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Messages - dreammaster

#61
Check out the AGDI thread at http://www.agdiforums.com/forum/viewtopic.php?t=8520. You'll find the answer there.
#62
There's nothing you can do with the orb yet. As for the potion, it's a nasty potion to ensure your permanent obedience. Obviously, this is bad, particularly as you want to escape. So you'll need to figure out a way to avoid drinking the potion without Manannan catching on.
#63
Too big? The original game was only about 2Mb. In any case, piracy is strongly discouraged, so if you haven't played the original, I'd recommend looking for a copy of the KQ collection on EBay.

Since you're unfamiliar with the game, I'll just state that in this remake (which changes many of the puzzles anyway), you can get through the first four days of gameplay. This is most of the storyline that occurs as you prepare to escape the grasp of your evil master, the wizard Manannan. The rest of the game, finding a way home and dealing with the problems therein, hasn't been scripted by Radiant yet.
#64
Edwinxie, the game is still a beta, and not completed yet. If you're familiar with the original Sierra game, you can get almost as far as dealing with Manannan. That is, you can get to a stage of being able to gather *most* of the spell ingredients and casting some of the spells, although you can't use the results yet.

We discussed earlier whether a walkthrough should be made available. Whilst I don't want to put words into Radiant's mouth, the current betas are really aimed at getting people to experiment with what's been done so far and evaluate whether the puzzles are fair or not. Having a walkthrough would effectively destroy that.

If you really get stuck on anything, post a hint request to the AGDI forums http://www.agdiforums.com/forum/ and either myself or one of the others can help you out
#65
I think he means what utility did Radiant use to extract the graphics from the original KQ3 game
#66
If you read the dialogs that appear when you start the game, you'll see a list of Ctrl combinations you can use for debugging.
#67
Fovmester, thanks for the heads up. I've gone back and updated my previous reply
#68
fluxmaster, about the spells..

Spoiler
you're misinterpreting the signs. First of all, you're right in that the Principla Mathamatica can be solved using the first five natural numbers 1..5. However, when in a spell, they specify a particular ingredient number rather than the number of times to do something, and are used in conjunction with the standard symbols as specified in the cookbook.

So, for example, the Brewing a Storm spell reads:
Using Ingredient 3, add a pinch, add another pinch, using ingredient 1, add it all, heat, using ingredient 2, add a pinch, blow on it, stir it, stir it again, wave the wand.

Of course, as I said earlier, the spell fails when you try to add the mud, but this is how the spell reads visually, at least. I'm not sure where you got 5 from in your message; you may have mis-solved the Mathamatica document. It's fairly easy to solve once if you start off with the basis that all the values must be between 1 to 5.. the second equation x/y=y, or x=2y, only works with whole numbers when x=4 and y=2. Then it's easy to work out the other values.
[close]
#69
The message from the bin is a contraband. It contains a key to casting magic, so naturally Manannan gets angry at you if he finds it on you.
#70
Edwinxie, the wizard will mostly zap you for having on your person any item which he considers to be dangerous to him, or that shows you've been disobeying him. This means pretty much anything expect the basic tools you find in the kitchen. One of the game's first puzzles, therefore, is to find a place to hide your contraband where the wizard won't find them.

Fluxmaster, the cookbook and the Principala Mathamatica give you all the information you need to be able to cast the spells. I didn't notice any extra symbols in the spellbook that weren't in the two of them.
#71
Better to download the latest beta at http://www.liacs.nl/~psimoons/kq3b4.zip rather than the original beta.
#72
Fluxmaster, Just remember that Radiant previously stated that although charcoal should be obtainable in Beta 4, it can't due to a bug preventing you. So unless you stuff your pockets, don't expect to get it. See my previous posting for all the other ingredients that can't be gotten in beta 4.

Hey Radiant, not to put any pressure on you, but how's beta 5 coming along?Ã,  ;D
#73
Damn, and I had such high hopes. On a side note, I agree with Fluxmaster that there seems to be something wrong with the Brewing a Storm spell. According to the symbols of the spell, after heating the mixture you're meant to put in a pinch of mud. But doing so causes the spell to fail.
#74
And may I add, if you can at least make the transform into cat spell and get rid of Manannan, then you can search the countryside at your leasure for the rest of the ingredients.

PS: I've got a pretty good idea what the private package was (AGDI forum), so I'm definitely looking forward to seeing the next beta. 8)
#75
Blackthorne519, remember that as it stands, there is already a sequence near the start of the game with the mirror that explicitly spells out who you are anyway. An introduction that spells it out won't therefore make much difference. Personally, I'm in favour of it - it would help differentiate the remake from the original.

iron_man, part of the fun of beta testing is trying out any old thing to try and figure out what works and what doesn't. Having a complete walkthrough might allow some bugs to slip through because you might not try some combinations you would have otherwise. If you have real problems solving a puzzle, you can always ask for a hint on the AGDI thread.
#76
Thanks for the FYI Radiant, but I've already figured out how to get all three; the snakeskin I can't get in beta 4 because of the Medusa crashing bug, but the newly introduced descriptions in beta 4 gave me the answer to go back to beta 3 to get it. The ingredients I'm still missing are: the nightshade juice, cat hair, mandrake, pouch, thimble, and amber stone (although that's presumably in the spider cave). If any of them can't be gotten in Beta 4, I'd appreciate knowing.

A few more things to report:

Bugs
------
* When you place the item on in it's correct position to catch the fly, it isn't removed from your inventory. It should be, since it needs to be removed afterwards

Suggestions
----------------
*Ã,  I'm currently trying to figure out how to get the cat hair since, unlike in the original, it simply scratches you if you try to pick it up. I think the milk has something to with it (I haven't found any other use for it), but clicking it on the cat doesn't do anything (it could use a response). Neither does the gutted fish (also could use a response). I also tried using the milk on the bowl, figuring an indirect solution (could use a response).
#77
Thanks for the nudge Radiant. I've now been able to get the key and cast some spells legitimately. As far as I can see, barring the charcoal and anything desert related which can't be got in this beta, all I have left now is to find a few of the remaining ingredients.

Note to anyone reading: this bug report contains an explicit puzzle spoiler. For some of the previous bug reports, I've tried to remain vague, but I can't in this case.

Bugs
------
* When I pick up a chicken on day 3, a second one is immediately spawned. Once it even appeared outside the pen
* At one point on night 3, I somehow managed to get on the "outside" of the staircase. One example point would be at position oqn, vu. Not major, since I was able to walk up the outside of the staircase to the second floor and everything was all right again
* I think finding the door key to your bedroom is an unfair puzzle. None of the descriptions indicate that the key has been left in your door. I spent a lot of time looking around the house on day 3 trying to find where Manannan might have an extra key. It was only because I tried using the pin to lockpick the door that I found out the key was actually in the door. Then at least it was a simple matter to work out how to get it
* When I unlock the door to my bedroom with the key, it explicitly only says that you "unlock" the door. So when I try to open the door, it says that it's already open. The dialogs should be tweaked so that it says you unlock and open the door
* About the door, using it, it says "in order to allay the wizard's suspicions, you leave it open". Umm.. the wizard did lock you in your bedroom, so wouldn't it make him suspicious if you leave the door *open* rather than closed?
* The filename on the file delete confirmation dialog is all scrambled
#78
A few more bugs to report, but nothing major. I'm eagerly awaiting the next beta release *wink* *wink*

Bugs
----
* Spelling error - papa bear tells you to stay away from their "picknick" - should be "picnic"
* I get a Fatal AGS Error clicking any item on the dog in the general store.. same details as in previous postings
* I just noticed that the coordinate display for the Ctrl-C toggle is screwed up like the room number in the teleport cheat is
* Clipping error. If you walk left off the path in room 53 from position ont,onw (sorry, but as I said, the coordinate display is screwed), you fall partially in front of the foreground
* There's no use action for the skull in the stream outlet screen, and it's says there's no action for "touch lizard".. that must have been one hell of a big lizard
* You can walk behind the gangplank on day 4
* Walking into the bar on day 4 crashes the game wth the error: Room 48 script line 467; Error: MoveObject: invalid object number
* The description of the lab mortar is currently split into two dialogs mid-sentence

Suggestions
-----------
* A reply for if you click wood on the stove in the general store would be appropriate, such as "the shopkeeper is quite capable of keeping the stove fueled"
* The dialog when you return to room 53 on day 3 without having completed the day's requirements -Ã,  it says "you'd think this would be a great oppurtunity to look ardound Llewdor a bit more". It would be better grammatically to say "you think"

Finally, does beta 4 legitimately allow you to get some charcoal? I've tried burning the twigs in the available fires, tried getting some from the various burned out stumps, and searched the house and the general store. I even teleported into the 3 bears house to check there (I haven't figured out how to get the key yet - I figure I need the invisibility potion). I'm darned if I can find any.
#79
Hey, I managed to squeeze in some more bug testing for the day, and got a few more bugs to report:

Bugs
----
* Looking at the Principala Matamatica note when you're in the inventory screen whilst performing a spell will cause it appear, but then there will be no way to get rid of it
* The spell failure ending for the teleportation spell has the same "loss of mouse" problem that several of the other endings had. Also, it says that "that stone has a flaw". But at this stage, I don't even have a stone
* When you try, for example, heating the sea water on the lab brazier it says that it's out of charcoal. Yet if you look at it, it says that the charcoal is cold
* Trying to talk to any of the bears when they're are having a picnic gives the error: Global script line 3106; Error: Null string supplied to CheckForTranslations
* Returning to the bandit's treehouse later, after having dealt with the first bandit and having returned to collect your missing items from the box, the second bandit is there. But he doesn't actually move, although the chase music plays, and if you leave the room, he will appear and push you off the tree. It also refers to the box as being closed, even though it's visually open
* Also about the second bandit, trying to use him, it refers to the "two bandits" again, where it should only be one
* It seems that you can't legitimately stone Medusa in this beta.. clicking the mirror on her gives the same fatal AGS error as in my previous post, at global script line 3092


Suggestions
-----------
* Trying to use the twigs, knife, or spoon on the vial in the tree should give a message like "You try to stretch out using a twig/the knife/the spoon to prod the vial loose, but it doesn't reach far enough"
#80
Congratulations on yet again promptly releasing a new beta, and with new features, no less.

Moodyblue, you might want to check out the same thread in the Game Making Forum in www.agdiforums.com - that's been more or less been given over to giving hints and discussing miscellaneous things about the game. Also, the wizard gets mad at you for having the scroll for the same reason he gets mad at you for having ingredients for spells.. they show you've been disobeying him and doing things you shouldn't (at least, as far as he's concerned).

Lots of things to report about this new beta. But take heart, I certainly loved the new additions.Ã,  8)

Warnings
--------
(in room 24): Attempt to open file '-3N.1)I6:6' denied (not current directory)
This warning had been created during the initial day 1 work inside the house.

Bugs
----
* The log functionality doesn't seem to be working anymore
* Manannan still has a tendancy to appear and not disappear. Eg. on night 1 after cleaning his study, I go up to the second floor landing (room "po") and he appears, and then just stands there
* Minor graphics glitch - if you walk off the cliff at the back of the chicken pen at nighttime, the graphic for the chicken pen gate gets screwed up
* Something's wrong with the teleporter, the display of the current room number is screwed up.. it's displayed as two alphabetical characters rather than as digits
* I got fatal AGS error when I tried talking to the barmaid, or clicking any item on her:

---------------------------
Illegal exception
---------------------------
An exception 0xC0000005 occured in ACWIN.EXE at EIP = 0x00448966 ; program pointer is +6, ACI

version 2.61.747, gtags (17,10)

AGS cannot continue, this exception was fatal. Please note down the numbers above, remember what you

were doing at the time and notify CJ on the Tech forum.

(Global script line 3092)
---------------------------

* When I got turned into a snail I tried to go down the stairs; as soon as I entered the downstairs screen, I lost all control until I turned back to normal
* The little dot in the lab aquarium can go one pixel further to the right then the acquarium itself
* When I click use on the bandit in the treehouse, it says he awakes and starts chasing me. I then get a second dialog saying do you think you can hurt the bandits (but of course there is only one there). Then I get the chase music, but the bandit stays asleep.
* Talking to the sleeping bandit in the treehouse causes the same problem - it says he wakes up, but he stays asleep
* The treehouse room music sequence keeps playing for a while even after I leave the treehouse
* The single bandit in the bar still gets referred to as "The two scroungy thieves" and "The bandits" for the look and talk actions
* Leaving the bar gives a weird dialog with "4SJ TK YMJ XZWQ^ ..etc"
* If you try clicking any item on the locked door of your bedroom on night 3 it says "you have nothing with which to pick a lock". This doesn't really make sense, particularly if, for example, you're trying the gold key on the off-chance that it might work.
* The day 4 opening, which I understand is only currently for testing, opens with the night scene still in the bedroom window
* On night 3, you can walk through the door of your bedroom even though it's meant to be closed and locked. BTW: Without spoilers, is it possible to get the bedroom door key during day 3 legitimately?
* For tea on day 3, I gave Manannan and Mordack the meat. Returning to the dining room on night 3, the meat is still on the table. Clicking on it gives a dialog "You retrieve your bowl". My bowl?
* Unlocking the safe on night 3 (having done it previously on night 2), I get an extra blank dialog at the start (before the "you open the safe" dialog appears).
* Miscasting the invisibility spell, my corpse jumped from being by the table to being by the top cupboard

Suggestions
-----------
* The night time dining room window doesn't have any look/use description
* There's no look/use descriptions for the barmaid
* The earlier beta had a series of spell entries harkening to KQ6 and KQ2+, which I notice aren't in this beta. I loved seeing them.. couldn't they can added back in?
* Clever puzzle with the fisherman. It might be better if you gave an encouragement response if the player types in certain wrong guesses. For example, I was guessing "eel" for a while, since it has a head and the rest of it is tail. "snake" is another one, since there's a snake in the game, and it has a head and all tail
* I think the bandit chasing you puzzle could be slowed down a bit (ie. give you a bit more of a lead). Even after I figured out how to solve this puzzle, doing it again repeatedly was problematic because the bandit is after you so quickly, unless you hog room boundaries
* You're probably already aware of this, but the conversation between Manannan and Mordack is currently just a single dialog saying "conversation".
* You probably intend something further anyway, but it's currently weird that Mordack just stands like a statue in the dining room on night 3
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