[Scummvm-devel] Lure of the Temptress uncompletable on 1.0.0
Rafał Rzepecki
divided.mind at gmail.com
Tue Aug 18 15:21:15 CEST 2009
On Tue, Aug 18, 2009 at 2:39 PM, Paul Gilbert<paulfgilbert at gmail.com> wrote:
> 2009/8/17 Rafał Rzepecki <divided.mind at gmail.com>
>>
>> I'm testing Lure of the Temptress on the branch-1-0-0 and I can't
>> complete it. I can't get the Skorl guard to notice spilling wine. Save
>> attached; Minnow has already been told to call the guard, just look at
>> the cask, use tongs on bung and hide in the background.
>
> It would have been better to post this on the bug tracker - you're lucky
> that I pay such close attention to the development list. :).
You're right; I did it without giving it much thought, the post-hoc
(after deciding later that I should have posted on the tracker
instead) rationalization being that it's more likely to be seen by
more people here, and that's good, because it's so close to release
and the bug is a potential showstopper. Not surprisingly for a
post-hoc rationalisation, this was obviously wrong. Good thing I'm
lucky ;)
> In any case,
> I've identified the problem, and applied a fix to the problem.
Thanks, I'll test it in a second.
(Makes me wonder, how did those two playtests registered on wiki
passed? Is it a recent regression? A rare occurence?)
> As for the pathfinding, even though the pathfinding code is based on a clean
> reimplementation of a disassembly of the original game's code, as far as I'm
> aware they should be identical. One minor possibility is that I've never
> been 100% sure if the code for handling 'bumping' is 100% the same as the
> original - I suspect that the ScummVM version displays bump dialogues a bit
> more frequently than the original, but this shouldn't affect the actual
> movement of characters.
Well, it might be the bumping, but in scummvm I feel much less
control. It's sometimes downright HARD to talk to a character, with
the protagonist walking around the screen for a minute and then giving
up, both he and NPC displaying the question mark, and then retrying
after the NPC moved a bit and again and only succeeding at the fourth
attempt.
And don't even get me started on bumping; one time I had 4 NPCs
walking around it one place and I was almost unable to do anything at
all, with the bump dialogs triggering to top it. If bumping is using
the same proximity detection code as talking the two might well be
related, although they seem to work in opposite way.
(There's a thought: is it possible that you plugged the
algorithms/parameters the wrong way around? That would seem to explain
what's happening, although I don't know the engine at all, so perhaps
I'm not making any sense.)
Granted, I only played the original version for so much time so it
could just be a chance impression, plus it doesn't make it unplayable;
but it's at times _very_ annoying and it's something you might want to
take a look at when you have some time.
--
Cheers,
Rafał Rzepecki
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