[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  |
--------------------------------+-------------------------
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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