It seems that you're using an outdated browser. Some things may not work as they should (or don't work at all).
We suggest you upgrade newer and better browser like: Chrome, Firefox, Internet Explorer or Opera

×
avatar
PraetorianWolfie: Thank you, I looked into the report and replied there, but I'll need a separate save game to check the mainframe issue.

Not really. One can check the commit log on the ScummVM github. If you are interested about specific bugs I could probably check to see if they're already fixed. Daily developer builds get the fixes first, and those will eventually be part of the next stable official ScummVM release, which should be version 2.3.0 -- but we have no ETA date as of yet for that.

When the Restored Content mode is complete, I'll definitely post here and there probably be a ScummVM news post about it, too, since we'll *then* need people to properly test that one from start to finish.
avatar
jakejakejake1234: Thanks for responding. Regarding the twins the only reason why I bought it up is because every time I have played the game they were always there when I first arrived, and we're talking many many many playthroughs. So them being there every time I first arrived is either a really good of string good luck..... or a rare bug. I tried to recreate that bug with the mainframe but to no avail so it must have been just a one off, no big deal. It was nice talking to you, take care of yourself okay and good luck with the rest of the project.
Thank you for the feedback and testing the still WIP restored content version. It really helps a lot with the process and also people showing interest in the work make me more motivated to fix things and resume the work --in spite of my unfortunately really busy real life schedule. Take care of yourself too.

Please, don't hesitate to submit more bugs on the bug tracker if new issues come up. This of course goes for everyone :)
avatar
jakejakejake1234: Thanks for responding. Regarding the twins the only reason why I bought it up is because every time I have played the game they were always there when I first arrived, and we're talking many many many playthroughs. So them being there every time I first arrived is either a really good of string good luck..... or a rare bug. I tried to recreate that bug with the mainframe but to no avail so it must have been just a one off, no big deal. It was nice talking to you, take care of yourself okay and good luck with the rest of the project.
avatar
PraetorianWolfie: Thank you for the feedback and testing the still WIP restored content version. It really helps a lot with the process and also people showing interest in the work make me more motivated to fix things and resume the work --in spite of my unfortunately really busy real life schedule. Take care of yourself too.

Please, don't hesitate to submit more bugs on the bug tracker if new issues come up. This of course goes for everyone :)
The KIA system has to be one of my favourite elements of the game. However it is not perfect and several clues are not into the categories where they are supposed to, especially when it comes to the suspect profiles. So I have decided to go through all the clues and name the ones that are not listed under the suspect profile that they should be listed under. Clues that I am unsure about are listed with a question mark.

Clovis - China bar photo (I know he is hidden in the photo but since runciter view B is also listed in his profile I thought it was worth including), Clovis' flowers, Crowd interview B (mentions a witness seeing the car Clovis and Zuben were in speeding away), Dektora interview (flowers), Dektoras card (considering Clovis' love for poetry it is most likely that he gave her this card), Dektoras dressing room photo, Gaffs information (he mentions Clovis and Zuben), license plate ? (I'm assuming it was Clovis that ripped it off and tossed it in the dumpster, not sure though) lab black paint transfer ?(I'm assuming it was Clovis who was driving the car), Lucy interview, moonbus photo, partial paint transfer ? (I assume it was Clovis that was driving the car), phone call Clovis.

Zuben - Crowd interview B (mentions a witness seeing the car Clovis and Zuben were speeding away in), Gaffs information (he mentions Clovis and Zuben), Lichen dog wrapper ? (I'm assuming this belonged to Zuben but it could be Clovis)

Lucy - Collection receipt (it mentions her anklet), Dektoras dressing room photo, dragonfly anklet, Early Q and Lucy photo, Lucy interview, Lucy with Dektora photo, outer dressing room photo, phone call Lucy, moonbus photo? (since the photo was found next to Lucys bed I am assuming she is the one that took it, but I'm not sure), Tyrell sales brochure Lucy version? (haven't tested it out yet but I think it may not be included in her suspect profile).

Sadik - Collection receipt (it mentions his earring), crime scene notes ? (not sure about this one but the bomber crystal mentions is most likely Sadik) Grigorian interview A ? (not sure about this one but crystal shows Grigorian a photo which I assume is either Izo or Sadik), Kingston kitchens box photo, moonbus photo, Tyrell security photo,

Dektora - Car color and make photo (since the car registration clue is listed under her as well the photo of the car seems appropriate), collection receipt (it mentions her belt), Dektoras dressing room photo, outer dressing room photo, mysterious woman photo, scorpions photo, scorpion box photo, partial license number photo (it is Dektoras car after all) license plate (Dektoras car) Dektora VK replicant/human (not only is it not listed here but the clue is not listed anywhere within the the KIA not even in the general clues section), Dektora interview do you think I'm a replicant (not listed anywhere within the KIA)

Izo - China bar photo (he took the photo so it should be listed there), China bar security photo (hidden but still visible) Grigorian interview A ? (not sure about this one but crystal shows Grigorian a photo which I assume is either Izo or Sadik) Izos friend photo,

Guzza - Briefcase (with evidence), China bar security photo (hidden, but there), Homeless man interview (both of them), homeless man 'kid', Izo's stash raided, phone call Guzza, shipping form, weapons cache (it is later revealed that the police issue weaponry was a result of Guzzas black market dealings), weapons order form.

McCoy - Moonbus photo.

Also I'll mention the clues that are missing from the crime scene clue section of the KIA as well.

Arms dealing - Bob interview (talks about Izo and him moving in to the green pawn or running it for a while), shipping form, weapons order form.

Moraji murder - Chew interview (talks about going to Morajis door and knocking 10 minutes ago but received no answer most likely because Sadik and Clovis were interrogating him), Gordo interview (talking about Morajis murder).

Animal murder - dispatch hit and run, envelope, howie lee interview, collection receipt (since the dragonfly anklet is listed it is only fair to include this as well), Lichen dog wrapper (found in the car), VK runciter human.

Eisenduller murder - Gordos confession (admits to stealing the kingston kitchen box), cheese (inside the kingston kitchen box), collection receipt, Izo's interview (the one where he talks about the dragonfly earring), Peruvian woman interview (regarding the dragonfly earring), special ingredient, stolen cheese, DNA Marcus (since this is what the perpetrator was after I'd say it is a very important clue).

Moonbus hijacking - moonbus reflection.

Bradbury assault - DNA Sebastian (This is what Sadik and Clovis were looking for so I'd say it's worth listing).

One last thing I'll mention is when talking to Bullet Bob after you ask him about Hassan when you click on Bob again he is supposed to get suspicious and angry at the McCoy. However when you click on Bob again McCoy just says thanks for your time.
Post edited April 22, 2021 by jakejakejake1234
avatar
PraetorianWolfie: people showing interest in the work make me more motivated to fix things and resume the work
Having recently played the restored content mode for the first time, I want to congratulate you and anyone else who had a hand in it. The fact you've said elsewhere you're only around 50% done implementing cut content makes me look forward to seeing the project finished.

I do have one very small suggestion though. There's a line I think would be better off being given only once and then not repeated: "select destination" when McCoy enters his Spinner. When I first heard it I thought "oh hey, restored content!" But when I kept hearing it every time McCoy entered the vehicle, I could guess why it was cut.
Post edited April 26, 2022 by Ismailov
avatar
PraetorianWolfie: people showing interest in the work make me more motivated to fix things and resume the work
avatar
Ismailov: Having recently played the restored content mode for the first time, I want to congratulate you and anyone else who had a hand in it. The fact you've said elsewhere you're only around 50% done implementing cut content makes me look forward to seeing the project finished.

I do have one very small suggestion though. There's a line I think would be better off being given only once and then not repeated: "select destination" when McCoy enters his Spinner. When I first heard it I thought "oh hey, restored content!" But when I kept hearing it every time McCoy entered the vehicle, I could guess why it was cut.
Thank you for the kind words.

I'll keep a note for the suggestion as a potential improvement. There are two ways that it could be implemented:
a. We add an option to disable the voice after the first time, but that is too specific and maybe in the end we'll end up with too many options in the GUI. (Or it could be a hidden option in the scummvm.ini, hmm)
b. The voice is heard the first time, and any subsequent times it's only heard (once) if the user leaves the mouse idle in the GPS interface without moving it or selecting a target destination. I like this one better, but it would be more complex to implement, and it goes into territory of doing more work on the engine that goes beyond restoration purposes.

In any case, I'll revisit these notes and I'm always open to feedback, now and even after the restoration process is done (no ETA yet, but I do plan to resume more intensively working on it in the Summer).

As a quick update to the curent work on the ScummVM Blade Runner engine in the daily development builds of ScummVM 2.6.0git:
- Several small bug fixes (sounds, interface interactions, path finding)
- Better keymapper integration with the game, with a default configuration that reflects the original hotkeys.
- Some work in-progress to integrate an extension to our video decoder to playback early Westwood teaser videos, including the Blade Runner one. The work is largely complete, and tested, but needs cleanup to get merged into the engine.

As always, any outstanding bugs or glitches can be reported to our bug tracker.

Also @jakejakejake1234 has been doing restoration work on his fork of ScummVM code, and he's made big progress. I've unfortunately yet to review his work, and I do want to complete planning some stuff that I've left unsorted before doing that, but it's very likely that his cut of the game will be yet another way to experience restored content soon. I'll let him post more about that, if he's still active here.
Huge thanks to ScummVM for the restored content and overall dedicated work on Blade Runner.

Is there any future content to restore, or the work on it is completed?
avatar
AWG43: Huge thanks to ScummVM for the restored content and overall dedicated work on Blade Runner.

Is there any future content to restore, or the work on it is completed?
Thank you for the kind words.

The work is not completed yet. There's more content to restore :)
Does the GOG version include the latest version of ScummVM? I heard the Steam version was updated to the latest version but no word on the GOG version.
Post edited September 03, 2022 by SwordChampiono
avatar
SwordChampiono: Does the GOG version include the latest version of ScummVM? I heard the Steam version was updated to the latest version but no word on the GOG version.
Currently, GOG version comes with ScummVM 2.1.0 (Oct 2019) and Steam version with ScummVM 2.5.1 (Dec 2021).

ScummVM's latest official stable release is 2.6.0 (Jul 2022). So, none of the distributed versions has the absolutely latest ScummVM release, but Steam's is closer.
avatar
SwordChampiono: Does the GOG version include the latest version of ScummVM? I heard the Steam version was updated to the latest version but no word on the GOG version.
avatar
PraetorianWolfie: Currently, GOG version comes with ScummVM 2.1.0 (Oct 2019) and Steam version with ScummVM 2.5.1 (Dec 2021).

ScummVM's latest official stable release is 2.6.0 (Jul 2022). So, none of the distributed versions has the absolutely latest ScummVM release, but Steam's is closer.
Thanks for the answer!

If I want to install the latest version of ScummVM on the GOG version should I try to uninstall/remove the old version first or its fine to install the new version over the old one?
avatar
PraetorianWolfie: Currently, GOG version comes with ScummVM 2.1.0 (Oct 2019) and Steam version with ScummVM 2.5.1 (Dec 2021).

ScummVM's latest official stable release is 2.6.0 (Jul 2022). So, none of the distributed versions has the absolutely latest ScummVM release, but Steam's is closer.
avatar
SwordChampiono: Thanks for the answer!

If I want to install the latest version of ScummVM on the GOG version should I try to uninstall/remove the old version first or its fine to install the new version over the old one?
On Windows you can just get one of the zipped versions of ScummVM and put in in-place overwriting the contents of the existing scummvm folder of the GOG installation with the contents of the new zip.

Alternatively you can install ScummVM properly using one of the installable downloads, launch it and "Add" the Blade Runner game folder, at which point ScummVM will detect the game and offer the choice of adding it as "original game" or "restored content mode", and finally you can "Start" the game. This process has more steps, but ultimately it offers the flexibility of having a central up-to-date ScummVM installation where you can add your game folders and launch the supported games from.
Any news on how content restoration is coming along? Is it still being worked upon?
avatar
SwordChampiono: Any news on how content restoration is coming along? Is it still being worked upon?
It is technically still worked upon. But it's progressing very slowly due to a combination of real life issues, job searching and some other priorities on ScummVM tasks.

Very recently (about one month ago), I've finished sorting out (second pass) all the quotes, conversations and scenes I want to restore. It's basically a quite hefty Excel document. There's a small percentage of quotes that I couldn't find a match for (yet), and a few that won't be restored in-game, as they are part of an altogether removed mechanism, but we might find some other way to show them off.

In the meantime I'm also working on some improvements for the engine code (no ETA) that may help out with the restoration tasks as well. These mostly have to do with animation testing.

So, basically, still worked on. Feedback on what is already there, is always welcome.
Interesting...what about restored endings as I saw there were some that could potentially be restored?

No one helps you and no one seems interested in assisting with this project anymore?

Also in general is there much left to restore that clearly seems possible to handle (without complicating mechanisms or other technical super difficult issues) or most of what could definitely be restored was either already inserted and/or is currently being worked...or there is still plenty of stuff to be yet started?
avatar
SwordChampiono: Interesting...what about restored endings as I saw there were some that could potentially be restored?
Yes, there's at least a couple that will be restored. I don't want to get into spoilers here, but basically one is a cutscene variation, another is the alleged "secret ending" (which as an ending does not ammount to much, but it does change how Act 5 plays out), and a potential third one again mostly involves who survives up to Act 5, so it changes how it plays out but not the ending-ending itself.

avatar
SwordChampiono: No one helps you and no one seems interested in assisting with this project anymore?
This was basically a personal project from get go. But people have provided feedback and jakejakejake above not only made significant remarks but ended up working on his own edition of restored content on a ScummVM fork -- which as far as I know is largely completed and ready for testing. Jakejakejake's restored content version has significantly different design goals than the one I'm working on, though. He could explain and expand on that much better than I can of course. But, the intend is to integrate his version also in the main ScummVM project, as yet another mode to experience the game.

However, it is a personal choice and decision of mine to finish the core part of the work I originally started with the goals I set, by myself. So I try to be as unaffected as possible by suggested restorations and design alterations -- until I've finished up the first full version at least. It's very much likely that suggestions, which I consider to be good, will be integrated in the project, or (more likely) restoration choices will match up since for a lot of the content it's quite obvious where it was cut from.

avatar
SwordChampiono: Also in general is there much left to restore that clearly seems possible to handle (without complicating mechanisms or other technical super difficult issues) or most of what could definitely be restored was either already inserted and/or is currently being worked...or there is still plenty of stuff to be yet started?
Yes, there is much left to restore. That's my sense of "much" anyway, but it includes stuff from like a few dialogue lines cut, to whole dialogue and action scenes cut, sounds and animations cut, a bit of developers commentaty cut, game choices cut... It's stll a lot.

There's no big technical difficulties blocking restoration, but I do want to put care into each of these, choose proper animations, check the source code for letfover signs of original intend (if any). And I tend to combine them with additional features I want to put in the game like, say, improvements and expansions in the subtitles system, fixes for the queuing of overlay animations, fixes for (some) model animations, fixes for the combat system, more flexibiity on how sound effects and music are handled etc. There's a lengthy TODO file for this :D Not all of this will be done probably, but there's quite a bit to go through, re-evaluate and implement.

Anyway, it's mostly a matter of time availability and prioritzation of stuff for me.
avatar
SwordChampiono: Interesting...what about restored endings as I saw there were some that could potentially be restored?
avatar
PraetorianWolfie: Yes, there's at least a couple that will be restored. I don't want to get into spoilers here, but basically one is a cutscene variation, another is the alleged "secret ending" (which as an ending does not ammount to much, but it does change how Act 5 plays out), and a potential third one again mostly involves who survives up to Act 5, so it changes how it plays out but not the ending-ending itself.

avatar
SwordChampiono: No one helps you and no one seems interested in assisting with this project anymore?
avatar
PraetorianWolfie: This was basically a personal project from get go. But people have provided feedback and jakejakejake above not only made significant remarks but ended up working on his own edition of restored content on a ScummVM fork -- which as far as I know is largely completed and ready for testing. Jakejakejake's restored content version has significantly different design goals than the one I'm working on, though. He could explain and expand on that much better than I can of course. But, the intend is to integrate his version also in the main ScummVM project, as yet another mode to experience the game.

However, it is a personal choice and decision of mine to finish the core part of the work I originally started with the goals I set, by myself. So I try to be as unaffected as possible by suggested restorations and design alterations -- until I've finished up the first full version at least. It's very much likely that suggestions, which I consider to be good, will be integrated in the project, or (more likely) restoration choices will match up since for a lot of the content it's quite obvious where it was cut from.

avatar
SwordChampiono: Also in general is there much left to restore that clearly seems possible to handle (without complicating mechanisms or other technical super difficult issues) or most of what could definitely be restored was either already inserted and/or is currently being worked...or there is still plenty of stuff to be yet started?
avatar
PraetorianWolfie: Yes, there is much left to restore. That's my sense of "much" anyway, but it includes stuff from like a few dialogue lines cut, to whole dialogue and action scenes cut, sounds and animations cut, a bit of developers commentaty cut, game choices cut... It's stll a lot.

There's no big technical difficulties blocking restoration, but I do want to put care into each of these, choose proper animations, check the source code for letfover signs of original intend (if any). And I tend to combine them with additional features I want to put in the game like, say, improvements and expansions in the subtitles system, fixes for the queuing of overlay animations, fixes for (some) model animations, fixes for the combat system, more flexibiity on how sound effects and music are handled etc. There's a lengthy TODO file for this :D Not all of this will be done probably, but there's quite a bit to go through, re-evaluate and implement.

Anyway, it's mostly a matter of time availability and prioritzation of stuff for me.
I Just want to thank you from my full heart for your efford. I really like the enhancements... and that it is also working with the german version :)

Hope, you are able to finished the things in the end. cant wait for it :)

Regards