#2556 closed defect (fixed)
INDY3VGA: giant Henry Jones sr.
Reported by: | SF/j_schreiber | Owned by: | fingolfin |
---|---|---|---|
Priority: | low | Component: | Engine: SCUMM |
Version: | Keywords: | ||
Cc: | Game: | Indiana Jones 3 |
Description
Hi, after downloading ScummVM 0.9.0svn for Mac OS X, I encountered a funny graphic bug in an Indy 3 savegame: Indys father has the size of a giant.
It´s the german vga version of the game that came with the 10 adventure pack.
I didn´t encounter that bug in any other indy3 savegame. Neither did I find it in MI2 for example.
Regards nagra
Ticket imported from: #1463598. Ticket imported from: bugs/2556.
Attachments (1)
Change History (16)
comment:1 by , 19 years ago
comment:2 by , 19 years ago
Summary: | MAC OSX, giant Henry Jones sr. → INDY3VGA: giant Henry Jones sr. |
---|
comment:3 by , 19 years ago
So,
here is another savegame which was created right before the game-screen in which the graphic bug occured. Hope you can use it.
nagra
comment:4 by , 19 years ago
Thanks, that should help. I don't have time to look into this myself right now, but hopefully somebody else will, and if not, I'll work on it eventually :-)
comment:5 by , 19 years ago
After a quick glance at this, it seems that script 56 is responsible for letting Indy Sr. trail Indy Jr.. To be precise, in the second savegame, you start out in room 77 (behind the castle). If you then walk to the front of the castle (room 12), then initially only Indy Jr appears, but after a moment, he is followed by Indy Sr., in a "giant" (i.e. unscaled) version.
Now, the entry script of room 12 is only placing Indy Jr (and changing him to his small form). It doesn't do anything about Indy Sr., and as far as I can tell, he is placed in room 12 by script 56, which is responsible for making sure that Indy Sr. always follows on Indy Jr.'s tails.
Now, script 56 doesn't seem to be aware of any scale or costume changes. I am not sure how this is supposed to work correctly. Maybe the bug is that you shouldn't be able to move to the front of the castle at that point (note also: When you go to the front of the castle, then enter the castle, you can't go back out again, as Indy Jr complains about lots of soldiers standing outside. Which seems odd, given that we just *came* from there...
comment:6 by , 19 years ago
Hi fingolfin,
its nice to see that you invested so much of your time and
dived into this. Thanks so much. But I think this is not the
kind of bug that has to be erased. Maybe it was a wrong
idea of mine to post it here. Its just a funny thing you
know? But I thought maybe this effect could be more worse at
other users, so I reported it here.
Thanks again nagra
comment:7 by , 19 years ago
No worries :-). This is exactly the place to report such bugs. We may indeed decide to ignore it, but not after carefully investigating whether this is a bug in ScummVM, or in the data files... In the former case, it should be fixed. And even in the latter case, we often add workarounds (and hence many bugs that occured in the game as played with the "original" engine do not occur when using ScummVM).
comment:8 by , 18 years ago
Priority: | normal → low |
---|
comment:9 by , 18 years ago
I have also replicated this bug, but in another place. I had a saved game when Indy is outside of Castle Brunwald when he first arrives. When I load it two things happen:
1. The butler never appears 2. Indy remains large in the hallways
Maybe it's a bad save?
comment:10 by , 18 years ago
I am using the current version 0.10.0SVN. The German VGA version of Indy 3 (censored version from the German Lucas collection) displays a too large Indy while walking in the Brunwald hallways. Here is a screenshot of the problem:
http://img15.imgspot.com/u/06/343/19/indy31165797389.jpg
But the German soldiers in the hallway seem to have the right size...
comment:11 by , 18 years ago
Running into a soldier while walking the Brunwald hallways produces a crash. The last thing I get to see is the room where Indy is supposed to fight or to fool the soldier.
comment:12 by , 18 years ago
If you encounter bugs, please report them properly -- but also, please do not spam existing bug reports with unrelated data.
comment:13 by , 14 years ago
Owner: | set to |
---|---|
Resolution: | → fixed |
Status: | new → closed |
comment:14 by , 14 years ago
By now I am pretty sure this is a bug in the game data (would be nice if somebody could try to replicate it with the original engine). Anyway, I implemented a workaround that should be in ScummVM 1.3.
Interesting. But unfortunately, the only thing the savegame tells us is that it was, by some unknown reason, corrupted.
Do you by chance have a savegame from right *before* the bug occured, from which one can reproduce it? I.e. made in the scene right before this one, for example...