#3553 closed defect (fixed)
LURE: Skorl in Selena\'s castle can be at 2 places
Reported by: | bluegr | Owned by: | dreammaster |
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Priority: | normal | Component: | Engine: Lure |
Version: | Keywords: | ||
Cc: | Game: | Lure of the Temptress |
Description
In Selena's castle, I've told the boy to tell the Skorl to come down. I've hidden behind a column to the back, and let the Skorl drink and go to sleep. However, when entering the dining room, the Skorl is there again, beating our hero to a pulp :/
To reproduce, load the save game. You'll be in the cellar with the Skorl sleeping. Exit the cellar from the right of the screen, then exit the kitchen to the right and enter the dining room. You'll see the Skorl again and lose the game.
Playing the English version of the game using the latest SVN version of ScummVM under Windows XP SP2 and Windows Vista
Ticket imported from: #1866784. Ticket imported from: bugs/3553.
Attachments (1)
Change History (5)
by , 17 years ago
comment:1 by , 17 years ago
As a follow-up: If I go upstairs, I can see the Skorl leaving the dining room. If I enter the room then, the game crashes with the following error: "Unhandled exception at 0x00878841 in scummvm.exe: 0xC0000005: Access violation reading location 0x02de7000".
Here's the stack trace:
> scummvm.exe!READ_LE_UINT16(const void * ptr=0x02de7000) Line 159 + 0x3 bytes C++ scummvm.exe!Lure::Hotspot::showMessage(unsigned short messageId=0, unsigned short destCharacterId=30011) Line 769 + 0xc bytes C++ scummvm.exe!Lure::Hotspot::actionPrecheck(Lure::HotspotData * hotspot=0x01881310) Line 945 C++ scummvm.exe!Lure::Hotspot::doOperate(Lure::HotspotData * hotspot=0x01881310) Line 1362 + 0xc bytes C++ scummvm.exe!Lure::Hotspot::doAction(Lure::Action action=OPERATE, Lure::HotspotData * hotspot=0x01881310) Line 1299 + 0x15 bytes C++ scummvm.exe!Lure::Hotspot::doAction() Line 1237 C++ scummvm.exe!Lure::HotspotTickHandlers::standardCharacterAnimHandler(Lure::Hotspot & h={...}) Line 2564 C++ scummvm.exe!Lure::HotspotTickHandlers::jailorAnimHandler(Lure::Hotspot & h={...}) Line 3113 + 0x9 bytes C++ scummvm.exe!Lure::Hotspot::tick() Line 476 + 0xe bytes C++ scummvm.exe!Lure::Game::tick() Line 90 C++ scummvm.exe!Lure::Game::nextFrame() Line 123 C++ scummvm.exe!Lure::Game::execute() Line 171 C++ scummvm.exe!Lure::LureEngine::go() Line 149 C++
comment:2 by , 17 years ago
Owner: | set to |
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Summary: | LURE: Skorl in Selena's castle can be at 2 places → LURE: Skorl in Selena\'s castle can be at 2 places |
comment:3 by , 17 years ago
Fixed - but you'll need to restore to an earlier savegame.. the problem was that the Skorl was getting 'activated' multiple times. With this fix, after he's activated the first time (when Minnow talks to him), his trigger will be properly deactivated so he won't appear again the next time you enter the room.
comment:4 by , 17 years ago
Resolution: | → fixed |
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Status: | new → closed |
Glitch with the Skorl in the cellar