[Scummvm-tracker] [ScummVM :: Bugs] #11045: QFG4: castle doors don't seem to get oiled
ScummVM :: Bugs
trac at scummvm.org
Mon Sep 23 02:29:54 CEST 2019
#11045: QFG4: castle doors don't seem to get oiled
--------------------------------+-------------------------
Reporter: lwcorp | Owner: (none)
Type: defect | Status: closed
Priority: low | Component: Engine: SCI
Resolution: duplicate | Keywords: original
Game: Quest for Glory 4 |
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Changes (by sluicebox):
* status: new => closed
* resolution: => duplicate
Comment:
I'm afraid this is just a confusing part of the game.
This is unrelated to #10832, in which six rooms have bugs where picking
the lock will treat the door as oiled if any of the room's other doors
were oiled.
If a door is squeaky, then opening it should play a squeak sound and say a
message about the squeak. If it's not squeaky, or if you oiled it, then
there should be no squeak sound and no message. Unfortunately, that's
exactly what the game is doing, even though the results are confusing.
There are two sounds: a door-open sound (audio 972) and a squeak sound
(audio 143). If a door squeaks then the script says the message and plays
the squeak sound ''and'' plays the door-open sound. The door-open sound
always plays. They're named doorSound and squeakSound in scripts.
Problems:
- The door-open sound (audio 972) ''sounds squeaky''
- The scripts play both sounds at the same time
- The door-open sound is much louder than the squeak sound
- The narrator talks over the squeaking in some rooms (three sounds at
once)
The result is that the squeak sound usually (always?) has no audible
effect, meanwhile opening any castle door ''sounds'' squeaky, because
that's just the sound. I reconfirmed in dosbox that this is how it all
behaved in the original.
I'm closing this since the fixable bug (room 627 message) has been fixed
and this is the original behavior. I don't see any feasible way to make
the doors not sound the way they are, and even if I did I suspect it would
cross the line into changing the game. It doesn't help that almost every
door is implemented differently in its own room with its own
inconsistencies. There are 20+ squeak paths. This seems like an ambitious
feature that just didn't come together.
I've written this up in detail because I have a feeling we'll need to
reference it again...
--
Ticket URL: <https://bugs.scummvm.org/ticket/11045#comment:8>
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