#13139 closed defect (fixed)
GRIM: Grim Fandango - model glitch year 3
Reported by: | arrowgent | Owned by: | |
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Priority: | normal | Component: | Engine: Grim |
Version: | Keywords: | grim, model, year 3, 2.5.0 | |
Cc: | Game: | Grim Fandango |
Description (last modified by )
Please check you are including all the following information in your
ScummVM version (scummvm -v)
ScummVM 2.5.0 (Oct 14 2021 11:15:57)
Features compiled in: Vorbis FLAC MP3 ALSA SEQ sndio TiMidity RGB zLib MPEG2 FluidSynth Theora AAC A/52 FreeType2 JPEG PNG GIF TTS cloud (servers, local) TinyGL OpenGL (with shaders) GLEW
Bug details, including step-by-step instructions to reproduce the bug
manny model glitches after opening vault door in year 3
see included terminal output and video clip
using "opengl" not sure if this matters, i could test for you...
Language of game (English, German, ...)
english
Version of game (CD, Floppy, DOS, Amiga, ...)
CD + patch 1.01
Your OS, including version and device if appropriate (Windows 10 build 1709 32-bit, Debian 9.2 x86_64, Android 7.0 on Samsung Galaxy S7, ...)
Linux Ubuntu 18.04 LTS x86_64
Nvidia 1070 Driver Version: 470.86
Attach a save game if possible
included
If this bug only occurred recently, please note the last version without the bug, and the first version including the bug. That way we can fix it quicker by looking at the changes made.
occurs in several locations of the gameplay
new release v2.5.0
Next, select the game in the 'Game' dropdown, and the game engine or other component in the 'Component' dropdown. Enter your text, and hit the button**
yep.
video clips
https://clips.twitch.tv/AgitatedAffluentSpiderMingLee-Puxo4kcOeWMIpOVc
not fixed by leaving the room, it was *fixed* by picking up the large axe in the next room
let me.... try to reproduce and get a save file....
reproducable, savegame included. just open the door and wait for dialog to finish then move around. persists through saving and exiting the game also.
terminal log:
WARNING: Play video vd.snm!
WARNING: Stub function: Lua_V1::SetActorInvClipNode!
WARNING: Stub function: Lua_V1::SetActorInvClipNode!
lua: (null)
Active Stack:
`gettable' tag method at line 2346 [in file Scripts\_system.lua]
function (Scripts\_actors.lua:749)
function (Scripts\_manny.lua:870)
function (Scripts\vd.lua:77)
function (Scripts\vd.lua:808)
WARNING: Lua: call expression not a function!
lua: (null)
Active Stack:
`gettable' tag method at line 2346 [in file Scripts\_system.lua]
function (Scripts\_actors.lua:749)
function (Scripts\_manny.lua:870)
function (Scripts\vd.lua:77)
function (Scripts\vd.lua:808)
Attachments (3)
Change History (13)
by , 3 years ago
by , 3 years ago
Attachment: | grim11.gsv added |
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comment:1 by , 3 years ago
Description: | modified (diff) |
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comment:2 by , 3 years ago
Description: | modified (diff) |
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comment:3 by , 3 years ago
Description: | modified (diff) |
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comment:4 by , 3 years ago
by , 2 years ago
Attachment: | grim04.gsv added |
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comment:5 by , 2 years ago
Issues still reproduces (tested on OSX):
ScummVM 2.7.0git5250-g8b310f12710 (Nov 30 2022 05:50:50) Features compiled in: TAINTED Vorbis FLAC MP3 TiMidity RGB zLib MPEG2 FluidSynth Theora AAC A/52 FreeType2 FriBiDi JPEG PNG GIF taskbar TTS cloud (servers, local) TinyGL OpenGL (with shaders) OpenGL desktop only
Attaching grim04.gsv
User picked target 'grim-win' (engine ID 'grim', game ID 'grim')... Looking for a plugin supporting this target... Grim Running Grim Fandango (Windows/English) VOX0001.LAB: 444f05f2af689c1bffd179b8b6a632bd, 57993159 bytes. WARNING: Lua_V1::SetGamma, implement opcode, level: 0.000000! WARNING: Lua_V1::SetGamma, implement opcode, level: 0.000000! WARNING: Lua_V1::SetGamma, implement opcode, level: 0.000000! lua: (null) Active Stack: `gettable' tag method at line 2346 [in file Scripts\_system.lua] function (Scripts\_actors.lua:749) function (Scripts\_manny.lua:870) function (Scripts\vd.lua:77) function (Scripts\vd.lua:808) lua: (null) Active Stack: `error' tag method at line 2365 [in file Scripts\_system.lua] function (Scripts\_actors.lua:749) function (Scripts\_manny.lua:870) function (Scripts\vd.lua:77) function (Scripts\vd.lua:808) lua: call expression not a function Active Stack: `error' tag method at line 2371 [in file Scripts\_system.lua] function (Scripts\_actors.lua:749) function (Scripts\_manny.lua:870) function (Scripts\vd.lua:77) function (Scripts\vd.lua:808)
Just for fun I decompiled the associated Lua scripts (using RESOURCE FILE CREATOR AND DUMPER and DELUA AND LUAC FOR GRIM FANDANGO):
-- `gettable' tag method at line 2346 [in file Scripts\_system.lua] system.oldGettableFB = setfallback("gettable", system.GettableFB) -- function (Scripts\_actors.lua:749) Actor.stop_chore = function(arg1, arg2, arg3) -- line 749 if arg1:get_costume() then StopActorChore(arg1.hActor, arg2, arg3) end end -- function (Scripts\_manny.lua:870) manny.stop_chore = function(arg1, arg2, arg3) -- line 870 Actor.stop_chore(arg1, arg2, arg3) if arg2 == nil or (arg2 == ms_rest and arg3 == manny.base_costume) then arg1:play_chore(ms_rest, manny.base_costume) end end -- function (Scripts\vd.lua:77) vd.open_safe = function() -- line 77 local local1 cur_puzzle_state[39] = TRUE START_CUT_SCENE() manny:play_chore(ms_hand_on_obj, manny.base_costume) manny:wait_for_chore() vd.handle:play_chore(2) manny:play_chore(ms_hand_off_obj, manny.base_costume) vd.handle:wait_for_chore() vd.handle:play_chore(0) vd.door_jam:play_chore(1) vd.safe_door:free() StartMovie("vd.snm", nil, 233, 119) local1 = start_script(vd.scythe_fall) wait_for_movie() music_state:set_sequence(seqOpenVault) vd.door_jam:play_chore(2) vd.door_open = TRUE music_state:update() wait_for_script(local1) manny:walkto(-0.105456002, 0.341720015, 0, 0, -11.4314003, 0) manny:play_chore(50, manny.base_costume) mn2_event = FALSE repeat break_here() until mn2_event door_scythe:free() mo.scythe:get() MakeSectorActive("scythe_here", TRUE) vd.tumblers.secured = FALSE manny:wait_for_chore() manny.is_holding = mo.scythe open_inventory(TRUE, TRUE) vd.tumblers.name = "tumblers" vd.tumblers:make_untouchable() vd.wheel:make_untouchable() vd.handle:make_untouchable() vd.vo_door:make_touchable() MakeSectorActive("safe_passage", TRUE) if not vd.cracked_safe then vd.cracked_safe = TRUE wait_for_message() manny:say_line("/vdma020/") wait_for_message() manny:say_line("/vdma021/") wait_for_message() sleep_for(750) manny:say_line("/vdma022/") manny:tilt_head_gesture() end END_CUT_SCENE() end -- function (Scripts\vd.lua:808) vd.handle.use = function(arg1) -- line 808 if meche_freed then system.default_response("not now") else START_CUT_SCENE() manny:set_rest_chore(-1) manny:walkto_object(arg1) manny:wait_for_actor() if vd.tumblers.alligned then if vd.tumblers.secured then vd.open_safe() else manny:play_chore(ms_hand_on_obj, manny.base_costume) manny:wait_for_chore() arg1:play_chore(1) start_script(vd.safe_door.scramble, vd.safe_door) manny:play_chore(ms_hand_off_obj, manny.base_costume) manny:wait_for_chore() manny:say_line("/vdma031/") wait_for_message() manny:say_line("/vdma032/") end else manny:play_chore(ms_hand_on_obj, manny.base_costume) manny:wait_for_chore() arg1:play_chore(1) if not vd.tumblers_secured then start_script(vd.safe_door.scramble, vd.safe_door) end manny:play_chore(ms_hand_off_obj, manny.base_costume) manny:wait_for_chore() if vd.wheel.tried then manny:say_line("/vdma033/") else vd.wheel.tried = TRUE vd.wheel:lookAt() end end manny:set_rest_chore(ms_rest, manny.base_costume) END_CUT_SCENE() end end
comment:6 by , 10 months ago
This issue has become much more severe on ScummVM 2.8.0. No longer do only Manny's animations lock up, but you cannot move at all anymore. The only input that still works is opening the menu. As far as I can tell, this makes the game uncompletable on 2.8.0.
Console output is still the same as in comment 5. My OS is Linux Mint 21.2 x86_64.
comment:7 by , 8 months ago
A workaround has been proposed in https://github.com/scummvm/scummvm/pull/5692
duplicate of
https://bugs.scummvm.org/ticket/11815
same issue