporate missions are presently accessible to the player.

Bubblegum Crisis was an experiment. I sat down for a good week or two solid, built the map, built the mission generator, built the hardsuit designer, and the various other systems you see in the game. None of this had ever been done in a T3 module before. It was all totally new. Like somebody said in the other thread, they didn't know the engine could do this stuff. Reason being...it had never been done before.

It was an experiment...but it was a badly received experiment. Nobody liked it. They said it was too difficult. Too complicated. They couldn't get around the map. They didn't understand what they were supposed to do. People would play for an hour and then be shocked to read discussion on the wiki about missions and fighting, because they never figured out how to get any and never saw anything to fight. Of the original ToME crowd, I only ever had one person give me any positive feedback. Everybody else just said, "Whoa...WTF?!!?"

So I didn't have much incentive to keep going.

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