Opened 8 years ago

Closed 8 years ago

#7145 closed defect (fixed)

SCI: SQ1VGA: spider behaviour seems wrong

Reported by: SF/domino1983 Owned by: m-kiewitz
Priority: normal Component: Engine: SCI
Version: Keywords:
Cc: Game: Space Quest 1

Description

After you run of from the spider, it seems to not follow you anymore, so it cant kill you anymore and just goes through you (load save no. 5 and go down from the bridge). Also, when you go to the bridge, you cant throw a rock on the spider, beacause it stays in down left corner and wont move (save no. 13).

Tested with latest daily and stable builds Win32.

Ticket imported from: bugs/7145.

Attachments (1)

ScummVM.zip (467.3 KB ) - added by SF/domino1983 8 years ago.

Download all attachments as: .zip

Change History (13)

by SF/domino1983, 8 years ago

Attachment: ScummVM.zip added

comment:1 by m-kiewitz, 8 years ago

I just used my own saves and it seems the droid follows you, when it landed in some rooms and it doesn't follow you, when it landed in other rooms.

Do you have saved games for the original interpreter too?

I wonder if this is actually a script glitch.

We currently only patch the speed of the droid, because normally the droid can be way too fast. It depends on the speed setting of the game and I don't think that this patch could cause those issues.

comment:2 by SF/domino1983, 8 years ago

I dont have original interpreter saved games, but I just completed the game with original interpreter (with all patches) and tested the droid behaviour with default and fastest game speed and everything worked fine.

When using ScummVM the droid follows you from his first appearance until you go to the skeleton tail. Once you desced from the skeleton tail the droid wont follow you and his collision detection is off (it wont crash when touch you). I have tested this situation with different speed settings and could not get it work properly.

comment:3 by m-kiewitz, 8 years ago

So wait, it doesn't explode at all in your case? For me it actually explodes without problems.

And wait a moment, with all patches? Which patches did you use? If those are fan-made patches, then you should remove them. And we should probably also blacklist them.

it may happen though that your saved games don't work afterwards anymore. It depends on the game. Quest for Glory 3 on GOG got fan-patched and has all sorts of new issues because of that - and removing the patches currently breaks all sorts of saved games.

I played through the whole game without issues some time ago, and that was playing the original release. We patch a few issues internally (spider droid speed, timepod graphic glitch, force field generator glitch and sarien droid zapping Wilco), but that feature may also not work properly in case you used fan-made patches.

comment:4 by SF/domino1983, 8 years ago

I have used first three patches from http://www.sierrahelp.com/Patches-Updates/Patches-Updates-Games/SpaceQuestSeriesUpdates.html BUT only when using original interpreter with DOSBox. I didnt use any patches when played SQ with ScummVM.

When using ScummVM: The droid follows me and explodes only when it appears and follows me ONLY to the point when I go to the skeleton tail. When I descend from the skeleton tail it wont follow me anymore, and it wont crash when Im close to him. You are suppose to climb to skeleton tail and throw a rock on the droid but once you climb on the skeleton tail the droid stays in the left down corner of the room and wont move.

When using DOSBox: The droid follows me and explodes when I touch him. When I climb to the skeleton tail and descend from it, it STILL follows me and explode when it touch me. When I climb to the skeleton tail the droid moves randomly so you can throw a rock on it.

comment:5 by m-kiewitz, 8 years ago

Hmmm, okay. Still maybe the fan patches fixed some other issue, which we currently do not fix. I have to look into the droid not following everywhere issue. Maybe it really does also happen, when playing the unpatched game when using the original interpreter.

Still, for me the explosions do happen. They do not happen at all for you or only do not happen in specific rooms?

Which version of the game do you have? Please look inside the file called "VERSION" inside the game directory. please also list any *.SCR files inside the game directory.

comment:6 by SF/domino1983, 8 years ago

ScummVM: When the droid arrives and tries to follow me the explosions happen. When I climb on the skeleton tail and descend from it, the explosions wont happen anymore.

DOSBox: When the droid arrives and tries to follow me the explosions happen. When I climb on the skeleton tail and descend from it, the explosions still happen.

I dont have SQ on my hard disk anymore, but I remember it was the newest version (2.0F?).

comment:7 by m-kiewitz, 8 years ago

Hmmm, it seems my own spider droid script patch is responsible for at least the weird not-chasing anymore behavior. Must be a bug, because it's only supposed to change the speed of the spider and nothing else. In the original the spider droid speed was fixed, so depending on the game speed the droid was either way too slow or way too fast.

Room 27 triggers goUp::changeState, which then sets spider::mover from PChase to PolyPath. This makes sense, because Roger isn't supposed to get chased anymore.

And when you go down immediately the spider droid doesn't chase you anymore at all even when using the original interpreter. Switching back to chase mode only happens when you enter another room with the droid inside it.

Will fix the script patch.

comment:8 by m-kiewitz, 8 years ago

Just fixed it with commit 09d314d

Please try out the latest daily build, if all the issues are gone now.

comment:9 by m-kiewitz, 8 years ago

Owner: set to m-kiewitz
Resolution: fixed
Status: newpending

comment:10 by SF/domino1983, 8 years ago

Yes, everything works just fine. Thank you.

comment:11 by m-kiewitz, 8 years ago

Thanks for your feedback.

comment:12 by m-kiewitz, 8 years ago

Status: pendingclosed
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