#813 closed defect (fixed)
DIG: Invalid actor 593 in o6_animateActor
Reported by: | SF/farmboy0 | Owned by: | fingolfin |
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Priority: | normal | Component: | Engine: SCUMM |
Version: | Keywords: | ||
Cc: | Game: | Day of the Tentacle |
Description
This error happens when the "cherry" tree gets chopped down so laverne isnt stuck anymore in the future in this tree. This is the english talkie version of dott. SCUMMVM version is 0.4.2cvs (2003-05-25)
Ticket imported from: #743363. Ticket imported from: bugs/813.
Change History (6)
comment:1 by , 22 years ago
Owner: | set to |
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Summary: | ERROR: (57: 19: 0x446) Invalid actor 593 in o6_animateActor → DIG: Invalid actor 593 in o6_animateActor |
comment:2 by , 22 years ago
comment:3 by , 22 years ago
This is an odd one, the script really invokes animateActor(593,250) (that is, it tells actor 593 to stop whatever it's doing (the 250 says that)).
But that makes no sense, there are only ~30 actors. I see three possible explanations: 1) a bug in the script, and they actually meant actor 6; this has some support from the context in that script (script 19). My work around is based on that assumption and changes the actor param to 6. 2) animateActor has a so far unknown functionality when applied to objects. This is somewhat supported by the fact that in room 57, there actually is an object 593, and it is the Chron-O-John. 3) There is a bug in th way ScummVM/descumm interpret the script; but that seems highly unlikely to me.
comment:4 by , 22 years ago
Resolution: | → fixed |
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Status: | new → closed |
comment:5 by , 22 years ago
I actually suppose its variant #2. The error happens in the scene where laverne and the Chron-O-John is falling off the tree because the tree isnt there anymore. So I suppose an earlier script says either that object 593 should do something (hang in the tree) and this stops or stopping means disappear so the script can let the object appear at another place.
comment:6 by , 22 years ago
Nope, that's not how the scripts work :-)
The objects can be movedor shown/hidden at any time by commands specific for that. There is no reason why they would have to call animate*Actor* for that...
The full error was (taken from original bug title): ERROR: (57: 19: 0x446) Invalid actor 593 in o6_animateActor
I can reprodruce this in a save game of my own.