Raymond Luxury Yacht on 7/4/2004 at 03:38
Has any one else had this problem: certain multitools (the emerald suites in seattle, the order church in lower seattle, to name a couple that spring to mind) don't go in the toolbelt with the others, but require a separate space? And I don't mean because I have 20 in the slot, but it occurred when I had as few as 6. SO then you drop something to use up this one tool. Which comes to my next glitch - the toxin blade's disappearing act. Drop it to use a multitool that won't go with the other 12, then go back to get it and it's gone:mad:
I have the 1.2 patch, so I wonder if it's just to do with my system or the game, but eidos didn't bother to fix it. Not much I can do I don't think, but did any of you have these happen? I know the obvious answer is to deal with it, as I have to deal with 640x480 on a fuckin Pentium4 3.0 gig CPU computer (you know I wasn't gonna post without bitchin about that again!), but just wanted to know I'm not alone
Orgone Accumulator on 7/4/2004 at 04:56
I believe the non-stackable multitool problem appeared with the 1.2 patch. It's not just you, it seems to happen to everybody. Unfortunately there doesn't appear to be much chance of a new patch to fix the problems the old patch introduced.
I haven't heard anything about the toxin blade, but then I don't really read the Ion Storm forums. You might want to check there.
tomi1kenobi on 7/4/2004 at 09:03
Yes, this is just a bug and has nothing to do with your system. There's another similar bug with multitools; at Seattle, on the rooftop over the lawyers apartment. I remembered that there were spawning multitools and used what I'd quite liberally until here, only to discover I can't pick them up. Needless to say, I was screwed badly:mad:
Rolander on 16/6/2004 at 17:13
Wow, so this multitool bug is real and not due to my imagination/system.
I'm playing 1.2 right off the CD, and at the Order Church, I found that somehow multitools were able to spawn on the ground. These were the non-standard multitools (i.e. won't stand with most others). When I tried to picked it up but couldn't (cos my inventory's full and they won't stack with what multitools I had), I somehow trigger them to spawn and spawn, until I had about a dozen on the floor, incidentally at the feet of one of the Seekers.
Catman on 16/6/2004 at 17:39
Yeah, the multitool problem is a weird little bug. And no, it's not going to be fixed, unfortunately.
Rule of Thumb 1: If you have room in your inventory and should be able to pick up a multitool but can't, just leave it be. There are more than enough to get through the game without the buggered ones.
Rule of Thumb 2: If you find a multitool which is floating in the air or sticking in the floor, don't touch it -- these are tool generation points. I suppose you could see how many multitools you can generate before your system crashes, but ...
As for the disappearing toxin blade: That may be because floors and walls and ceilings are not completely "solid" -- so under certain circumstances, it's possible to push small items through the visible surface and have it disappear (though like as not, it's just below the surface).
And again, this is highly unlikely to be fixed. :(
Captain Spandex on 28/6/2004 at 04:39
Strange... I haven't had that problem, and I have the dreaded *DUN DUN DUN* X Box version...
Heh... so much for 'Consolitis'.
Rolander on 28/6/2004 at 16:13
*sigh* Read: this is a new big in Version 1.2. Obviously XBox won't have that ...
Tej on 31/7/2004 at 15:42
And I thought those other multitools are somehow different, better than those I'm already wearing... (playing a v. 1.2 game)
John P. on 31/7/2004 at 20:39
To be honest; those who bought the US version are in luck, 'cause they can patch it to 1.1, which doesn't introduce any more bugs IIRC, and have pretty much the same fixes as the 1.2 patch. Plus, in the 1.1 patch you can completely disable dynamic shadows, which will help frame rate a lot for some. Of course, the game will not look as good then, but...
The 1.2 patch did introduce a performance fix, but they messed up so you can't totally disable the shadows in addition to the performance fix. If we could have had both in 1.2, the game would have been playable to a lot more people.
I think the US version patched to 1.1 + community patches and .ini tweaks is the way to go. You won't have that Multitool bug then either. Too bad for the European version owners.
Rolander on 2/8/2004 at 14:09
I think in 1.2 the shadows can be enabled/disabled if you meddle with the configuration file.
That was what I did; I noticed people walking around without casting shadows (except for their equipment; it was wierd watching the shadows caused by their equipment move around), so I tinkered with the shadows setting to get full shadows.