[Scummvm-tracker] [ScummVM :: Bugs] #12885: BURIED: Cutscene for opening door to Da Vinci's study plays every time the door is opened

ScummVM :: Bugs trac at scummvm.org
Sun Sep 12 02:41:00 UTC 2021


#12885: BURIED: Cutscene for opening door to Da Vinci's study plays every time the
door is opened
-------------------------+-------------------------------------------------
Reporter:  Thunderforge  |       Owner:  (none)
    Type:  defect        |      Status:  new
Priority:  normal        |   Component:  Engine: Buried
 Version:                |  Resolution:
Keywords:  buried-win    |        Game:  Journeyman Project 2: Buried in
                         |  Time
-------------------------+-------------------------------------------------
Comment (by Thunderforge):

 > Out of curiosity, is it possible to return to this spot once you've
 walked through the door? Or is it only possible to see this if you open
 the door, turn away, then open the door again?

 I've reproduced this bug by walking in, turning around, walking out,
 turning around, and opening the door again.

 ----

 I think I've found the issue with the code. The door can be opened by
 either unlocking it with a key or by prying it open with a metal bar.

 * Unlock with metal bar:
   1. Door automatically opens
   1. `dsCTUnlockedDoor` is set to 1
   1. `dsCTViewedAgent3` is set to 1
   1. Time jump video is played
 * Unlock with key:
   1. `dsCTUnlockedDoor` is set to 1
   1. Door does not automatically open
 * Open door that is already unlocked (`dsCTUnlockedDoor == 1`)
   1. If `dsCTViewedAgent3 == 0`, play time jump video
 (''`dsCTViewedAgent3` is never set to 1'')
   1. If `dsCTViewedAgent3 == 1`, play normal video

 I tried setting the variable in
 [https://github.com/scummvm/scummvm/blob/481568edc9903a03d90720350ee3b43c9ed49f98/engines/buried/environ/da_vinci.cpp#L838
 this block], but that it seems that isn't set up correctly because now the
 animation is prying the door open followed by the time jump.

 I've attached a new save of ''never'' having opened the door. You can
 unlock it with the Balcony Key in your inventory (look down, drag to the
 lock, look up) and then subsequently open it, or just stay at the current
 height and pry it open with the Metal Bar in your inventory.
-- 
Ticket URL: <https://bugs.scummvm.org/ticket/12885#comment:9>
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