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#1799 DIG: No more input possible after activating crystal

The Dig
closed-out-of-date
5
2004-11-13
2004-10-03
Bas Hebing
No

Scummvm: ScummVM 0.7.0CVS (Oct 3 2004 11:37:05)
Features compiled in: Vorbis FLAC MP3 ALSA zLib MPEG2

The cross-hair input mark disappears when I return to
the room right after activating the lifeless crystal.

I can still save games but I can no longer provide
input to Boston.

Discussion

  • Bas Hebing

    Bas Hebing - 2004-10-03

    save game

     
  • kirben

    kirben - 2004-10-03
    • summary: No more input possible after activating crystal --> DIG: No more input possible after activating crystal
     
  • kirben

    kirben - 2004-10-03

    Logged In: YES
    user_id=34715

    Can use ESC to continue game in meantime.

     
  • Torbjörn Andersson

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    user_id=577918

    It looks to me as if room-26-2004 is waiting for script-32
    to finish, which in turn is stuck on o6_wait(), case 226
    (SO_WAIT_FOR_ANIMATION).

    From what I remember, that particular opcode has been a
    source of trouble before. Supposedly it waits for an
    animation to finish, but the way it's implemented it
    actually waits for the actor to no longer having to be
    redrawn. Which, in my opinion, isn't *quite* the same
    though, even if the original interpreter presumably did it
    that way as well.

     
  • Torbjörn Andersson

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    I tried the same savegame with 0.6.1b, and the same thing
    happened there. So if it's a regression, it's not a recent one.

     
  • Torbjörn Andersson

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    It looks like it's Actor::animateCostume() that keeps
    setting the needRedraw flag. In other words,
    akos_increaseAnims() returns true. I don't know enough about
    this code to do any further debugging. Not now, anyway.

    (Didn't we have a bug like this once that could be repeated
    with the old savegame, but which didn't happen at all when
    playing from the beginning with a newer version of ScummVM?
    Or did I just dream that?)

     
  • Eugene Sandulenko

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    Yes, we had that for FT INSANE and even for FOTAQ. That was
    because early bug in ScummVM lead to internal state
    inconsistency. Later, when it was fixed, there was no way to
    fix previously saved bad states.

     
  • Torbjörn Andersson

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    I'll see if I can play up to that spot with a recent CVS
    snapshot, then. I don't remember how far you have to play to
    get to this particular scene, but I have a savegame from
    just a few days ago that I could continue with.

     
  • Torbjörn Andersson

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    I've attached a savegame made by playing the game from the
    beginning with a more recent version of ScummVM. With this
    one, the bug does not happen.

     
  • Torbjörn Andersson

    Newer save game

     
  • Torbjörn Andersson

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    So what is the consensus on this one? Can it be closed as
    out of date, even though older savegames may still be broken?

     
  • Eugene Sandulenko

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    In my opinion this is definitelay a wrong engine state bug
    which was in the past. It may be possible to fix it like
    those recent BASS bugs, but either it really worth it? It is
    fixed now, and maybe window when this bug did appear was so
    small that this is only savegame in the world with such
    wrong engine state.

     
  • Torbjörn Andersson

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    I'm closing it then.

     
  • Torbjörn Andersson

    • assigned_to: nobody --> eriktorbjorn
    • status: open --> closed-out-of-date
     
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