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Ticket Resolution Summary Owner Reporter
#118 Heavy music bug while spiting SF/drebon
Description

While I was taking place to spit the music get complitly crazy and stay the same whereever I go... I join a savestate

Ticket imported from: #530518. Ticket imported from: bugs/118.

#119 German Sam&Max (SM0/SM1 Files) Disk Ver SF/th3d4rk
Description

I got some graphic bugs in Sam & Max at the startup afther the scene with the mad doctor when the "Sam & Max - Hit the Road" and "Lucasarts Present's" showed. The Chars scroll in the middle of the screen but when it move the old char's wont be cleard.

Hope u understand what i mean cause my english isn't very good. i try to make a screenshot so u can see what i mean.

Ticket imported from: #530639. Ticket imported from: bugs/119.

#127 Some DOTT sound issues... SF/ender SF/farnsworth
Description

I started playing Day of the Tentacle again because you guys had really updated ScummVM since the last time I tried it, and I noticed a couple sound problems (with the CVS version).

One looks easy to fix -- it seems to be a command to play only a piece of a sound effect. For example, during the credits/intro sequence at the beginning, when the car is driving around with Leverne's head sticking out the window, in room 34 the car takes a tight corner, her neck stretches really long as it whips around the corner, and you hear a stretching noise which lasts way too long (well into the next scene!). As this happens, you see this on the console:

Loading room 34 WARNING: EGA_proc4! WARNING: SoundEngine::do_command invalid command 2! WARNING: SoundEngine::do_command invalid command 3!

I'm guessing that command 2 is "start sound at byte offset", and command 3 is "stop sound at byte offset", since that seems to be the simplest way to play part of a sound.

Later on, after they've all travelled through time, as Leverne falls out of her Chron-O-John (in the tree) and gets her underwear hooked on a branch, you hear the same stretching noise, which also lasts well into the next scene when it most obviously shouldn't, and again get this message:

Loading room 69 WARNING: EGA_proc4! WARNING: SoundEngine::do_command invalid command 3!

It seems like a pretty simple thing to fix. :)

The other thing I noticed is that at some points in the game, sound effects don't play. It seems to happen when sound effects happen in quick succession, leading me to belive that there's some kind of mixing problem, or a problem queueing sounds when they're played in quick succession. For example, when Bernard frees the tentacles, the evil tentacle hops away, and you don't hear the suction-cup sound, but when the green tentacle hops away, you do hear it. I think it's cause he says something just before he starts hopping away...

Anyhow, GREAT WORK! The games play almost flawlessly now. I'm quite happy.

Ticket imported from: #534427. Ticket imported from: bugs/127.

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