Opened 16 years ago

Closed 16 years ago

Last modified 16 years ago

#3577 closed defect (fixed)

LURE: Wrong animation played

Reported by: raziel- Owned by: dreammaster
Priority: normal Component: Engine: Lure
Version: Keywords:
Cc: Game: Lure of the Temptress


ScummVM 0.12.0svn (Jan 19 2008 17:49:35) Features compiled in: Vorbis FLAC MP3 zLib MPEG2

another one from cyberix

The attached savegame puts you in front of the apothecary.

Go down and enter the passage. After the scene has changed there will be a slight pause with the animation of the (i believe) disguise spell in front wearing of.

That shouldn't be, because the spell has already worn off earlier in the game

Lure of the Temptress (DOS/English)

AmigaOS4 gcc version 4.0.2 (AmigaOS build 20051012)

Ticket imported from: #1875556. Ticket imported from: bugs/3577.

Attachments (2)

lure.003 (20.2 KB ) - added by raziel- 16 years ago.
Just walk down
lure.009 (19.6 KB ) - added by dreammaster 16 years ago.
Just before transforming back to Diermot

Download all attachments as: .zip

Change History (10)

by raziel-, 16 years ago

Attachment: lure.003 added

Just walk down

comment:1 by dreammaster, 16 years ago

Owner: set to dreammaster

comment:2 by dreammaster, 16 years ago

I've been able to confirm that the sparkle activates because in the given savegame it's still present in the room. What I can't figure out is how that could happen - when the sparkle finishes it changes it's own room number to an invalid room #424 to prevent being reactivated. I could use a savegame from just before Deirmot changes back from being Selena to see if I can replicate the problem

comment:3 by SF/toni_ruottu, 16 years ago

I made some additional testing.

It seems that the bug happens when you switch room while the animation is playing (form change from temptress to player character).

I suppose the animation should in such a case continue playing in the new room which the player enters. The player might not notice the animation, if it happens just when he switches to another room, so showing the animation in the new room would make sense.

Currently the game seems to continue the animation when ever player returns to that same room where the form change happened to take place.

I did not test whether or not this bug affects the animation considering form change from player character to temptress.

comment:4 by dreammaster, 16 years ago

That was my thought as well, although the code has an explicit line to keep the sparkle in the same room as the player - this is meant to keep the sparkle following the player even if he does change room. If you could upload a savegame from just before transforming back, I can double check what's happening.

comment:5 by SF/toni_ruottu, 16 years ago

I can't find out how to post files. So, get the file from...

Please add it directly to bug database, if you know how.

by dreammaster, 16 years ago

Attachment: lure.009 added

Just before transforming back to Diermot

comment:6 by dreammaster, 16 years ago

Thanks for the savegame. I've attached it to the bug report just to make sure it's available if it's ever needed again in the future beyond fixing this bug.

To attach a file to a bug report, there's a "Upload and Attach a File" section at the bottom of the page.. if you click on the Browse button, you can select a file, and then fill in a description in the textbox below. Then when you 'Submit Changes', as well as saving any message you've added, it will also upload the file for you. File Added: lure.009

comment:7 by dreammaster, 16 years ago

Fixed. The sparkle animation was being activated using the wrong method, so it wasn't being properly flagged to be kept active between room changes

comment:8 by dreammaster, 16 years ago

Resolution: fixed
Status: newclosed
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