I have so far encountered 2 places in Samnmax where I
get the message
WARNING: IMuseInternal::do_command invalid command 12!
The first was when Conroy hits max with the golf club
and sends him flying into the "Dunk the Beast" bin.
The second was when you enter the world of fish and the
helicopter comes in over the horizon.
I've attached a savegame for the world of fish from the
talkie CD version.
World of fish savegame
Logged In: YES
user_id=596642
I'll start looking into this -- next week is my work week, so
don't look for an implementation right away.
Chuzwuzza, for the record, what music artifacts occur at the
time this error is encountered? Did you say you get music
playing double in Gator Golf? Which musical piece? Any
artifcats at the World of Fish?
Logged In: YES
user_id=47220
I don't notice any music artifacts per se. I thought I had
doubled music playing at Gator Golf, but going back and
trying again, I can't notice anything. I'm pretty sure it's
just the strange music ;)
And there wasn't any doubled music at the helicopter in the
world of fish either. Just the command 12 message.
Logged In: YES
user_id=596642
Latest CVS build (October 14, 2002) should implement
do_command(12) according to all occurrences observed so
far. However, why don't we leave this bug open as a
general "Unimplemented IMuseInternal::do_command codes"
that we can drop reports into? I understand we have
do_command(0) occurring elsewhere in Sam & Max, too.
Might as well keep this alive until all unsupported commands
have been resolved.
Chuzz, details on do_command(0) for the record?
Logged In: YES
user_id=47220
Well, I can't remember where I first saw a command(0), but
it wasn't far from the beginning of the game I think. The
main part where command 0 seems to be is in the bigfoot
party. Theres a whole stack of "WARNING:
IMuseInternal::do_command invalid command 0!" messages
coming up constantly as the music plays. The music also
seems slightly off tempo at points... though maybe that's
just me :)
Logged In: YES
user_id=2715
Any reason for this bug to still be open? :)
Logged In: YES
user_id=47220
Yes, there is a reason - Jamieson630 said it 2 comments down
from yours, ender ;)
"However, why don't we leave this bug open as a
general "Unimplemented IMuseInternal::do_command codes"
that we can drop reports into?"
And do_command(0) is still unimplemented, so that's why this
is still open I guess
Logged In: YES
user_id=59347
changed bug title to reflect what this bug is now about
Logged In: YES
user_id=596642
Latest CVS build (2002.11.23, imuse.cpp v1.87) takes care of
invalid do_command(0) calls by filtering what appear to be
bad ImSetTrigger invocations. I've also added ImTrigger
recycling, which should fix problems where music fails to
start because the game has been running for some time and
all the ImTriggers have been used up.
I tested the changes at Bumpusville and Gator Golf, two
places where ImTriggers are used to do music transitions.
They are still working fine, but I haven't tested how they
behave after a long period of gameplay. If anybody starts to
experience music sections not starting when they should,
open another bug report on it.
Closing.