[Scummvm-tracker] [ScummVM :: Bugs] #14955: SCI: QFG4: Squid Stone Runes Dial Not Working
ScummVM :: Bugs
trac at scummvm.org
Tue Mar 19 15:15:46 UTC 2024
#14955: SCI: QFG4: Squid Stone Runes Dial Not Working
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Reporter: ArthurWalden | Owner: sluicebox
Type: defect | Status: closed
Priority: high | Component: Engine: SCI
Version: | Resolution: wontfix
Keywords: original squid stone runes | Game: Quest for Glory 4
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Changes (by sluicebox):
* keywords: squid stone runes => original squid stone runes
* owner: bluegr => sluicebox
* resolution: duplicate => wontfix
Comment:
This is all covered in the patch notes for #10965:
https://github.com/scummvm/scummvm/commit/67a29ad5b361a0752f40c432d1ab37ac7701d5b6
, but it can be confusing.
The dial spins in ScummVM just like it does in the original. The CD
version spins differently from the floppy version because Sierra upgraded
the underlying Cycler scripts in the CD version to significantly different
versions with different behaviors. This is the cause of many subtle CD
differences and is not something that can be script patched or overridden.
There is no line or two of code to alter; entire core scripts were
rewritten with different structures and rules.
Separate from that, the dial has a script bug in all versions where
clicking too quickly prevents the letters from registering, even though
they light up, causing fast players to have their answer rejected. We
fixed that script bug.
Changing this to `wontfix` because it's not a duplicate of #10965, that's
the "click too quickly" script bug that we fixed. This is original spin
behavior that can't be changed even if we wanted to, and unlike the other
bug, it doesn't prevent solving the puzzle. It's true that the puzzle
spins in a more pleasant way in the floppy version, but unfortunately
that's just how this game works, and you can find other instances
including ego walking less smoothly in CD.
--
Ticket URL: <https://bugs.scummvm.org/ticket/14955#comment:4>
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