I remember this occuring haphazardly with any of the
lenses, but I am able to reproduce the error faithfully
in one specific location.
After fixing the broken panel on the map spire
lightbridge control panel, Boston does not stop talking
[mouth continues to move]. If you then attempt to use
the control panel at least once [note: particularly
without having adjusted the lens first] and it does not
work, Boston will continue to move his mouth. Adjusting
the lens after this causes the cursor to disappear
entirely and renders the game essentially
unplayable/frozen, although the background animation
continues to play.
As noted above, this happens with any number of lenses
throughout the game; if Boston adjusts them after
having used the control panel once and failed, the game
usually exhibits the above behavior, locking up.
I have attached a savegame at the point immediately
before the lock-up would occur. Move the lens to lock
the game up. If it does not occur the first time, move
it several times and it should.
I'm using today's CVS build on Win32 with the English
version of 'The Dig'.
'The Dig' Pre-Lock Up Savegame
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I think it's roomobj-56-395 that's waiting for actor 3 to be
drawn - case 226 in o6_wait(). Some kind of "wait for
animation to finish", perhaps, but the 'needRedraw' flag is
never cleared.
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At least one reason needRedraw is set appears to be that
akos_increaseAnims() keeps succeeding, even though Boston
isn't moving in any way I can see. Not after I adjust the
lens, at least.
If I do something that causes his mouth to stop moving
before I adjust the lens, it doesn't hang for me.
Maybe the problem with the moving lips happens when an actor
is talking without being on screen... but if so, it ought to
happen when using the PenUltimate at the beginning of the
game as well. Oh well, I don't have the time to look any
more at this right now.
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Maybe the recent no_talk_anim / talkStartFrame changes are responsible
for this?
See also bug #954605 where Guybrush doesn't stop moving his mouth
<https://sourceforge.net/tracker/index.php?
func=detail&aid=954605&group_id=37116&atid=418820>
Assigning to Kirben to make him aware of this tracker item, maybe he
has some good idea(s)
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The problem was caused by one small change been lost in
stopTalk() of scumm/actor.cpp during my changes.
The a->isInCurrentRoom() check is only for scumm 1 - 6
games, scumm7/8 games shouldn't be checked.
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im afrain im not so clever with this debugging lark - i just like playing the
games...
i have the same type of freeze but at the tomb spire light bridge
i hear background music but the mouse pointer is invisibl and the game is
unresponsive to anything but pause, save or quit commands
im using 0.7.0 ScummVM on macos x
is it possible to fix or do i have to start the gam over - its my only savegame
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Are you using the daily snapshot for MacOS X ? the current
snapshot doesn't include the fix and you will need to wait for
the next snapshot.
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yes that daily snapshot - ill just wait fro the update then
how long is the lag between windows builds and macosx builds?
not a nag - just a query
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The Mac OS X snapshot was just updated by porter, please
try it now.