#5107 closed defect (fixed)
EQ1CD: Crash at Cetus head (also happens in original sci)
Reported by: | SF/escarlate | Owned by: | m-kiewitz |
---|---|---|---|
Priority: | low | Component: | Engine: SCI |
Version: | Keywords: | original | |
Cc: | Game: | EcoQuest 1 |
Description
Crash when moving to the screen at the right of Cetus' head. I added a savegame below. The console log:
WARNING: kDoSound(pause): Slot not found (000e:02bb)! ge? on non-integer (0031:1d0b, 0000:0064) from method EcoNarrator::init (script 928, room 660, localCall ffffffff)!
Game Version: CD/DOS/English/version 1.1 ScummVM Version: 1.2.0svn51610 Operating System: Win32 (XP SP2)
Ticket imported from: #3038387. Ticket imported from: bugs/5107.
Attachments (2)
Change History (15)
by , 14 years ago
Attachment: | ecoquest.014 added |
---|
comment:1 by , 14 years ago
comment:2 by , 14 years ago
This is quite odd, I've tried adding a workaround for this (returning 0, 1 and 0xFFFF), but the game then says it can't find a message resource and freezes doing nothing.
This is a bug in the scripts of the game itself. It happens if you try and exit that screen either from the left, or the right. You need to exit the screen from the bottom in order to proceed normally. Perhaps we could disallow the player from exiting that screen from the left or right in the future, which will require tinkering. Moving this to the list of known bugs in the wiki
comment:3 by , 14 years ago
Owner: | set to |
---|---|
Status: | new → closed |
comment:4 by , 14 years ago
just for note: this does not happen in eq1floppy. In that version "there's nothing adam can do for Cetus over there" is shown on screen (in ScummVM)
comment:5 by , 14 years ago
fixing this results in message not found issue also occuring in original sierra interpreter (added screenshot)
comment:6 by , 14 years ago
Priority: | normal → low |
---|
comment:7 by , 14 years ago
Summary: | ECOQUEST: Crash at Cetus head → EQ1CD: Crash at Cetus head (also happens in original sci) |
---|
comment:8 by , 14 years ago
Status: | closed → new |
---|
comment:9 by , 14 years ago
Found a small graphics glitch in the same scene. After removing the harpoon, if Adam exits and enters the close-up, the wound is replaced by the earlier graphics showing the harpoon stuck in place. It is recognized as the wound, and the necessary action still can be performed to continue the game and complete it.
comment:11 by , 14 years ago
Keywords: | original added; script removed |
---|
comment:12 by , 14 years ago
fixed in r51951, this actual game bug is now patched on the fly
for that other bug mentioned in the comments, please add a separate bug report
comment:13 by , 14 years ago
Owner: | changed from | to
---|---|
Resolution: | → fixed |
Status: | new → closed |
This bugreport has been moved to Wiki to relevant Engine/TODO page. When the bug will be resolved, an appropriate message will be posted here and the bugreport link removed from Wiki