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Chokboyz

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Everything posted by Chokboyz

  1. Originally Posted By: Celtic Minstrel Argh, we're devolving into code discussion again. [...] Any chance of putting code discussion elsewhere? It's so cluttery... Indeed ... I suggest using the old "Compiled suggestion list" (http://www.ironycentral.com/forum/ubbthreads.php?ubb=showflat&Number=27627#Post27627) for such discussion or creating a whole new thread. Either way, i'll refrain from posting code discussion here again Originally Posted By: Celtic Minstrel The two town difficulty problems need fixing; apparently you already have, but I haven't. I'll commit the corrected code when the selected solution ("reversed difficulty scale" fixed and difficulty implemented for new scenario (prog_make_version > 1)) gets the community's approval. Originally Posted By: Celtic Minstrel We need to assume that (0,0),(0,0) rectangles are valid. There is a legitimate reason for someone to place such a rectangle, at least outdoors. On the other hand, we might be able to check for the description to decide whether to delete a rectangle; if it's at (0,0),(0,0) and its description is "Rectangle X" or whatever, it can be auto-deleted. Agreed. I wouldn't bother with the legacy case, since the "delete" button does the job (remember that, for legacy scenarios, "Rectangle X" are placed game-wise). Chokboyz
  2. Originally Posted By: Ishad Nha Program make version could be invoked, it is going to require that the new editor have the right version number written into new scenarios. If i remember correctly, the scenario would be legacy if the prog_make_version first number is < 2. Originally Posted By: Ishad Nha From what I can see, the program make version numbers are always assigned by the Editor: "1","0","0". They don't reflect the real number of the Editor version. Hence there would be no way for the Editor to detect what version of program was used to design the scenario. The version checking is indeed not yet implemented, but several checks are already in the code for when it will be ... I'm wondering if we should give the option of choosing to use the legacy format (prog_make_version[0] = 1, so no ressurection balm needed, no difficulty adjustment, etc) or the new format ... Concerning the difficulty problem : i've corrected the "reversed difficulty scale" for lockpicking and bashing, and implemented the difficulty setting for the new scenario format (i.e prog_make_version > 1, to insure backward compatibility). I've not commited anything for now. Is everyone ok with those fixes ? Chokboyz
  3. Originally Posted By: Ishad Nha I doubt that there would be any Area Rectangles situated only on square 0,0. A square that is frequently out of the town boundaries too. But unfortunately not out of boundaries if outside (that was why it was fixed in the first place) : take any legacy scenario and wanders around outside and you should be able to find mislabeled "Rectangle X". That makes me think : legacy scenarios "Empty" rectangles shouldn't be labeled as such because they are, in fact, already placed (because of the faulty original rectangle initialisation). Or am i mistaken ? Chokboyz
  4. Originally Posted By: Thuryl If I'm reading the logic of the Unlock spell correctly, doesn't being higher level actually make it harder to unlock doors? That seems like a problem. Actually no, because the level adjustement factor is decreasing with the level : combat_percent[20] = {150,120,100,90,80,80,80,70,70,70,70,70,67,62,57,52,47,42,40,40} Chokboyz
  5. Originally Posted By: Ishad Nha In the original editor blank rectangles were recorded with top, left = (0,0) and bottom, right = (0,0). In the new editor the notation is (-1,-1) and (-1,-1). Yup, that's one of the changes I've implemented (see Changelog.txt). Originally Posted By: Ishad Nha Anyway, a scenario that was created under the old editor will have all its blank rectangles shown as being in use. Indeed, the old scenarios have not been fixed (and shouldn't). Clicking the delete button will effectively deletes the (wrongly supposed) defined rectangle. New scenarios will have the description rectangles defined to (-1,-1),(-1,-1). Originally Posted By: Ishad Nha Could change the criteria for empty to mean that all four coordinates are less than 1. You could ... but documenting the legacy scenarios case seems enough. Besides, won't a rectangle put at (0,0),(0,0) wrongly be displayed as empty ? The best approach would definitely be checking for (0,0),(0,0) (like in the legacy editor) or (-1,-1),(-1,-1) depending on the scenario program make version. Originally Posted By: The Almighty Doer of Stuff That's what the documentation says it does, but what does it actually do? From a quick glance through the code : the town difficulty increase the chance of a town wandering monster to appears. the town difficulty increase the difficulty of unlocking a door using Unlock spell. Formula : r1 = (Random number between 0 and 100) - 5 * (Adventurer's Intelligence adjuster) + 5 * (Town difficulty) + (Door difficulty) * 7 (if door difficulty is 10, then the next test is set to fail automatically) If r1 < 135 - (Adventurer's level adjuster) then the spell worked. the town difficulty increase the difficulty of breaking fire/force barriers using Dispel Barriers. Formula : r1 = (Random number between 0 and 100) - 5 * (Adventurer's Intelligence adjuster) + 5 * (Town difficulty /10) (if is a fire barrier, substract 8 to r1) If r1 < 120 - (Adventurer's level adjuster) then the barrier is broken. the town difficulty increase the difficulty of any trap disarm attempt (skill check reduced by "Town difficulty") the town difficulty increase the damage dealts by any trap triggered. Or it should but given that (Town difficulty / 14) is checked, then the result will always be 0. So the town difficulty doesn't affect the damage outcome (and that should be fixed). the town difficulty increase the paralysis time of a "purple ray" trap triggered (this one is working). the town difficulty increase the difficulty of picklocking a door. Formula (incomplete, for example doesn't take the "Nimble" trait into account) : r1 = (Random number between 0 and 100) - 5 (Adventurer's Dexterity adjuster) + (Town difficulty) * 7 - 5 * (Adventurer's lockpicking level) - (lockpick's strengh/level) * 7 the town difficulty increase the difficulty of bashing a door down. Formula (simplified, for example doesn't take magic door, which are not bashable, into account) : r1 = (Random number between 0 and 100) - 15 (Adventurer's Strength adjuster) + (Town difficulty) * 4 As always, i may have overlooked/misunderstood something Hope it helps, Chokboyz Edit : thanks ADoS, i've just found two gems for you : The door difficulty setting is reversed in that the hardest door to picklock is the one with 0 (!!!) difficulty and the easiest is the one with 4 difficulty. To reverse back to a correct behavior without changing the chances, the line if ((unlock_adjust >= 5) || (r1 > (unlock_adjust * 15 + 30))) should read if ((unlock_adjust >= 5) || (r1 > (90 - unlock_adjust * 15))) but that's not actually a problem since ... the c_town.difficulty variable is never set (and therefore is (hopefully) set to 0 and useless). In fact, it should be set to c_town.town.difficulty during each town loading but is not. So, you are basically right : town difficulty does nothing (and just checked with difficulty enabled and the difference is significant. Can't open a difficulty 4 door with level 6 lockpicks and a rookie adventurer ...). Note that, the bashing formula is also plagued with the "reversed difficulty scale" problem (Unlock is fine).
  6. Originally Posted By: Mistb0rn I have a question...in BoE when you click the blank space next to 'spec' it brings up an empty 'jobs' list. Is there any way that jobs could be reintroduced? It would make it easier for both the designer and the players if we would have something like that easily available. (Maybe a 'set job/quest status' node, or something like that?) If i remember well, i began the process of bringing the job/quest panel back . I didn't go far though, mostly because i couldn't decide on an implementation and the time was lacking (in state, i think it's using a string array). Basically : the job button has been put back, the window handling is done (control bar, etc) and text can be drawn (tested). We can add a "Add Quest/Job" node which fill the quest/job panel, but agreeing on a common implementation before sounds better Chokboyz
  7. Originally Posted By: Ishad Nha If Chokboyz was quoting me about a scenario shopping script producing gibberish results, that was my own personal attempt at one, not his. So there should be no problem with his version. Ok, ... So, nevermind Originally Posted By: Ishad Nha All of these new query files, town and outdoor reports, seem to be created in the main BoE directory not the folder for the specific scenario. Yup, that's the intended behavior, but it can be changed if you feels to. In current state, the editor creates the report in the current working directory (which is the Blades of Exile folder and that shouldn't be changed). Originally Posted By: Ishad Nha How would you give a query file a name that includes the scenario name? At the beginning of each dump function (after variables declaration), replace the data_dump_file_id=CreateFile(...) line by those two lines : Click to reveal.. sprintf(get_text,"Scendata - %s.txt",scen_strs[0]); data_dump_file_id = CreateFile(get_text, GENERIC_WRITE, FILE_SHARE_READ, NULL, CREATE_ALWAYS, FILE_ATTRIBUTE_NORMAL, NULL); Result : Scen_data_dump - Scenario Name.txt Hope it helps, Chokboyz
  8. Originally Posted By: Ishad Nha Scenario Editor code won't compile after I updated it. Are you speaking of the last revision of the code (rev 130) ? If so, the files must have been corrupted in the download because it compiles fine for me (gcc 4.3.2) ... Concerning the last version (the one in link), the "Ctrl+V" shortcut has been reassigned to "Edit outdoor text", preventing the Paste shortcut from working. That should be fixed. The same with "Ctrl+A" (but this one is not essential and can be left in state). Chokboyz Edit : Quote: Scenario shopping script is producing gibberish results... Seems to work fine for me
  9. Originally Posted By: Ishad Nha For some reason I am having trouble with upload authorization, so I will post a revised version at: http://www.freewebs.com/ishadnha/2009ClassicBoEScenarioEditor.zip Minor changes: ' [ ' is an additional zoom in/zoom out key. Ctrl + Arrow keys introduced for loading previous/next town and for outdoor zones above/below/left/right. Added a comment about which Ctrl + Letter shortcuts were still available. Town menu was rearranged. Graying out of menus has been updated. Version date is now shown in the Help > About Blades Scenario Editor dialog. Is the code at http://www.freewebs.com/ishadnha/2009BoESESource.zip up to date ? If so, i'll gladly incorporate your changes (and i just checked, permissions are set for you to upload, so it must a Tortoise client-side problem or a password related problem ). Chokboyz Edit : ok, i've seen it has already been uploaded. I've changed several things in your commit : Deassigned the shortcuts "Ctrl+V" and "Ctrl+A", since they would prevent the "paste" and "select all" shortcuts from working (in the same way, the shortcuts "Ctrl+X" and "Ctrl+C" should not be used). Cleaned the new "object_..." function declaration : all you need to do when creating a new function is to declare it in the corresponding header (files in .h). No needs for extern definitions Remove some "short" before the variable in loops. The variable are defined at the top at the function, so there's no point in redefining them. Also, shouldn't the new Scenario Object Data Dump be under the "Scenario" tab with the others and not under the "Additional Features" tab ? Apart from that, it's nice and running Edit 2 : Originally Posted By: Celtic Minstrel Can we keep this thread just for ideas and discussion thereof, and move technical stuff such as code discussion or commit troubles elsewhere? Yeah, this thread http://www.ironycentral.com/forum/ubbthreads.php?ubb=showflat&Number=176307#Post176307 is the one that should be used
  10. Originally Posted By: Crynsos A bug I remember pretty well: When you manage to gain cash above the limit, simply by selling stuff or gaining a lot cash at once, it changes into negative cash, which uses every newly gained cash to put you into the positives again. Already fixed some times ago Originally Posted By: Crynsos Another one: Monsters which have 0 - 50 armor and are "Invulnerable" can be still damaged when you either have an extremely high damage attack (I think) or another monster with a rather high dice compared to sides attack. Of course, a high dice attack is made to be armor piercing or the like due to a higher chance to hit, but it shouldn't pierce invulnerability. The invulnerability effect that can be used on player does not have this weakness if I remember right. This does not work with anything else than melee combat, but the (totally forgot the name) electrical secondary attack that can be used on weapons on-hit can also deal damage to Invulnerable enemies last I checked. I think this has already been debated : the "invulnerability" trait is really a "super armor" (after all it's first name was Rentar-Ihnro) : physical damages are divided by 10 and magical damages are divided by 100 (if i remember correctly). There may be a suggestion to actually implement a true invulnerability trait but, besides a name change, this one will remains untouched (backward compatibility). If i remember well, that is. Originally Posted By: Crynsos About the post 2 posts about this one, I believe Worgs were supposed to be automatically Hostile A. They are. Originally Posted By: Crynsos Also, why does the Brew of Lethe has a deletion note next to it? It appeared as a regular item at least in Exile 3 and thus has not really a reason for deletion. If it's due to the second Brew of Lethe further down the list, we should replace the first item with another instead of just deleting it. My suggestion would be a modificated Skribbane Herb. Another already debated issue, look for older posts and see Celtic Minstrel for it is its work. Originally Posted By: Crynsos Some REALLY minor errors in bladbase.exs: Name Changes: Item #225 to Platinum Bar Item #326 to Gold Necklace Item #332 to Silver Necklace Item #333 to Uranium Bar Item #334 to Gold Bar For sake of consistency ... done. Originally Posted By: Crynsos Item #194, Ebony Lizard usually summoned Basilisks, not Giant Lizards, methinks. Just checked in Exile 3 and it was summoning Giant Lizards Originally Posted By: Crynsos Item #274, Lightning Rods has an ability value of 20 instead of 10 as maximum. True. We changed the exploding arrows but forgot the lightning rods. (Temporary ?) put the strengh to 5. Originally Posted By: Crynsos All hammer weapons (Bronze Hammer, Iron Hammer...) are displayed as maces in the Bladbase file, yet were changed to the new "blacksmith hammer" icon in all three standard scenarios. Let's see what others have to say about that before changing it Originally Posted By: Crynsos Monster #83, Drake uses the Bear Picture. Fixed. Originally Posted By: Crynsos Monster #186, I believe the Dark Wyrm had a certain powerful darkness breath but does not have it anymore. Hum, not sure about that ... Anyone out there ? Originally Posted By: Crynsos Monster #189, Unused has a Slith Warrior Picture instead of the standard unused picture. Fixed. Thanks ! Chokboyz
  11. Originally Posted By: Ishad Nha Change of subject, town reports. Printing the strings that go with the various node types, I mean strings 9,000 thru 10,130 from Strings.rc. I can't directly access them to place in a print out. Dialog boxes are easier because there are worked examples available. Does anyone know how to code this? From one of my old comment at the top of the strings.rc file : Quote: For node x name : 6600 + x + 1 ex1a text : 9000 + x +1 ex1b text : 9300 + x +1 ex2a text : 9600 + x +1 ex2b text : 9900 + x +1 You may want to use the get_str() function to fetch the correct string and put it in a char array (cf my implementation of your start_town_data_dump() function which use that method instead of the "special name string list" or the other dump functions). Quick and dirty "man page" : get_str(char *str,short i, short j) Copy the i*300 + j string of the strings.rc file to the pointed str. Example : get_str(var_name,22,town.specials.type + 1) copy the name of the town special i type to var_name (indeed, 22*300 = 6600, and we've seen above that node name is 6600 + type +1). Originally Posted By: Ishad Nha I can always list the strings as I did for the stain and field names. Those strings were not included in strings.rc so the list was a good idea and has been kept in the current version of the code. By the way, i assume you're aware of the "Scenario Specials Dump" function that already dumps all that is related to specials (scenario, outdoor or towns + timers) ... Hope it helps, Chokboyz
  12. Like Celtic Minstrel said, you need a SVN program to download the source code (google SVN or Subversion. The TurtoiseSVN distribution is a nice SVN front-end if you seek one). About joining the google group, i think the only thing needed is a google account (which is free to create). Celtic Minstrel has more experience than I in this domain I'll try to check your source and add your reports functions ... Edit : I've added the town report function (under the Town Advanced tab, though), but the Scenario Data Dump function is doubling the already present "write data to text file" function (more info is given by the latter). Chokboyz
  13. Originally Posted By: Celtic Minstrel Well, that's no good. We need to fix that somehow. Fixed. If the first character entered is a non-integer, the function will now behave has if 0 had been entered ... Chokboyz
  14. The town report feature is nice and functional, but please use the last version of the code, since lots of features/bug fixes are not present in your version ... Or if you don't feel like doing that, share your code and i'll implement it when i find time Chokboyz
  15. Originally Posted By: Ishad Nha Currently there is no easy way to print out BoE current SDF values. While in Classic BoE game, enter Debug Mode, press Shift-S, enter the SDF flag to check (e.g 150 and 5 for SDF[150][5]) and enter -1 for the value. It should print out the SDF value (BoA style if i'm not mistaken). Originally Posted By: Ishad Nha The set SDF function seems to crash if the A part is 0. It doesn't crash : 0 being the result returned for non integer characters, the SDF[0][x] are not checked. Concerning nodes checking, it's bit more complicated because nodes positions are loaded into the misc_i array (which are the last bytes of the savefile, if i remember well) each time a town is entered. Nonetheless, the SDF checks should suffice, since if a one-time node is triggered the corresponding SDF is set ... Hope it helps, Cbokboyz
  16. Originally Posted By: The Almighty Doer of Stuff 1. In dialogue, even when enabled, the text box does not have focus by default. I think it should. If you're going to enable it it probably means you want to use it. I see your point here ... Should be fairly easy to add Edit : Done. Originally Posted By: The Almighty Doer of Stuff 2. A Small Rebellion is still called "A Mild Rebellion" in the Start Scenario dialog. I've not really looked for typos and such, so there may be others lurking around. If the "Rebellion" scenario's title is wrong, I'll change it. Edit : Done. Originally Posted By: The Almighty Doer of Stuff 3. The bigger problems, regarding boats: Outdoors, while in a boat, specials are called when you move toward a tile, even if the tile is blocked. This can be seen at the beginning of ZKR, with the rock on the south shore of the river, just to the east. Row into it from the west and the message will appear. I just tested, and this is not legacy behavior and does not happen in original BoE. Hum, there's no message to trigger on the rock to the left of the town exit (check the scenario with the editor) ... Also, i've dusted of my old copy of BoE and just checked : a message is displayed when trying to move into blocked tile while outdoor in boat (i.e this is indeed legacy behavior). Originally Posted By: The Almighty Doer of Stuff Also, in town, special encounters are not called while in a boat. This IS legacy behavior, but it's unusual and should probably be fixed, perhaps with a "Boat Unblock" node or something. Yup, that seems a good idea ... To add to the suggestion/todo list Thanks, Chokboyz
  17. The problem has been identified : Mistb0rn game folder's name was containing a point (.) character. The original custom graphic loading procedure of the scenario editor was mistaking this point for the last one (the one right before the extension) and then messed the loading procedure. I've corrected the Windows code to correctly load a scenario custom graphic file whatever special character the path to it may contains (i don't think it justifies to compile a new version, though). If i remember correctly, the Mac version is going to use a scenario_filename.exr ressource folder, so duplication is unnecessary, since this will naturally be fixed when the new loading procedure will be implemented (if i'm not mistaken, that is ...) Hope it helps, Chokboyz
  18. What Windows version of Blades of Exile are you trying to compile for it to ask for missing wav files (the latest version use Ormus' sound dll ... or has it been changed and i didn't noticed ) ? Nonetheless, using a SVN client should do the trick ... or you can download the original source code which contains them (ftp://ftp.spiderwebsoftware.com/mac/bladesofexilesource.zip). If i remember correctly some sounds were swapped or different between Windows and Mac version ... i don't know if that has been changed but worth to mention. Hope it helps, Chokboyz Edit : Originally Posted By: Chokboyz I have the Windows BoE code in Visual Studio 2005 Never tried to compile it using the Visual Studio compiler, tell us if it works ...
  19. Originally Posted By: Mistb0rn Is there any way this could be easily fixed? We'll see that ... Is there a way you can provide me with your scenario (+ custom graphic file) ? As you can imagine, i've never encountered this behavior (or i would have fixed it prior to release), but it's true the editor has not been the most worked on program (the game executable obviously was) and the custom graphics handling is pretty fragile (read no check for anything, i.e you can enter 4000 for a custom 1x1 monster). Also, does it happens everytime or after a while ? Any other info i should know ? Chokboyz
  20. Once again, i've been unable to reproduce any problem with the mentioned altars/Ritual of Sanctification ... In fact, i've tried four times (to match your test; i've even get to the shrine by foot once to avoid debug interference) and got the ritual to work everytime (idem with "Shrine of Glacius"; i used the Spy Quest archive at the top of the board) ... Either your copy of Classic BoE is somehow corrupted (unlikely), you accidentally messed with the scenario file (for example, modifying it while running the scenario) or i'm missing something ... Try this : launch the scenario, enter in debug mode (Shift-D), teleport to town 19 (Shift-T, enter 19), battle your way to the altar and cast the Ritual on it. If the ritual fails this way, please join a savefile of your party while in scenario and i'll check it. If you want to continue playing the scenario as if you had succesfully cast the Ritual spells, set the SDF[19][4] to 1 in Aquarius (enter debug mode, Shift-S, enter 19, 4 and 1) ... In Glacius, set the SDF[20][2] to 1. Be warned though, the scenario file may be corrupted (see above) and you may encounter more oddiness ... Concerning the other problem (windows becoming white), the automap windows becomes white while in combat because it is not used (hence not refreshed). As soon as too many windows switching occurs or a long action takes place (as a monster casting a summon spell for example), there's a chance the window gets white (that may also happens with other Windows program). That may be the same problem with the background getting white (the only refreshed part is the Game window and the Status/Items panel), but i've never encountered it so far ... Hope it helps, Chokboyz
  21. Originally Posted By: Ahbleza I can only humbly beg your forgiveness because it did not happen again. Again, I'm sorry for bothering you, but I had never seen this before and just wanted to document it. No problem, those kind of things happens everytime And bug reports are always appreciated (after all, there could have been an old part of the code that was messing with the background part). Originally Posted By: Ahbleza I was using the new Classic BoE, two MS Word Files and one MS Paint File on a Windows XP Professional OS. Maybe you somehow run out of memory (mixed.bmp incompletely loaded, for example when switching from windows to mac graphics or error reading the already loaded mixed.bmp. Or Windows not displaying it to preserve the small remaining amount of memory ...) or Paint was messing with the graphical part (mixed bmp loaded or whatever)... If it ever happens again, report it and i'll check the corresponding part of the code (when i'll be able, though ). Chokboyz
  22. (Un)fortunately i haven't been able to reproduce this behavior (assuming you're speaking of the ice lizards/drakes/golems battles). For information, I used the Spy's Quest scenario from the link at the top of the board. If you're speaking of the tiled background ("marble" and so on ...) becoming pure white, then it's indeed a bug (that i've never encountered though). Checking your mixed.bmp or mixed_d.bmp file may be a possible solution (if you can display it without any problem then it should be ok). It would be nice if you could precise in what display mode you were (obviously in full screen, but what window position), what kind of graphic you used (bright window or dark mac) and whether the bug appears exclusively here or not. Also, did you modify the scenario or are you playing the vanilla (original) one ? Do it always happen ? Are you able to reproduce it ? It may be a computer-specific glitch (mixed bmp couldn't be read for a reason or another), but better make sure of that ... Chokboyz
  23. You're welcome ... We've introduced this feature primary for debugging purpose (i.e a is bug reported, then try to find if the scenario is buggy. Successfully used several times.). In the same vain, additional items and monsters data dumping functions has been added. Named monsters and talking are the only things that has no dump if i'm not mistaken (planned to do so, but didn't find the time ...). Nonetheless, if these fulfill their purpose, then it's great Chokboyz
  24. Ok, you've not accomplished enough quests for the SDF (3,6) to reach the 6 value. Here is the list of quest increasing this SDF (as named in the hint file) : Dead Man's Poppy (done) Little Brown Pup Unstealing the statues Looking for Luncinda Cutthroat Commune (done ?) Potion of Light (done) The Holy Goblet Chicken Killer (done) The Lost Boys (Rusty and Billy ?) (done) So, in your game if you gets into debug mode and type Shift-S, enter 3, 6 and -1, the value of the SDF[3][6] should be 4 (or 5). If that's not the case, please says so. On the other hand, is that my version or are the custom reduced pics drawn on the map (or shown in the terrain editor) displaying garbage on this scenario ? I've never encountered this behavior with any other scenario Chokboyz
  25. Originally Posted By: Ahbleza The message window clips the bottom of the buttons Yeah, i've noticed that too. It has something to do with the rectangles used to draw the button items and the way Windows handle drawing the dialogs. Simply changing the size of the dialog won't fix that, i think one would have to fiddle with the buttons rectangle. It's nothing more than a glitch (and a little one) though, and should be squished when the dialog engine will be rewritten. Originally Posted By: Ahbleza Also the 'Load Game' window is a washed-out yellow Err, the Load game window is supposed to be the standard Windows 'Select a file' window (i can't do a thing here, the whole part is done by the Win32 API). So, either all your windows are washed-out yellow (or you're using older Windows) or something is quite wrong Originally Posted By: Miramor Hello, I'm here to report the first regression in Classic BoE 1.0... In AC3, Vargas will not recognize when the party has done the required number (six) of side quests. Not sure what the bug is, want me to provide a savefile? Thanks for the report ... Unfortunately, without more precisions i can't do a thing, as i haven't played this scenario yet. Nice informations would be : town name, location of Vargas, tasks done, etc ... Chokboyz
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