Opened 16 years ago

Closed 16 years ago

Last modified 16 years ago

#813 closed defect (fixed)

DIG: Invalid actor 593 in o6_animateActor

Reported by: SF/farmboy0 Owned by: fingolfin
Priority: normal Component: Engine: SCUMM
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 Changed 16 years ago by fingolfin

Owner: set to fingolfin
Summary: ERROR: (57: 19: 0x446) Invalid actor 593 in o6_animateActorDIG: Invalid actor 593 in o6_animateActor

comment:2 Changed 16 years ago by fingolfin

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.

comment:3 Changed 16 years ago by fingolfin

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 Changed 16 years ago by fingolfin

Resolution: fixed
Status: newclosed

comment:5 Changed 16 years ago by SF/farmboy0

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 Changed 16 years ago by fingolfin

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...

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