One splash animation from a lurker were rendered in mid-air for some reason in the first lever room.
Brooms, and other items I guess, can get stuck in the corners of cabinets with half of it on the inside and the other half on the outside.
Taking screenshots appears to not work under Linux? I have looked under both the main game folder and ~/.frictionalgames/Amnesia/Main and their subfolders.
(09-15-2010, 02:49 AM)Vicious Wrote: My assumption is still the last lever to be moved for the puzzle has to be one set to either straight up or down.
Ah, I get what you mean now.
I'm currently replaying and your assumption seems to be correct. Looking at the map script (13_machine_room.hps:225) no check is done when a lever is set to a neutral position. I guess this might be the intended behaviour.
By the by, there are four valid solutions.
(09-10-2010, 06:59 PM)Spiegelman Wrote: * Confirmed: Entrance Hall/Laboratory - After using the acid on the organic tissue blocking the refinery, some players have tried returning to the Laboratory to refill their pots (obviously not intended to refill); however, when returning to the Main Hall, the organic tissue will have respawned and left the player without a means of dissolving it again.
* May be intended: After moving from one map to another and back, all previously moved items and doors are returning to their default position/state.
* Confirmed: Cistern - The valve at the farthest end of the Cistern can be turned twice instead of having to turn all three valves to lower the water.
Quote:* May be intended: Cistern - If the player leaves the map after the Kaernk and red tissue spawns, then re-enters the map, the Kaernk and tissue will both be gone.
Aren't all these caused by the same problem? The state of an entity only being temporarily saved.
It's late and I should've really gone to sleep some two hours ago, so this is untested. But the Entrance Hall tissue problem should be easily solved by adding the following statement at the end of
Amnesia/maps/main/ch01/02_entrance_hall.hps inside the
void OnEnter() function on its own line right before
//----PLAYER INIT----//.
if (QuestIsCompleted("02Web")) {
SetPropHealth("web_1", 0);
}
You would probably have to rename
02_entrance_hall.map_cache for the change to take effect and don't forget to make backups!
The Cistern should be fixable by using LocalVarString if there's someone interested in testing that.
Quote:* Confirmed: Archives - Near the map room there is a breakable wall and when you click on the wall it says "Fragile, but not breakable by hand." If a player clicks the wall repeatedly, it will break by hand.
The window is also breakable in the same way. So probably some quirk with that type of object or intended behaviour to not risk the player ending up stuck?