Difference between revisions of "TsAGE/TODO"

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47 bytes added ,  09:24, 30 May 2011
m
Update fixed bugs
(Clarified scene 2100 glitch a little)
m (Update fixed bugs)
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*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 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... (If I force flag 13 to be set, returning to the lander puts me in the room with the pressure suits, and the code in that case is similar, so I guess it has something to do with how you return to the lander.)
*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... (If I force flag 13 to be set, returning to the lander puts me in the room with the pressure suits, and the code in that case is similar, so I guess it has something to do with how you return to the lander.) (Fixed, To be checked)
*Scene 2100: After being told to look for the Explorer, I went to talk to Seeker. But when I do, Quinn uses the computer console (scene 2120) instead. This action appears to be handled by Scene2100::Object2::doAction().
*Scene 2100: After being told to look for the Explorer, I went to talk to Seeker. But when I do, Quinn uses the computer console (scene 2120) instead. This action appears to be handled by Scene2100::Object2::doAction(). (Fixed, To be checked)
*Scene 2320: This may be by design, but after being told to look for the Explorer I was able to construct the arms for the dolphin. I didn't even know I would need that!
*Scene 2320: This may be by design, but after being told to look for the Explorer I was able to construct the arms for the dolphin. I didn't even know I would need that!


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