Opened 4 years ago

Last modified 4 years ago

#7073 new defect

KQ6-CD: Savegame that cannot be resumed

Reported by: SF/fiesh8192 Owned by:
Priority: normal Component: Engine: SCI
Keywords: Cc:
Game: King's Quest 6

Description

The attached savegame, taken right after Night Mare lands, does not allow resuming the game any more at all. (1.7.0)

Ticket imported from: bugs/7073.

Attachments (1)

kq6-cd.021 (42.4 KB ) - added by SF/fiesh8192 4 years ago.

Download all attachments as: .zip

Change History (10)

by SF/fiesh8192, 4 years ago

Attachment: kq6-cd.021 added

comment:1 by wjp, 4 years ago

I think I can reproduce this with master and the attached savegame. If I load it, things don't freeze, but the game never returns control to the user. (Or at least not within a few minutes.)

Did you get the same symptoms?

comment:2 by SF/fiesh8192, 4 years ago

Yes, that's precisely what happened to me.

comment:3 by m-kiewitz, 4 years ago

Component: Engine: SCI
Game: King's Quest 6

comment:4 by m-kiewitz, 4 years ago

Happens with ScummVM 1.7 as well.
I wonder if this is actually a script bug and happens when saving at a specific point.

comment:5 by m-kiewitz, 4 years ago

It seems to happen when you arrive at the realm of the dead and then save after the first dialog "Night Mare deposits Alexander on a strange, cold world", but before the second dialog "And some of the inhabitants don't look too friendly".

When you restore from that save, the second dialog never happens and that's effectively what's indirectly causing the "freezing".

Looks to me like a script bug. Will check if it happens in the original interpreter (although that may get time consuming in case I don't find a proper saved game).

comment:6 by m-kiewitz, 4 years ago

Do you need that saved game to get fixed? Or do you have one right before it? I guess I could maybe fix it, but I won't bother in case it's not important to you.

comment:7 by m-kiewitz, 4 years ago

Seems to work in the original interpreter, although it may still be a script bug that simply does not trigger in the original interpreter.

comment:8 by m-kiewitz, 4 years ago

This actually seems to be a music related issue.

Music resource number 155 is playing. But when you save + restore after the first dialog, the music isn't playing anymore. This music track normally triggers the 2nd dialog box which doesn't because of the music not playing.

script involved -> script 600, method horseToon::changeState
state 5 triggers a little timer and state 6 afterwards triggers the 2nd dialog box

comment:9 by SF/fiesh8192, 4 years ago

Thanks for the offer, I don't need the savegame fixed. I just reported it so it can be fixed in ScummVM!

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