QFG2 News & Updates: Version 2.0 Released on PC and Mac!

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daventry
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Re: Official QFG2 News & Updates: Version 1.1 Released (page 31)

#776 Post by daventry » Fri Sep 12, 2008 9:00 pm

Thanks you guys ;)

Im still hating the Combat Keys System, you guys shouldve added a mini Point and Click thing like QFG3 has when your in a Battle, im still at the very beginning of the Game. :o

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Re: Official QFG2 News & Updates: Version 1.1 Released (page 31)

#777 Post by Erpy » Fri Sep 12, 2008 9:04 pm

I never implemented a mouse interface, because I had no idea how to make a mouse interface with 15 buttons that was so intuitive you could still press the right button in the heat of combat in a fraction of a second. In addition to often causing your mouse to click on the wrong button, it'd be close to impossible to pull off any advanced sword techniques, let alone exchange counterslashes with a skilled swordsman. If you have trouble remembering what key does what, maybe you could try remapping the keys to the setup of your liking.

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Re: Official QFG2 News & Updates: Version 1.1 Released (page 31)

#778 Post by Asrai » Fri Sep 12, 2008 9:07 pm

:eek Wow, I knew you guys must be busy fixing all of the little bugs that I've seen posted, but I didn't realize just how busy. Thanks for all of the continued hard work. :)

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Re: Official QFG2 News & Updates: Version 1.1 Released (page 31)

#779 Post by Schrijvertje » Mon Sep 15, 2008 6:56 am

My girlfriend keeps hassling me because I always forget to hit num lock again when I'm done. Then when I continue, I always get knocked to the ground before I realise my commands aren't going through. :rollin

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Re: Official QFG2 News & Updates: Version 1.1 Released (page 31)

#780 Post by Erpy » Mon Sep 15, 2008 9:09 am

Remap the keys to work with the numbers...that'll allow you to keep numlock enabled.

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Re: Official QFG2 News & Updates: Version 1.1 Released (page 31)

#781 Post by Eleniel » Wed Sep 17, 2008 12:17 am

Just FYI, this update causes the game to lock up when I save... if I force a minimize and reopen it, though, it's fine. But a major inconvenience.

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Re: Official QFG2 News & Updates: Version 1.1 Released (page 31)

#782 Post by DrJones » Wed Sep 17, 2008 12:40 am

Eleniel wrote:Just FYI, this update causes the game to lock up when I save... if I force a minimize and reopen it, though, it's fine. But a major inconvenience.
I'm not sure about that, but it looks as if some process is stealing the focus of the application when it tries to access the disk for writing.

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Re: Official QFG2 News & Updates: Version 1.1 Released (page 31)

#783 Post by Eleniel » Wed Sep 17, 2008 10:07 pm

Thanks for the heads-up, DrJones. Ironically, after I made that post I didn't have a problem with it, but if it does happen again I'll investigate that line some more.

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Re: Official QFG2 News & Updates: Version 1.1 Released (page 31)

#784 Post by techie775 » Thu Sep 18, 2008 2:20 am

one thing I noticed if you look very closely and you have to do it slow enough, is the hero's view is on the door of the katta tale inn for a second when you are going inside. I'm still playing v1.0 but I didn't see that in updates. I know it's not the biggest thing to worry about but I thought it deserved saying. Here's a pic to show what I'm saying.
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Re: Official QFG2 News & Updates: Version 1.1 Released (page 31)

#785 Post by Rallor » Thu Feb 05, 2009 4:36 pm

I have to say everything is just great but it needs a direct 3d 9 option like the Kings Quest I VGA remake remake, which I am able to play thanks to it in a bigger window without losing performance. Now I know I wont be able to use my current saves but I would use the newer version with some of my yet unimported QFG1 characters.

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Re: QFG2 News & Updates: Version 2.0 Released on PC and Mac!

#786 Post by Anonymous Game Creator 2 » Thu Jan 20, 2011 12:28 pm

Update: 20th January, 2011: Quest for Glory II Version 2.0 Released!

Go to the Quest for Glory 2 Page

Packed full of fixes and improvements, version 2.0 of Quest for Glory II: Trial by Fire has been upgraded and released. But that's not all! Now Mac users, too, can enjoy this award-winning Adventure/RPG game in full Point & Click, icon-based, pseudo-VGA glory. So be a Hero, not a zero, and download your free copy right now.

Special thanks to Dr. Jones for doing the work of about 10 beta testers over the course of several months to make this version extra polished!

----------------------
CHANGES TO VERSION 2.0
----------------------
WARNING: GAME SPOILERS AHEAD

- Added: Compiled the game with the AGS 3.2 engine for better compatibility on all systems
- Added: Optional Direct3D driver mode
- Added: proper Vista and Windows 7 support and functionality
- Added: a checkbox to the Windows installer asking whether the user wants to create a game desktop icon
- Added: Save-game files can now be directly loaded by double-clicking on them from Explorer
- Added: The game now supports 50 save-game files
- Added: a safety check when starting a new game to ensure that Health and Stamina are at the correct levels
- Added: Some missing items to the TAB Inventory GUI menu & implemented the correct pluralization for all items
- Added: The ability to skip the sitting down animation process in Aziza's house
- Added: several missing death messages
- Added: a more accurate message if Dazzling and then Calming the guards in front of Raseir's Palace
- Added: a missing line of Khaveen's dialog when answering "yes" to him
- Removed: Paladin disqualification when using the X-Ray glasses to look at Zayishah
- Removed: 6 points that had been mistakenly allocated in Version 1.1 for thieves trying to become Paladins
- Changed: the game now natively plays Ogg Theora video files, preventing potential video stream freezes
- Changed: Windows save-games to be saved in the game directory again rather than in My Documents/My Saved Games
- Changed: the game's installer to use Inno Setup for better compression and performance
- Changed: You can now walk with the arrow keys if a spell target, rock, or dagger is the active mouse cursor
- Changed: Hybrids without inherent Magic skill now begin with only the QFG1 spells that are unobtainable in QFG2
- Fixed: the Stats Allocation screen to detect whether the character name begins or ends with a space
- Fixed: a bug where middle-clicking in the Stats Assignment screen changed the arrow pointer into an eye icon
- Fixed: an exploit where telling Issur about "air elemental" before it appeared allowed spamming Communication
- Fixed: a bug that caused the Hero's animation frames to glitch if sitting when Omar rewards you
- Fixed: a bug where depleting the Magic Rope caused the Magic and Special Actions GUIs to remain inaccessible
- Fixed: a debug text message that displayed in the Weapon's Shop
- Fixed: text displayed in a borderless box if CTRL+W or F1 pressed while the mouse hovers over an alley exit
- Fixed: Throwing daggers in combat giving 1 extra when collected if you have any sword & the Silver Dagger
- Fixed: Escaping combat with <2 health and 0 stamina now slightly boosts both stats to prevent instantly dying
- Fixed: a bug where you could reach 0 health and 0 stamina without dying immediately
- Fixed: a v1.1 bug that made Jabbar bin Ma'amar the only guard to ever enter the Shapeir Gates Plaza
- Fixed: Stopped Shema from barking about the Air Elemental in the morning if you've already defeated it
- Fixed: Raseirian guards appearing in Shapeir's Plazas and break-in houses if you visited Raseir early
- Fixed: a bug when Levitating/climbing rope in the 3rd break-in house & clicking an item on the drawers
- Fixed: a crash in the alleyway overlooking the Gates Plaza at the exact moment the Fire Elemental appears
- Fixed: a bug where the alleyway brigand could appear a fifth time
- Fixed: the ghoul's Boom spell from leaving a graphical flame artifact on the combat area after exploding
- Fixed: the swing attack using more stamina than the stab when making contact with an opponent
- Fixed: Prevented the spell target becoming an Eye/Hand when casting spells at alley intersections with NPCs
- Fixed: Knocking on the left-hand door in the WIT alley no longer makes the hero exit the screen.
- Fixed: a bug where the EOF voices repeat orders in the alley after EOF has already been passed
- Fixed: the icon bar disappearing when captured in Zayishah's room and thrown into Raseir's dungeon
- Fixed: an oversight that caused the Reversal spell to remain active during the Thief's endgame scenario
- Fixed: various in-game spelling errors, omissions, and grammatical issues
- Fixed: a bug where sound and music volume could sometimes still be faintly heard even when the sliders were muted
- Fixed: a bug where making the thief sign to Ferrari could result in his text being pink with no dialog picture
- Fixed: a potential freeze when being expelled from Keapon's Magic Shop at night, after playing Force Bolt Flurry
- Fixed: a potential freeze when being expelled from the Weapons Shop after angering Issur
- Fixed: a potential bug where the green saurus didn't flee prior to battle and could be mounted as a red saurus
- Fixed: calling the saurus into the griffin's screen and attempting to ride ignoring the walk directions
- Fixed: asking Shema about 'kiss' via parser making her parser GUI remain on-screen even after she left
- Fixed: save-game files potentially getting misnumbered and overwriting existing save-games
- Fixed: Dragging the Music Volume slider to the very bottom will now mute game music completely
- Fixed: Made it so clicking your money pouch on Shameen is consistent when you are sitting and standing
- Fixed: Various alleyway walk-behind, masking, and clipping glitches
- Fixed: a bug where typing 'buy' into some Katta merchants' parsers before meeting Dinarzad would do nothing
- Fixed: Pressing Enter after typing nothing in Parser-Only mode will no longer parse the input
- Fixed: a bug where selecting a targeting spell and then resting would revert to a non-functioning target cursor
- Fixed: a bug where some Silly Clowns could appear in the alleyways, even if the Silly Clowns option was off
- Fixed: mouse cursors changing to the wrong icons when casting Open and Trigger in the alleys as people walk past
- Fixed: Parser-Only bug where moving the mouse to the top of the screen caused NPC talking frames to freeze
- Fixed: a bug where trying to enter the Shapeir gate while riding your saurus would freeze the game
- Fixed: Made the "Terminal Stubbornness" death occur if Ali Fakir gave his final warning & leaves for the night
- Fixed: Tweaked the first griffin battle in 'normal' and 'difficult' modes so he approaches more often
- Fixed: Adjusted the legend for Aziza's mini-game so that elements are displayed in the order of change
- Fixed: If you have 200 centimes & buy a 100 centime item, the remainder will be 100 centimes instead of 1 dinar
- Fixed: Bargaining more money than you have will indicate such and prevent further merchant haggling
- Fixed: some small animation glitches with standing & sitting Katta merchants
- Fixed: a bug where you could store your sword in the room chest, followed by your dagger and become unarmed
- Fixed: Clicking the "retrieve all" button on the room chest GUI not retrieving the pizza box if it was stored
- Fixed: If sitting when Shema's dance is about to start, you no longer need to stand and sit again to initiate it
- Fixed: After Alichica's stand burns down, asking him about 'price' will no longer have him list item prices
- Fixed: a bug where typing a false hero name at WIT would move onto the 2nd question when you next visited
- Fixed: Made it possible to use the arrow keys to walk during all the WIT tests
- Fixed: a bug where you could walk on top of the Inn table while Shameen and Shema are seated there at midnight
- Fixed: Levitate re-enabling the arrow keys for walking if they were disabled before casting the spell
- Fixed: Daggers thrown, but without high enough Throwing skill to hit a specific target, are no longer lost
- Fixed: Daggers thrown at the corpses of Sweeping Sir James and the griffin are no longer lost
- Fixed: Exiting Issur's Weapon Shop on the right side, even if you weren't near the door
- Fixed: You can no longer ask Aziza about the Water Elemental before the Fire Elemental appears
- Fixed: a bug when giving Omar's purse or the Inn key to Shameen while he's standing & you're sitting at the Inn
- Fixed: a bug where Shameen's Tell About menu appeared instead of Abdulla Doo's while seated at the Inn
- Fixed: being evicted from Aziza's house & WIT while overloaded resetting the hero back to normal walking speed
- Fixed: Sitting down at Aziza's table while overloaded will now make the hero's walking speed reflect this
- Fixed: a lock-up if a monster collides simultaneously as the Spells/Inventory/Special Actions/Magic GUI appears
- Fixed: Made it so you can Fetch the waterskin placed on the plaza floor to capture the Water Elemental
- Fixed: Made it so you can Fetch the brass lamp placed in the alley screens to capture the Fire Elemental
- Fixed: Made it so you can Fetch the cardboard box in the alleys
- Fixed: Prevented being able to buy drinks in Raseir by typing "buy" into Wilmer's parser if you have no money
- Fixed: Turned the Compass GUI off in the black transition screens and during Ferrari's close-up chat scenes
- Fixed: Made it so you can cast Levitate in both Raseir Fountain Plaza screens
- Fixed: being able to call your saurus at the Raseir city overlook when it was already visible at the gate
- Fixed: a crash after a guard in Raseir's Gates Plaza asked to see your Visa at night with pink text
- Fixed: a bug where being caught in the Gates Plaza without your Visa caused the game to freeze and lock-up
- Fixed: Attempted to make spell casting code run more quickly in plaza screens at night when a guard is present
- Fixed: Tweaked the Dazzle and Calm timing code in the Raseir Fountain Plaza screen with wandering guards
- Fixed: a bug where colliding with a Calmed/Dazzled enemy would not allow you to cast non-targeted spells
- Fixed: a bug where typing "undress" into Zayishah's parser at any time resulted in a death scene
- Fixed: a bug where drinking Ferrari's beverages on night 27 could instantly skip to mid-morning on day 28
- Fixed: Made Ugarte leave the Inn & the hero go to bed automatically if still sitting as day 28 starts dawning
- Fixed: If you land in Raseir's dungeon before obtaining Zayishah's mirror, another mirror can now be found later
- Fixed: a bug where you could get arrested in Raseir on day 30, instead of day 29
- Fixed: Filling your waterskins in the Forbidden City's water cave will now correctly update the inventory weight
- Fixed: casting Fetch on the curtain in the Raseir Palace Antechamber placing the hero on a non-walkable area
- Fixed: Tweaked Ad Avis' positioning when he casts the Dragonfire spell in the endgame scene
- Fixed: Prevented F6 key from recasting the last spell while the hero is luring the Fire Elemental with incense
- Fixed: many alleyway walkable area, masking, and visual anomalies
- Fixed: a multitude of other small bugs and glitches

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Re: QFG2 News & Updates: Version 2.0 Released on PC and Mac!

#787 Post by Erpy » Thu Jan 20, 2011 1:15 pm

And BOOM, assuming unexpected and overlooked massive fatal errors won't be popping up, there's another game that's now released as the planned definite and final version, meaning any work or calibrations on this one are now definitely behind us. Goodbye honey. Daddy loves you. :\

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Re: QFG2 News & Updates: Version 2.0 Released on PC and Mac!

#788 Post by chucklas » Thu Jan 20, 2011 4:06 pm

Congratulations! I can't wait to see what you now have in the works. I remember months ago you stated that you "would not be starting any more remakes." I guess only time will tell which one(s) you had already started.

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Re: QFG2 News & Updates: Version 2.0 Released on PC and Mac!

#789 Post by DrJones » Thu Jan 20, 2011 4:51 pm

I'm glad to have helped, but I think I should have done a better job on this game. :D

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Re: QFG2 News & Updates: Version 2.0 Released on PC and Mac!

#790 Post by Lambonius » Fri Jan 21, 2011 12:16 am

I hate to say this, but I can't seem to allocate points in the Mac version. All of today's Macs come with single button "magic" mice, and neither control-click, command-click, nor the tab or arrow keys will allow me to add points on the character creation screen. Not sure if this is a game bug or not. All other mouse function seems to work in-game, though I haven't tried any combat yet. The standard Mac keyboard also does not have a num-pad. Will that hamper combat at all?

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Re: QFG2 News & Updates: Version 2.0 Released on PC and Mac!

#791 Post by MusicallyInspired » Fri Jan 21, 2011 1:57 am

Actually, Mac mice do have a right-click. You just click the right-side of the mouse. At least that's how all the Mac mice are at school...

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Re: QFG2 News & Updates: Version 2.0 Released on PC and Mac!

#792 Post by Lambonius » Fri Jan 21, 2011 4:09 am

MusicallyInspired wrote:Actually, Mac mice do have a right-click. You just click the right-side of the mouse. At least that's how all the Mac mice are at school...
Yeah, but that doesn't work here. Believe me, I exhausted everything I could think of. :)

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Re: QFG2 News & Updates: Version 2.0 Released on PC and Mac!

#793 Post by Anonymous Game Creator 2 » Fri Jan 21, 2011 5:38 am

Damn. I've added the ability to use the right and left arrow keys to assign points while the mouse is highlighting them, but I'll wait on uploading a new version of the Mac port until I get more feedback on whether anything else needs to be changed. We didn't get a lot of in-depth feedback on the Mac version prior to the release.

On another site, it suggested this to right click if you have a Macbook:

Take two of your fingers (forefinger and the middlefinger). Spread them about two centimeters apart and put them on the trackpad.

One other thing that has been brought to my attention is that combat keys should have different defaults on the Mac. Could Mac users suggest what they should be. I'll make the changes and upload a new Mac version once it has been decided. (Of course, you can always redefine the combat keys from the Game Options menu, too).

If there are any other Mac discrepancies needing to be addressed, let me know!

Also, FYI, slightly updated versions of King's Quest I (v4.1c) and King's Quest II (v3.1c) have been re-uploaded too. These versions fix the save-game numbering discrepencies as well as compact the Launcher.exe into a single file. Both versions have Mac and PC releases, though some are still in the process of being uploaded to mirrors.

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Re: QFG2 News & Updates: Version 2.0 Released on PC and Mac!

#794 Post by haradan » Fri Jan 21, 2011 9:07 am

Downloading. Once again, I can only say "thanks" for spending so much time and effort in these games. I'll be playing the Mac version as well, so I'll let you know if I find anything broken or that could be improved. Cheers.

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Re: QFG2 News & Updates: Version 2.0 Released on PC and Mac!

#795 Post by Lambonius » Fri Jan 21, 2011 2:18 pm

Yeah, I have the "mighty mouse" or whatever it's called--the single-piece opaque white wireless mouse. It's been suggested to me that I need to try enabling the other button click positions on the mouse body via the system prefs (apparently it has 5 different "button" positions.) Shows what I know. Although, I had thought that I had the right-click enabled already. I'll have to double check when I get home from work today.

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Re: QFG2 News & Updates: Version 2.0 Released on PC and Mac!

#796 Post by Lambonius » Sat Jan 22, 2011 1:16 am

Just an update--my secondary click functionality wasn't enabled, so I did that, and it works now. Still though, you may want to add a point in the Mac version Readme file about making sure you have your mouse's right-click functionality enabled, since I could see this being a common issue for unsuspecting Mac users. Not sure why the arrow keys weren't working though (and still aren't.) I haven't yet tried combat, so I'll report back to make sure that works properly, too.

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Re: QFG2 News & Updates: Version 2.0 Released on PC and Mac!

#797 Post by Anonymous Game Creator 2 » Sat Jan 22, 2011 7:11 am

Thanks for the update, I'm glad to hear you managed to get it working. I guess that means a Mac update isn't all that urgently required. I mean, I sent it to a few people before the release and they were able to finish it all the way to the end without encountering any problems.

I'll probably put out an update for the Mac, still, once I've heard if there's any feedback about changing the default combat key settings for movements and spell-casting.

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Re: QFG2 News & Updates: Version 2.0 Released on PC and Mac!

#798 Post by Brainiac » Wed Jan 26, 2011 6:20 pm

Anonymous Game Creator 2 wrote:Removed: Paladin disqualification when using the X-Ray glasses to look at Zayishah
So you caved, huh? :hat
Anonymous Game Creator 2 wrote:Removed: 6 points that had been mistakenly allocated in Version 1.1 for thieves trying to become Paladins
Sweet; 500 precisely for the Thief-Paladin.

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Re: QFG2 News & Updates: Version 2.0 Released on PC and Mac!

#799 Post by Quest For Glory Fan » Thu Jan 27, 2011 2:21 pm

Even if you have the mac keyboard with the numberpad (as I do) the game doesn't seem to like it. My suggestion for the default keys would be similar to fps games.

Forward: w
Back: s
sides:a&d
Swing:q
Stab:e
spells: numbers
kick: x
dagger:c
other moves I'm probably forgetting could be added, you get the idea.

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Re: QFG2 News & Updates: Version 2.0 Released on PC and Mac!

#800 Post by Soda Jerk » Sat Feb 05, 2011 2:20 am

Man, why did you guys take the option for 640x400 out of the installer? You used to be able to select that, and then use one of the filters to run at full screen on a modern 1920 x 1200 resolution monitor, a pretty common resolution on modern monitors. Now I regret updating, and losing all of my save games (which I tried sticking in another folder in the game folder but I guess the uninstaller found and got rid of) just to find I can only play inside a little black box now. It's the same with the King's Quest launchers, anyway this can come back?

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