[Scummvm-tracker] [ScummVM :: Bugs] #15162: Using the word "that" when talking to a character causes a segfault

ScummVM :: Bugs trac at scummvm.org
Sun Jun 9 19:18:45 UTC 2024


#15162: Using the word "that" when talking to a character causes a segfault
-----------------------------+-----------------------
Reporter:  benblank          |      Owner:  (none)
    Type:  defect            |     Status:  new
Priority:  normal            |  Component:  --Unset--
 Version:                    |   Keywords:
    Game:  Starship Titanic  |
-----------------------------+-----------------------
 I'm playing Starship Titanic using the game data from GOG^![1]^ and
 ScummVM 2.8.0 from Ubuntu 24.04^![2]^.

 When talking to a character (''any'' character, I think, as long as you've
 gotten past the opening credits), using the complete word "that" in
 conversation causes a segmentation fault, closing ScummVM.

 Certain specific variations also cause a segfault (for example, "that's"
 and "thats"), but not other words containing those characters (for
 example, "sthat" and "t'haiti" are both fine). Using the word in a
 sentence triggers the segfault, as well (e.g. "what does that mean").

 I first encountered the issue partway through a playthough, but it also
 happens if you say "that" to the nearby DeskBot immediately after the
 opening credits (I've attached a game save made standing in front of her,
 having done just that). Saying "that" outside of of a conversation is
 fine, even if standing in front of a character you can normally converse
 with; in that situation, you have to initiate a conversation by clicking
 on them first. Saying "that" to the DoorBot during the opening sequence
 (''before'' the opening credits) is also fine.

 To reproduce, you should be able to simply launch the game, load the save,
 click on the DeskBot, type the word "what", and press Enter.

 I've attached:

  `game.sha256sum`::
     SHA-256 hashes of the game files from GOG which I'm using.

     `sha256sum --binary game/** > game.sha256sum`

  `lotta-debug.log`::
     A log of the game's output with as much logging as I could find
 enabled. Sadly, I didn't see anything which looked like a smoking gun.

     `scummvm --debuglevel=32767
 --debugflags=eventrec,detection,core,scripts,graphics,starfield
 --config=scummvm.ini titanic-win > lotta-debug.log 2>&1`

  `scummvm.ini`::
     The configuration file I used. (This is the same configuration file
 included with the GOG installer, but with the game and saves paths
 changed.)

  `saves/timestamps`::
     From the game saves directory; I suspect this isn't relevant
 information, but have included it in case I'm wrong about that.

  `saves/titanic-win.000`::
     A game save created by starting the game, proceeding through the "on
 rails" pre-credits sequence, watching the opening credits, then walking
 over and standing in front of the DeskBot. All of the behaviors I
 described above were tested using this save.

  `/var/crash/_usr_games_scummvm.1000.crash`::
     A core dump created by loading the above save game, clicking on the
 DeskBot, typing the word "that", and pressing Enter.

 ''^1^ The Linux installer from GOG doesn't produce a runnable game, but
 the data files seem fine; I've attached an sha256sum file for them.''

 ''^2^ From [http://us.archive.ubuntu.com/ubuntu/dists/noble/universe/ the
 official Ubuntu repository]. Unfortunately, I wasn't able to get the daily
 build "debian-x86-64-master-5ed3dd8d" working, as several of the required
 shared libraries are of versions which aren't readily available in Ubuntu
 24.04. I tried cobbling together a set of libraries of the correct
 versions, but wasn't ultimately successful in getting ScummVM to run.''
-- 
Ticket URL: <https://bugs.scummvm.org/ticket/15162>
ScummVM :: Bugs <https://bugs.scummvm.org>
ScummVM


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