Difference between revisions of "Neverhood"

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(Fixed delayed sound heard when pressing the ladder button if the ladder is down)
(Not a bug: the static sound in the radio puzzle screen is working as expected)
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* Plenty of bugs with the lever in the basement of the Hall of Records. Firstly, releasing the lever should stop the animation. Clicking the lever while holding the lever results in weirdness. Clicking the lever immediately after walking onto the elevator from the bottom sometimes results in teleportation - ''module 2200, scene 6''.
* Plenty of bugs with the lever in the basement of the Hall of Records. Firstly, releasing the lever should stop the animation. Clicking the lever while holding the lever results in weirdness. Clicking the lever immediately after walking onto the elevator from the bottom sometimes results in teleportation - ''module 2200, scene 6''.
* Static should only be played on the radio when not tuned to a song - ''module 2800, scene 1''.


* When you get the liquid mixing wrong, you shouldn't be able to interrupt the "yuck" animation - ''module 2800, scene 7 and module 2800, scene 10''.
* When you get the liquid mixing wrong, you shouldn't be able to interrupt the "yuck" animation - ''module 2800, scene 7 and module 2800, scene 10''.

Revision as of 23:57, 9 July 2013

Neverhood
Engine developer johndoe
Companies that used it The Neverhood, Inc.
Games that use it The Neverhood
Date added to ScummVM 2013-05-15
First release containing it None

Resources


Known issues

Valgrind warnings / code logic

  • Uninitialised variables in the sound code, as indicated by Valgrind. These both happen in the navigation scene outside of the starting building, and may be at least partly related to playTwoSounds():
==26398== Conditional jump or move depends on uninitialised value(s)
==26398==    at 0x88DBBBB: Neverhood::SoundItem::update() (sound.cpp:235)
==26398==    by 0x88DC2F7: Neverhood::SoundMan::update() (sound.cpp:352)
==26398==    by 0x88D695F: Neverhood::NeverhoodEngine::mainLoop() (neverhood.cpp:175)
==26398==    by 0x88D66AF: Neverhood::NeverhoodEngine::run() (neverhood.cpp:120)
==26398==    by 0x805084A: runGame(PluginSubclass<MetaEngine> const*, OSystem&, Common::String const&) (main.cpp:226)
==26398==    by 0x8051489: scummvm_main (main.cpp:452)
==26398==    by 0x804F5DF: main (posix-main.cpp:45)

==26398== Conditional jump or move depends on uninitialised value(s)
==26398==    at 0x88DBBC7: Neverhood::SoundItem::update() (sound.cpp:236)
==26398==    by 0x88DC2F7: Neverhood::SoundMan::update() (sound.cpp:352)
==26398==    by 0x88D695F: Neverhood::NeverhoodEngine::mainLoop() (neverhood.cpp:175)
==26398==    by 0x88D66AF: Neverhood::NeverhoodEngine::run() (neverhood.cpp:120)
==26398==    by 0x805084A: runGame(PluginSubclass<MetaEngine> const*, OSystem&, Common::String const&) (main.cpp:226)
==26398==    by 0x8051489: scummvm_main (main.cpp:452)
==26398==    by 0x804F5DF: main (posix-main.cpp:45)


Menus and save / load screens

  • The "Toggle music" menu option is not functioning - unimplemented, relevant TODOs are inside menumodule.cpp
  • Save lets you name multiple save files the same and they're not sorted alphabetically
    • Personally, I think this is a feature since I like my savegames in chronological order.
  • Load doesn't let you type the file


Game logic

  • On the first cart ride, on the screen where you see the edge of the world, the cart doesn't enter the screen without another click. There are similar glitches in the other cart rides. Just check every cart scene enter is correct - module 2500, scene 0.
  • Plenty of bugs with the lever in the basement of the Hall of Records. Firstly, releasing the lever should stop the animation. Clicking the lever while holding the lever results in weirdness. Clicking the lever immediately after walking onto the elevator from the bottom sometimes results in teleportation - module 2200, scene 6.
  • When you get the liquid mixing wrong, you shouldn't be able to interrupt the "yuck" animation - module 2800, scene 7 and module 2800, scene 10.
  • Willie doesn't call "Klaymen! Up here!" After you walk through the tunnel towards the bear controls - module 1100, scene 2.


Sounds / Music

  • Music that fades out should fade back at the position it was at at the end oft the fade, not always back at the start of the music. On loading a save, reset the position of all music.
  • Sounds loop badly. This is most noticeable with the elevator in the Hall of Records - module 2200, scene 6.
  • Sounds play over movie scenes that shouldn't. For example the music from the radio over the radio tower rotation. And ambient sounds play over the bear control stuff - module 2800, scene 1 and module 1100, scene 3.
  • Ambient sounds play doubly as much as they should in the Robot Bil area - module 1100, scene 3.


Graphical glitches

  • When Klaymen is up on the balcony in Nursery scene 2, his shadow should be invisible - module 1000, scene 1
  • The cursor is glitched on the movie scene after walking straight as far as you can go after crossing the bridge - module 3000, scene 3.
  • Klaymen blinks really awkwardly while sitting on the teleporter - module 1300, scene 5 or module 2000, scene 0 or module 2800, scene 4.