[Scummvm-tracker] [ScummVM :: Bugs] #13379: AGI: KQ3: Infinite animation when falling to death off ladder (was: AGI: KQ3: Infinite animation glitch when climbing down ladder)
ScummVM :: Bugs
trac at scummvm.org
Sat Mar 9 04:14:21 UTC 2024
#13379: AGI: KQ3: Infinite animation when falling to death off ladder
------------------------+-----------------------------
Reporter: salty-horse | Owner: (none)
Type: defect | Status: new
Priority: normal | Component: Engine: AGI
Version: | Resolution:
Keywords: original | Game: King's Quest 3
------------------------+-----------------------------
Changes (by sluicebox):
* keywords: => original
* summary: AGI: KQ3: Infinite animation glitch when climbing down ladder
=> AGI: KQ3: Infinite animation when falling to death off ladder
Old description:
> Observed in Twitch stream: https://clips.twitch.tv
> /EphemeralRacyCrowTBTacoLeft-roJnxqG_N00fx7tA
>
> When climbing down the ladder from the treehouse, when the room changes
> to the tree trunk, an infinite falling animation starts playing, while
> keeping the character in place.
>
> I don't know the ScummVM version, but I can try to find out if needed.
New description:
Observed in Twitch stream: https://clips.twitch.tv
/EphemeralRacyCrowTBTacoLeft-roJnxqG_N00fx7tA
When ~~climbing down~~ falling off the ladder from the treehouse, when the
room changes to the tree trunk, an infinite falling animation starts
playing, while keeping the character in place.
I don't know the ScummVM version, but I can try to find out if needed.
--
Comment:
This is an original game bug. I can reproduce it in DOS and ScummVM with
KQ3 2.14. It occurs in at least this room and the staircase room 64.
This bug does not occur when *climbing* the ladder, it occurs when
*falling*. You're already dead when it happens, and you can still Restore.
I'm updating the title and description.
The problem in both of these rooms is that there's a black priority line
that overlaps with the fall path. When falling from the ladder, the black
priority line is at the base of the tree that is behind ego. In cave room
64, there are several.
If ego falls at the right place then his movement doesn't advance, because
`AgiEngine::checkPriority` returns false if ego is on a black priority
line. This causes `AgiEngine::updatePosition` to reject the new position
and roll it back. This happens forever.
I'm attaching a save game of the ladder falling in progress, and a save
game in staircase room 64 where walking straight down will reproduce.
I don't think this is worth a workaround. Even if we had a script patcher,
it doesn't seem to be a script bug, but an unfortunate placement of black
priority lines that are unrelated to falling. I see no property that could
be set to prevent the priority line from blocking the motion. (There may
be a potential patch, I'm just saying that even if we could patch scripts,
I'm not sure what we could do.)
Given that this is original behavior that occurs after you're already
dead, and isn't easily fixable without cluttering up core motion code, I
think it should be closed as `wontfix`.
--
Ticket URL: <https://bugs.scummvm.org/ticket/13379#comment:7>
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