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Difference between revisions of "TsAGE/TODO"

No change in size ,  19:44, 28 May 2011
Moved new bugs to the appropriate section.
(Added note to scene 7000 bug.)
(Moved new bugs to the appropriate section.)
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*(Update: I can no longer reproduce this.) Scene 5100: There appears to be a hotspot (looks a bit like a cave opening) at the leftmost end of scene 5100, but it doesn't seem to work right. If I try to use it, I'm told that "You can't bring yourself to touch the sickly-blue flesh." and if I try to examine it, I'm told that "The stunned flesheater lies sprawled across the cavern floor." (Possibly only happens right after stunning the flesheater. I couldn't reproduce it by returning later.)
*(Update: I can no longer reproduce this.) Scene 5100: There appears to be a hotspot (looks a bit like a cave opening) at the leftmost end of scene 5100, but it doesn't seem to work right. If I try to use it, I'm told that "You can't bring yourself to touch the sickly-blue flesh." and if I try to examine it, I'm told that "The stunned flesheater lies sprawled across the cavern floor." (Possibly only happens right after stunning the flesheater. I couldn't reproduce it by returning later.)
*Scene 5100: If I remove the rock that covers the food pit, then enters the throne room but leaves without the stasis box, Quinn and Seeker talks briefly and Quinn goes back for the box. This triggers an assertion, "engines/tsage/converse.cpp:249: virtual void tSage::SequenceManager::signal(): Assertion `_sceneObject' failed."
*Scene 5100: If I remove the rock that covers the food pit, then enters the throne room but leaves without the stasis box, Quinn and Seeker talks briefly and Quinn goes back for the box. This triggers an assertion, "engines/tsage/converse.cpp:249: virtual void tSage::SequenceManager::signal(): Assertion `_sceneObject' failed."
*Scene 6100: If I allow the probe to get too damaged, it leads into a conversation between Quinn and Seeker. The mouse cursor is shown here - I don't know if that's a bug or not - and the cursor movement is much jerkier than usual. (This jerkiness is also present when successfully reaching the destination with the probe.)
*Scene 7000: I'm a bit uncertain about this, but it appears that if you talk to Skeenar ("I can't swim with you ...", "Lord Poria will not come ...") and then walk back to the lander, Quinn enters through the elevator door and the scene with the pod returning is replayed. This talk action causes Scene7000::Object1::doAction(CURSOR_TALK) to be called. None of the flags it tests for is true, so it falls into the final else. Is there something about this that triggers the bug, I wonder...


Present in the original game:
Present in the original game:
*Scene 4000 (or maybe 4045): If you tell the chief to show you the Tech, Miranda will say "Quinn, it's a simple force field regulator", even if she's not in the room with you because she's stuck with Rock. (Update: This is apparently a bug in the original interpreter as well, but could perhaps be fixed in ScummVM?)
*Scene 4000 (or maybe 4045): If you tell the chief to show you the Tech, Miranda will say "Quinn, it's a simple force field regulator", even if she's not in the room with you because she's stuck with Rock. (Update: This is apparently a bug in the original interpreter as well, but could perhaps be fixed in ScummVM?)
*Scene 5300: This may not be a bug, but if I escape this room and are recaptured (by falling into the pit again), Quinn says "Was it something I said?", etc. Is he supposed to say that every time, or just the first time I get here?
*Scene 5300: This may not be a bug, but if I escape this room and are recaptured (by falling into the pit again), Quinn says "Was it something I said?", etc. Is he supposed to say that every time, or just the first time I get here?
*Scene 6100: If I allow the probe to get too damaged, it leads into a conversation between Quinn and Seeker. The mouse cursor is shown here - I don't know if that's a bug or not - and the cursor movement is much jerkier than usual. (This jerkiness is also present when successfully reaching the destination with the probe.)
*Scene 7000: I'm a bit uncertain about this, but it appears that if you talk to Skeenar ("I can't swim with you ...", "Lord Poria will not come ...") and then walk back to the lander, Quinn enters through the elevator door and the scene with the pod returning is replayed. This talk action causes Scene7000::Object1::doAction(CURSOR_TALK) to be called. None of the flags it tests for is true, so it falls into the final else. Is there something about this that triggers the bug, I wonder...


Game status:
Game status:
415

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