Opened 14 years ago

Closed 14 years ago

#4395 closed defect (wontfix)

DW1: Wrong voice dialog

Reported by: SF/neosmagus Owned by: dreammaster
Priority: normal Component: Engine: Tinsel
Version: Keywords:
Cc: Game: Discworld


Version: ScummVM 1.0.0svn42377 (Jul 11 2009 18:38:41) Discworld English talkie, copied from the cd to harddisk. I'm not sure which version it is though.

In the dining room when I spoke to the Lecturer in Recent Runes, he had an option to talk about the librarian, and after a couple lines Rincewind says "But its the same thing!" and the Lecturer in Recent Runes is supposed to respond with "No no no". However while the subtitle is correct, the sound clip that plays is Rincewind saying "Did you get the number of that Donkey Cart?"

Ticket imported from: #2820172. Ticket imported from: bugs/4395.

Attachments (1)

dw.001 (1.6 KB ) - added by SF/neosmagus 14 years ago.
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Change History (8)

by SF/neosmagus, 14 years ago

Attachment: dw.001 added

save game

comment:1 by dreammaster, 14 years ago

This is a script bug in the SCN version of Discworld 1, so should probably be added to the list in the Wiki

comment:2 by sev-, 14 years ago

But can we patch the script on the fly?

comment:3 by sev-, 14 years ago

Summary: Wrong voice dialogDW1: Wrong voice dialog

comment:4 by dreammaster, 14 years ago

I looked into this a bit further. It turns out it's not really a script bug, but rather bad sample data in the voice/samples file.

Somewhat surprisingly, each piece of text in the game has it's own unique sample - the offset array is loaded in SoundManager::openSampleFiles. So there are, for example, as many copies of the 'Donkey cart' sample in the sample file as there are references to it.

What this means is that in the SCN version, they seem to have accidentally physically replaced the 'No no no' sample in the sample file with a copy of the donkey cart sample - I compared the two versions, and accounting for an offset difference between the two files, the same sample 'position' was being played, it's that the data is different now.

So there's no way we could fix this without taking the raw sample data for that voice entry from the GRA and patching the SCN version with it. Theoretically possible if the games are ever freewared, but not right now.

Should the status of this bug be changed? Perhaps to Closed/Won't Fix or Closed/Postphoned?

comment:5 by SF/neosmagus, 14 years ago

I noticed the same thing happened a little later in the game with a misplaced voice sample. But I forgot to note it down at the time and then I couldn't remember which dialog it was. It was in Act 3 or Act 4.

So the mismatch is at least twice. It would be awesome if this was fixed in the freeware release :)

comment:6 by fingolfin, 14 years ago

Owner: set to dreammaster
Resolution: wontfix
Status: newclosed

comment:7 by fingolfin, 14 years ago

Nothing we can do about this then.

If there ever is a freeware release, we could look into patching this properly, though.

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