[Scummvm-tracker] [ScummVM] #10821: Getting stuck after knocking at door (location 'qe1e') & after freeing Jack (location 'ej3x')
ScummVM
trac at scummvm.org
Sun Jan 6 08:24:05 CET 2019
#10821: Getting stuck after knocking at door (location 'qe1e') & after freeing Jack
(location 'ej3x')
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Reporter: RH16 | Owner: (none)
Type: defect | Status: new
Priority: normal | Component: Engine: ZVision
Resolution: | Keywords: ZGI GOG getting_stuck
Game: Zork Grand Inquisitor |
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Comment (by eriktorbjorn):
Slight clarification. State values 18236 and 18238 are 0 in the savegame.
When loading from the launcher, they are briefly set to 1 (18236 is set
first), and then back to 0 again.
When loading from within the game, they're 0 and don't change.
State value 18236 is set by this script:
{{{
puzzle:18237 { # universe_dont_fade_griff_quest_1
criteria {
[14000] = 1 # universe_sound_state
[18231] ! 1 # universe_griff_quest_1_sound_task
}
results {
action:assign(18236, 1) # universe_fade_out_griff_quest_1
}
flags {
once_per_inst
}
}
}}}
In the savegame, 14000 is 1 and 18231 is 2.
When loading from the launcher, these values are restored. Then puzzle
18237 is checked (twice, apparently?) and then (the second time) the
puzzle criteria are met and the result is executed.
When loading from within the game, the puzzle is checked when the game
starts (where it of course does not meet the criteria) but not after the
game has been loaded.
Maybe there is more to this than a simple scripting error? If so, that's
way over my head...
A final note for now: I still can't reproduce this with my old savegame.
Even if I save at the door, when I load that something first sets state
value 14000 to 1, and then puzzle 18237 is checked and passed.
--
Ticket URL: <https://bugs.scummvm.org/ticket/10821#comment:6>
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