Opened 2 years ago
Closed 13 months ago
#13769 closed defect (fixed)
BURIED: Castle wall does not explode after waiting
Reported by: | seanwiththebeard | Owned by: | kartiksharmakk |
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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)
Change History (4)
by , 2 years ago
Attachment: | buried.003 added |
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by , 2 years ago
Attachment: | image-20220808-205356.png added |
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comment:1 by , 2 years ago
comment:2 by , 13 months ago
Owner: | set to |
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Resolution: | → fixed |
Status: | new → closed |
Fixed in the following PR:
https://github.com/scummvm/scummvm/pull/5393
Closing
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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.