[Scummvm-tracker] [ScummVM :: Bugs] #17017: Quest for Glory IV bug: Projectiles travel far too slowly in combat

ScummVM :: Bugs trac at scummvm.org
Sat Aug 1 22:01:56 UTC 2026


#17017: Quest for Glory IV bug: Projectiles travel far too slowly in combat
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Reporter:  CommanderCane  |       Owner:  (none)
    Type:  defect         |      Status:  new
Priority:  normal         |   Component:  Engine: SCI
 Version:                 |  Resolution:
Keywords:                 |        Game:  Quest for Glory 4
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Comment (by sluicebox):

 Hello! Thanks for reporting. I have suspected that QFG4 has combat issues
 like this from casually attempting it once or twice, but I'm completely
 unfamiliar with how it's supposed to work, or even what the controls are,
 so I didn't know if it was scummvm or me or if it's just not a very good
 game. My relationship to this particular Sierra game is purely clinical =)
 But I've also wondered, if it really is so wrong, shouldn't we have heard
 about it by now? It's a popular game and we've supported it for years.

 I say all that to say: if we have a timing problem (very likely), I will
 need help from a QFG4 expert establishing what's supposed to happen, and
 what all the symptoms are. I suspect CPU speed was a factor in the
 original, but these things are more complicated than just that.

 Would you be able to help me? Here's what I'm imagining: a save game or
 two from the original in dosbox and from scummvm, right before combat with
 the same enemy, where the character is in approximately in the same state
 and the difficulty settings are the same. Preferably without New Rising
 Sun patches applied, as the more variables involved the more complicated
 this gets. You could attach all of those save files to this ticket. Then
 you could tell me "with dosbox set to X speed, start combat and do Y, then
 do the same in scummvm". You might also teach me to fight! =)

 Normally I wouldn't need this kind of elaborate help, but QFG4 is kind of
 a nightmare and the nature of a real time combat system is much different
 than normal adventure game scenes. Not only is it unclear if something is
 normal or not, but how much of this is CPU speed, or character attributes,
 or the difficulty settings on the control panel, or *something else*
 buried in the complex game scripts...

 Once I have a reproducible case to compare between the original and
 scummvm, I can really dig into the decompiled scripts to get at the root
 causes and try some solutions.
-- 
Ticket URL: <https://bugs.scummvm.org/ticket/17017#comment:1>
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