Opened 21 years ago

Closed 21 years ago

Last modified 21 years ago

#528 closed defect (fixed)

DIG: No object descriptions shown

Reported by: SF/jbergstrom Owned by: aquadran
Priority: low Component: Engine: SCUMM
Version: Keywords:
Cc: Game: The Dig


I wonder how I didn't already see this reported, since it is so obvious, but... In The Dig, when you point at an object (inventory item, location, etc.) there shoud be a description text in the middle of the screen, and now there isn't.

Ticket imported from: #632939. Ticket imported from: bugs/528.

Change History (10)

comment:1 by SF/jbergstrom, 21 years ago

Priority: normallow

comment:2 by SF/arisme, 21 years ago

I noticed that it was disabled in the source ... with the comment

// FIXME: _talkdelay = 1 - display description, not correct ego actor talking, // 0 - no display, correct ego actor talking

(string.cpp, description)

I didn't notice oddities when setting it back to 1, perhaps it was fixed recently or perhaps I haven't looked close enough :)

comment:3 by fingolfin, 21 years ago

Owner: set to SF/ender

comment:4 by fingolfin, 21 years ago

Ender, do you know more?

comment:5 by fingolfin, 21 years ago

Owner: changed from SF/ender to aquadran

comment:6 by fingolfin, 21 years ago

cvs annotate tells me that it was aquadran who made this change on 15-Oct-02. Aquadran, would you please explain why you commented out that code (i.e. to fix which issue) ?

comment:7 by SF/ender, 21 years ago

aquadran made a change, which broke descriptions completely (so I commented out the trigger code for it myself).

The basic problem is that the text has issues with fading out (or not fading out) based on talkDelay. This breaks horribly with descriptions (and also the ending credits), because this feature potentially allows more than one text string to be displayed at once. Eg, a description tag AND speech from an actor talking.

The string code needs a fundemental rewrite, or at least minimum support for dealing correctly with having multiple strings displayed at once. It has many problems with this at the moment, most stemming from talkDelay.. but I can imagine there are probably issues because we only use one gdi.mask buffer.

comment:8 by SF/khalek, 21 years ago

bug 667846 has been marked a duplicate of this and closed

comment:9 by fingolfin, 21 years ago

This is fixed (though it shows the problems we have when scrolling - old text is not properly scrolled / erased, leaving garbage behind.

comment:10 by fingolfin, 21 years ago

Resolution: fixed
Status: newclosed
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