Opened 6 months ago

Last modified 6 months ago

#13769 new defect

BURIED: Castle wall does not explode after waiting

Reported by: seanwiththebeard Owned by:
Priority: normal Component: Engine: Buried
Version: Keywords:
Cc: Game: Journeyman Project 2: Buried in Time

Description

On a new game, the wall explodes after waiting on the corner for a few seconds, but the event never triggers the next time you visit or if you return after leaving. Saved game is attached, you can wait on that corner forever and it won't trigger

Of note: this is mentioned on Presto's troubleshooting page as an issue with 1.0 Win3.1 version and patched in the Win95 release, but I'm getting this with the GOG release data folder which looks updated to the final Win95 version

Attachments (2)

buried.003 (18.4 KB ) - added by seanwiththebeard 6 months ago.
image-20220808-205356.png (415.8 KB ) - added by seanwiththebeard 6 months ago.

Download all attachments as: .zip

Change History (3)

by seanwiththebeard, 6 months ago

Attachment: buried.003 added

by seanwiththebeard, 6 months ago

Attachment: image-20220808-205356.png added

comment:1 by digitall, 6 months ago

The code for this is part of the ScummVM BURIED engine and is likely based on the Win3.1 v1.0 version, hence why this issue exists.

The relevant code is:
https://github.com/scummvm/scummvm/blob/master/engines/buried/environ/castle.cpp#L194

Loading your example savegame, the relevant state variables in the GlobalFlags are set as follows:
flags.cgWallExploded: 0
flags.cgMWCatapultData: 6963679
flags.cgMWCatapultOffset: 694359

Since the Data and Offset are timer values in ms, these should probably be reset to 0 on load / jump to C.G. as the values will not meet the trigger for the catapult at a safe distance (which should be fire time plus 6 seconds), but the logic would need a clear analysis to work out the "correct" fix.

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