Opened 3 months ago
Last modified 3 months ago
#15605 new defect
GRIM: Stuck on building view after cutscene that follows transplant of Glotti's heart
Reported by: | mparnaudeau | Owned by: | |
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Priority: | high | Component: | Engine: Grim |
Version: | Keywords: | ||
Cc: | Game: | Grim Fandango |
Description
In the Petrified Forest, after the transplant of Glotti's heart, a cutscene is displayed but at the end, we stay on a view of the office building and we don't go back to the forest.
Used version is:
ScummVM 2.10.0git21545-g056477c1d01 (Dec 18 2024 14:07:47) Using SDL backend with SDL 2.26.5 Features compiled in: TAINTED Vorbis FLAC MP3 ALSA SEQ sndio TiMidity RGB zLib FluidSynth MikMod FreeType2 JPEG PNG ENet SDL2 TinyGL OpenGL (with shaders)
There is a message in the console:
lua: (null) Active Stack: `error' tag method at line 2365 [in file Scripts\_system.lua] function stop_script [in file (C)] function (Scripts\le.lua:696) function (Scripts\_sets.lua:475) function (Scripts\_sets.lua:151) function (Scripts\year_1.lua:354) function (Scripts\year_1.lua:333) lua: Bad argument to stop_script Active Stack: `error' tag method at line 2371 [in file Scripts\_system.lua] function stop_script [in file (C)] function (Scripts\le.lua:696) function (Scripts\_sets.lua:475) function (Scripts\_sets.lua:151) function (Scripts\year_1.lua:354) function (Scripts\year_1.lua:333)
I join a saved game just before the sequence and a screenshot.
Attachments (3)
Change History (8)
by , 3 months ago
Attachment: | DoesNotComeBackToPetrifiedForest.png added |
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by , 3 months ago
Attachment: | grim01.gsv added |
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comment:2 by , 3 months ago
Thank you for your feedback! And for the workaround that works and allows me to continue the adventure and the test.
Unfortunately, I don't have anymore a saved game that allows me to start earlier.
The version is the original game for Windows, in french.
comment:3 by , 3 months ago
Maybe the bug is specific to the French or localized versions of the game?
I've now played with my version, which is the English one, from a fresh start to the part where Manny restores the heart for Glottis, and still did not get the stuck screen.
So as of yet I can only reproduce the bug from your saved game but not from any of my own.
I'm attaching a saved game from my version of the game at the point where you have to put the heart back in Glottis.
by , 3 months ago
Attachment: | grim10.gsv added |
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comment:4 by , 3 months ago
With your saved game, I have no problem.
If I remember well, initially I had a saved game earlier in the Forest, I faced the problem, so I restarted from it and saved just before the cutscene ... in the same slot (this is why I don't have a saved game not too far in the past).
comment:5 by , 3 months ago
I think it may be possible for a developer more familiar with the GRIME engine, to compare data from the save files (the one with the bug vs the one without) and find the cause of the issue.
I can reproduce this on mine (Windows 10 x64, msys2/mingw64 build from recent master HEAD) with the attached saved game.
The scene is supposed to cut away to the office building (external view shot), then play the video with Copal being sprouted and then cut back to the forest with Manny and Glottis on the car.
What it does on mine is that it cuts to the office building shot, then plays the video, and then at the end still shows the building (external). If I skip the video while it's playing, it still ends up stuck in the external building shot.
But if I skip the cutscene earlier, eg. in the forest as soon as Glottis wakes up, then we end up in the forest on the car and the game proceeds ok. So that could be a possible workaround for this.
Oddly, I CANNOT reproduce this issue with a saved game of my own (started from before reaching the Petrified forest, and another save from just after reaching the Petrified forest). Note, that my saved games I tested with were from a playthrough before our patch for the vault freezing issue (a few months ago), so they are "auto-patched" saved games rather than saved games from a fresh playthrough -- I am unsure if this could make a difference, so I'm noting it just in case.