[Scummvm-tracker] [ScummVM] #9959: Discworld 2: Bug in the showing of "string sets"
Willem Jan Palenstijn
trac at scummvm.org
Fri Jul 14 19:07:58 CEST 2017
#9959: Discworld 2: Bug in the showing of "string sets"
---------------------------+----------------------------
Reporter: PetrCejpek | Owner: (none)
Type: defect | Status: new
Priority: normal | Component: Engine: Tinsel
Resolution: | Keywords: string quotes
Game: Discworld II |
---------------------------+----------------------------
Description changed by wjp:
Old description:
> Greetings,
> I am working on the Czech translation for Discworld 2: Missing presumed.
> I came across to following bug.
>
> Every text quote in the ENGLISH1.txt and ENGLISH2.txt files is introduced
> by character which ascii number corresponds to the length of the
> following string. Some sets of strings are introduced by two characters
> where the value of the first one is 8x (hexadecimal) and x corresponds to
> the number of strings in the set. I am guessing it wants to tell that the
> whole string set has only one sound quote or something like that.
>
> Example:
> **‚X**I mean - it seemed we might have
> a few mutual talking points -
> information to exchange -
> **8**pleasantries -
> something in common -
> that sort of thing.
>
> Here, **‚X** what is 82 58 in hexadecimal means, that the set has two
> strings and the first one has length of 88 (58 hexadecimaly).
>
> Unfortunately, I found out that ingame this works well only within
> interviews with other NPCs. When I try to talk about items in the
> inventory, it shows only the first string.
>
> Example:
> **‚l**I'd taste-test this stuff, but the
> animation budget won't stretch to a
> proper demonstration of the results -
> **B**so you're just going to have to
> take it on faith for this one, OK?
>
> Again, it begins with **,** (82), therefore it should show two-string
> quote. But as the result the game shows:
>
> I'd taste-test this stuff, but the
> animation budget won't stretch to a
> proper demonstration of the results -
> and then Rincewind suddenly stops talking.
>
> Details of the configuration:
> Scummvm 1.9.0.2
> Discworld 2: Missing Presumed (English)
> Windows 7 or 10
New description:
Greetings,
I am working on the Czech translation for Discworld 2: Missing presumed. I
came across to following bug.
Every text quote in the ENGLISH1.txt and ENGLISH2.txt files is introduced
by character which ascii number corresponds to the length of the following
string. Some sets of strings are introduced by two characters where the
value of the first one is 8x (hexadecimal) and x corresponds to the number
of strings in the set. I am guessing it wants to tell that the whole
string set has only one sound quote or something like that.
Example:
{{{
**‚X**I mean - it seemed we might have
a few mutual talking points -
information to exchange -
**8**pleasantries -
something in common -
that sort of thing.
}}}
Here, `**‚X**` what is 82 58 in hexadecimal means, that the set has two
strings and the first one has length of 88 (58 hexadecimaly).
Unfortunately, I found out that ingame this works well only within
interviews with other NPCs. When I try to talk about items in the
inventory, it shows only the first string.
Example:
{{{
**‚l**I'd taste-test this stuff, but the
animation budget won't stretch to a
proper demonstration of the results -
**B**so you're just going to have to
take it on faith for this one, OK?
}}}
Again, it begins with `**,**` (82), therefore it should show two-string
quote. But as the result the game shows:
I'd taste-test this stuff, but the
animation budget won't stretch to a
proper demonstration of the results -
and then Rincewind suddenly stops talking.
Details of the configuration:
Scummvm 1.9.0.2
Discworld 2: Missing Presumed (English)
Windows 7 or 10
--
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Ticket URL: <https://bugs.scummvm.org/ticket/9959#comment:1>
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