Difference between revisions of "SCI/Bugs"

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248 bytes removed ,  16:38, 8 February 2020
→‎Quest For Glory 3: The fighting speed bug has been fixed
(→‎Quest For Glory 3: The fighting speed bug has been fixed)
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'''Not Yet Fixed'''
'''Not Yet Fixed'''
* Camelot: Game can sometimes hang at the second boar in forest perilous. This happens because the mule can sometimes follow Ego at the boar screen, when it shouldn't - {{Tracker|id=5180}}
* Camelot: Game can sometimes hang at the second boar in forest perilous. This happens because the mule can sometimes follow Ego at the boar screen, when it shouldn't - {{Tracker|id=5180}}
* EQ2: In the screen with the four Victoria Lilies inside the forest, you're supposed to get information on them using the ecorder, and then cut one of them. The Ecorder is only highlighted when it's hovered over one of them, (the one you're supposed to cut later on), but it can record any four of them - {{Tracker|id=5552}}
* LSL6: Sometimes the tram doesn't stop after talking to char. To fix this you need to revert to an earlier save, where you have not talked to char yet - now grab matches in the bar, THEN talk to char and immediately go to the tram
* LSL6: Sometimes the tram doesn't stop after talking to char. To fix this you need to revert to an earlier save, where you have not talked to char yet - now grab matches in the bar, THEN talk to char and immediately go to the tram
* PQ3: day 4 at crime scene - after examining the victim Sonny's head disappears for around 0.5 seconds
* PQ3: day 4 at crime scene - after examining the victim Sonny's head disappears for around 0.5 seconds
* QFG2: Significant memory leak in combat with jackalmen. In SSCI, this apparently manifested as random crashes towards the end of the game and was never located and fixed. This is as reported by original developers, and may not affect our implementation, but needs checking. See [[http://www.gamingonlinux.com/index.php?threads/q-a-with-hero-us-corey-lori-cole.1153/]]


'''Fixed'''
'''Fixed'''
* Camelot: At the bazar in Jerusalem, it's possible to take a peek at a girl taking a bath. If the player enters "look window" instead of walking there manually, ego will walk to the window. The script doing that is buggy, which may then result in an Oops! message in Sierra SCI and an error in ScummVM. {{Tracker|id=6402}}
* Camelot: At the bazar in Jerusalem, it's possible to take a peek at a girl taking a bath. If the player enters "look window" instead of walking there manually, ego will walk to the window. The script doing that is buggy, which may then result in an Oops! message in Sierra SCI and an error in ScummVM. {{Tracker|id=6402}}
* EQ1 (CD only!): The game crashes when trying to exit room 660 (closeup of the head of King Cetus) from the left or right, while trying to show a dialog that you shouldn't go that way. You need to exit the screen from the bottom to continue normally. This gets patched in ScummVM on-the-fly.
* EQ1 (CD only!): The game crashes when trying to exit room 660 (closeup of the head of King Cetus) from the left or right, while trying to show a dialog that you shouldn't go that way. You need to exit the screen from the bottom to continue normally. This gets patched in ScummVM on-the-fly.
* EQ2: In the screen with the four Victoria Lilies inside the forest, you're supposed to get information on them using the ecorder, and then cut one of them. The Ecorder is only highlighted when it's hovered over one of them, (the one you're supposed to cut later on), but it can record any four of them - {{Tracker|id=5552}}
* KQ6: When scrolling through inventory pages, 4 new stack frames are created each time, causing a stack overflow after some time.  - {{Tracker|id=5681}}
* KQ6: When scrolling through inventory pages, 4 new stack frames are created each time, causing a stack overflow after some time.  - {{Tracker|id=5681}}
* KQ6: If you drink the "Drink Me" bottle, while standing in front of the gate on the Isle of Wonder, the gate disappears - {{Tracker|id=5252}} Wasn't exclusive to the gate room. It would happen in every room that uses AddToPic-elements
* KQ6: If you drink the "Drink Me" bottle, while standing in front of the gate on the Isle of Wonder, the gate disappears - {{Tracker|id=5252}} Wasn't exclusive to the gate room. It would happen in every room that uses AddToPic-elements
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* QFG1VGA: pulling the chain in Yorick's room near the end of the game and then pressing the button on the right side of the room results in a broken game including a few weird graphical glitches. {{Tracker|id=6181}}
* QFG1VGA: pulling the chain in Yorick's room near the end of the game and then pressing the button on the right side of the room results in a broken game including a few weird graphical glitches. {{Tracker|id=6181}}
* QFG1VGA: After throwing a dagger at the white stag, half of the Hero's animation/costume is not erased and stays stuck on the screen {{Tracker|id=6135}}
* QFG1VGA: After throwing a dagger at the white stag, half of the Hero's animation/costume is not erased and stays stuck on the screen {{Tracker|id=6135}}
* QFG2: Significant memory leak in combat with jackalmen. In SSCI, this apparently manifested as random crashes towards the end of the game and was never located and fixed. This is as reported by original developers, and may not affect our implementation, but needs checking. See [[http://www.gamingonlinux.com/index.php?threads/q-a-with-hero-us-corey-lori-cole.1153/]] and {{Tracker|id=10218}}
* QFG3: priority issue in leopard chiefs hut, walking in front of the chief makes it visible {{Tracker|id=5173}}
* QFG3: priority issue in leopard chiefs hut, walking in front of the chief makes it visible {{Tracker|id=5173}}
* SQ1VGA: another timepod is supposed to appear, when leaving Ulence Flats. On very fast machines, that timepod appears completely immediately and then starts to "fade in" like it's supposed to be.
* SQ1VGA: another timepod is supposed to appear, when leaving Ulence Flats. On very fast machines, that timepod appears completely immediately and then starts to "fade in" like it's supposed to be.
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== Freddy Pharkas ==
== Freddy Pharkas ==
'''Not Yet Fixed'''
* Title should scale up, in that case the scripts call kAnimate in a loop and nothing else. In our sci it seems like it wouldn't do that, where in fact we just don't display those changes because of that tight loop
'''Fixed'''
'''Fixed'''
* When watching prologue, music fading completes till the actual prologue graphic is shown - this doesn't happen in our sci, because we load resources too fast - if you switch dos-box to max cycles and try again, you will get the same issues
* When watching prologue, music fading completes till the actual prologue graphic is shown - this doesn't happen in our sci, because we load resources too fast - if you switch dos-box to max cycles and try again, you will get the same issues
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== Quest For Glory 1 (EGA) ==
== Quest For Glory 1 (EGA) ==
'''Not yet fixed'''
'''Fixed'''
* Sometimes, the game may hang when throwing rocks at the bird's nest - {{Tracker|id=5471}}
* Sometimes, the game may hang when throwing rocks at the bird's nest - {{Tracker|id=5471}}


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== Quest For Glory 3 ==
== Quest For Glory 3 ==
'''Not yet fixed'''
'''Fixed'''
* Fighting is way too fast. Our speed throttler is currently unable to handle it, because Sierra used an inner loop.
* Fighting is way too fast. Our speed throttler is currently unable to handle it, because Sierra used an inner loop.


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== Space Quest 4 ==
== Space Quest 4 ==
'''Not Yet Fixed'''
'''Not Yet Fixed'''
* When the time pod appears in the Arcade on the Galaxy Galleria the animation plays but when it stops it stops on an incorrect cel/loop and is only partially visible. The sequel police gets out of a partially visible time pod - {{Tracker|id=5248}}
* When flying through time, the palette animation doesn't work properly for SQ4/Floppy. It seems the display isn't updated / maybe it's also caused by our speed throttler. Is a ScummVM bug. (details: timeToTimeWarpS::changeState, code at code_0963 is an inner loop only checking music and calling kPalette)
* When flying through time, the palette animation doesn't work properly for SQ4/Floppy. It seems the display isn't updated / maybe it's also caused by our speed throttler. Is a ScummVM bug. (details: timeToTimeWarpS::changeState, code at code_0963 is an inner loop only checking music and calling kPalette)


'''Fixed'''
'''Fixed'''
* When the time pod appears in the Arcade on the Galaxy Galleria the animation plays but when it stops it stops on an incorrect cel/loop and is only partially visible. The sequel police gets out of a partially visible time pod - {{Tracker|id=5248}}
* Right at the start, when walking upwards to the next room, Roger will immediately and automatically walk down to the previous room. This also happens in sierra sci, when running it in dos-box with max cycles - {{Tracker|id=5468}} and {{Tracker|id=5557}}
* Right at the start, when walking upwards to the next room, Roger will immediately and automatically walk down to the previous room. This also happens in sierra sci, when running it in dos-box with max cycles - {{Tracker|id=5468}} and {{Tracker|id=5557}}
* When Roger enters a screen where the "droid-0-death" can/will appear, it will come almost immediately. It will be very hard to get the rope, the unstable ordinance, the PocketPal and to hide yourself from this droid, not to mention successfully entering the sewer grate. The biggest problem is, of course, that the game doesn't give you any time to explore and look around carefully because you're too occupied escaping the droid. The droid should not appear for at least a full minute.
* When Roger enters a screen where the "droid-0-death" can/will appear, it will come almost immediately. It will be very hard to get the rope, the unstable ordinance, the PocketPal and to hide yourself from this droid, not to mention successfully entering the sewer grate. The biggest problem is, of course, that the game doesn't give you any time to explore and look around carefully because you're too occupied escaping the droid. The droid should not appear for at least a full minute.
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== Space Quest 5 ==
== Space Quest 5 ==
'''Not Yet Fixed'''
* When using the banana on WD-40 the very moment she's flying away (you need to be quick) - {{Tracker|id=5162}}
* Sometimes the game freezes when changing planets/events while being in the ship - {{Tracker|id=5082}}, {{Tracker|id=6130}}
'''Fixed'''
'''Fixed'''
* As far as I know, the only timer problem in Space Quest 5 is the EVA scene were you need to rescue Cliffy with the pod. The controls are very hard to handle because the ship moves too fast. Normally, this puzzle is already very hard. Not only is it already fast, but you have little fuel. This puzzle requires some mouse skills, so don't whine if it doesn't work right from the start.
* As far as I know, the only timer problem in Space Quest 5 is the EVA scene were you need to rescue Cliffy with the pod. The controls are very hard to handle because the ship moves too fast. Normally, this puzzle is already very hard. Not only is it already fast, but you have little fuel. This puzzle requires some mouse skills, so don't whine if it doesn't work right from the start.
* I've spotted some small animation problems, most notably the GradeMaster 2000 sequence. Maybe some scrolling screens effects are eliminated by timer problems, but so far I haven't found any.
* I've spotted some small animation problems, most notably the GradeMaster 2000 sequence. Maybe some scrolling screens effects are eliminated by timer problems, but so far I haven't found any.
* When using the banana on WD-40 the very moment she's flying away (you need to be quick) - {{Tracker|id=5162}}
* Sometimes the game freezes when changing planets/events while being in the ship - {{Tracker|id=5082}}, {{Tracker|id=6130}}


= Timer issues SCI32 =
= Timer issues SCI32 =
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