Difference between revisions of "SCI/Bugs"

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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 - {{BugTrack|num=3041026}}
* 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 - {{BugTrackSF|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 - {{BugTrack|num=3135922}}
* 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 - {{BugTrackSF|id=5552}}
* LSL5: During first flight Larry dreams about Patti: she is playing the piano. Strangely this isn't animated, but it is if you save/reload your game. Happens only in some versions!
* LSL5: During first flight Larry dreams about Patti: she is playing the piano. Strangely this isn't animated, but it is if you save/reload your game. Happens only in some versions!
* 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
* 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 {{BugTrack|num=3565492}}
* 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 {{BugTrackSF|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/]]
* 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/]]
* SQ4: At the beginning of the game, if the zombie spots Roger while he's picking the rope, the game scripts try to access an invalid object and crash {{BugTrack|num=3539400}}
* SQ4: At the beginning of the game, if the zombie spots Roger while he's picking the rope, the game scripts try to access an invalid object and crash {{BugTrackSF|id=6076}}


'''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. {{BugTrack|num=3614969}}
* 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. {{BugTrackSF|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.
* KQ6: When scrolling through inventory pages, 4 new stack frames are created each time, causing a stack overflow after some time.  - {{BugTrack|num=3293954}}
* KQ6: When scrolling through inventory pages, 4 new stack frames are created each time, causing a stack overflow after some time.  - {{BugTrackSF|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 - {{BugTrackSF|num=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 - {{BugTrackSF|id=5252}} Wasn't exclusive to the gate room. It would happen in every room that uses AddToPic-elements
* LSL5: Almost at the end during last flight, one text box in the Patti conversation gets overdrawn with Patti. Happens only in German version with German text enabled. Also happens in Sierra SCI.
* LSL5: Almost at the end during last flight, one text box in the Patti conversation gets overdrawn with Patti. Happens only in German version with German text enabled. Also happens in Sierra SCI.
* PQ1: you are supposed to put your gun into the locker at the police station. The script related to this is buggy. When you put the gun into the locker, it disposes the gun in memory immediately, but it then waits 2 seconds until it actually closes the locker. If the player is fast enough and clicks again, the disposed gun is accessed again, which results in a crash in ScummVM. This worked by pure luck in SSCI. {{BugTrack|num=3036933}} {{BugTrack|num=3303802}}
* PQ1: you are supposed to put your gun into the locker at the police station. The script related to this is buggy. When you put the gun into the locker, it disposes the gun in memory immediately, but it then waits 2 seconds until it actually closes the locker. If the player is fast enough and clicks again, the disposed gun is accessed again, which results in a crash in ScummVM. This worked by pure luck in SSCI. {{BugTrackSF|id=5044}} {{BugTrackSF|id=5705}}
* PQ1: saving while driving and restoring results in no map being displayed - bug in scripts {{BugTrack|num=3035821}}
* PQ1: saving while driving and restoring results in no map being displayed - bug in scripts {{BugTrackSF|id=5016}}
* QFG1VGA: looking at a centaur will show the description of a saurus rex. {{BugTrack|num=3604943}}
* QFG1VGA: looking at a centaur will show the description of a saurus rex. {{BugTrackSF|id=6249}}
* 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. {{BugTrack|num=3585793}}
* 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. {{BugTrackSF|id=6181}}
* 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.
* SQ4/Floppy: When trying to throw stuff at the sequel police in Space Quest X (zero g zone), first the correct message box appears and then the game either crashes (Sierra SCI w/o patch), shows another message box with garbed text (Sierra SCI w/ patch) or creates a signature error (ScummVM). It doesn't happen with all objects. It definitely happens, when trying to throw the slime jar. Sierra's patch doesn't fix it properly.
* SQ4/Floppy: When trying to throw stuff at the sequel police in Space Quest X (zero g zone), first the correct message box appears and then the game either crashes (Sierra SCI w/o patch), shows another message box with garbed text (Sierra SCI w/ patch) or creates a signature error (ScummVM). It doesn't happen with all objects. It definitely happens, when trying to throw the slime jar. Sierra's patch doesn't fix it properly.
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