#14078 closed patch (fixed)

Wetlands : end of level trigger issue for Zone 3 / Oxygen facility

Reported by: Kalagan74 Owned by: neuromancer
Priority: low Component: Engine: Hypno
Version: Keywords:
Cc: Game: Wetlands

Description

Mission objective : destroy 10 "fuse" under 6 minutes to escape the station

Expected behavior : Level end when you finish the "loop" after destroying 10 fuses. see https://youtu.be/spuo_XSIFGQ?t=2706

Behavior in SCUMMVM : level end at the end of timer and not after destroy 10 fuse. On 3 run, I destroyed 10, 11 and 12 fuses but level keep running until timer reach 0 and proceed to next level.

Tested on SCUMMVM 2.6.1, retail disc FR version.

Extra issue : the bug related in #13663 for screen panning when you move the cursor on the edge of screen makes this level hard to complete as lots of ennemies and fuse come from the right part of screen and are out of sight.

Change History (1)

in reply to:  description comment:1 by neuromancer, 22 months ago

Resolution: fixed
Status: newclosed

Replying to Kalagan74:

Mission objective : destroy 10 "fuse" under 6 minutes to escape the station

Expected behavior : Level end when you finish the "loop" after destroying 10 fuses. see https://youtu.be/spuo_XSIFGQ?t=2706

Behavior in SCUMMVM : level end at the end of timer and not after destroy 10 fuse. On 3 run, I destroyed 10, 11 and 12 fuses but level keep running until timer reach 0 and proceed to next level.

I can confirm this issue, it should be fixed in:

https://github.com/scummvm/scummvm/commit/818797fc96fbb73009db0c36b8f5075b27485448

Please test if possible. The fix still produces one extra transition video, before skipping the current level. I will improve that in the future (you can create an issue for these, if you want).

Tested on SCUMMVM 2.6.1, retail disc FR version.

Extra issue : the bug related in #13663 for screen panning when you move the cursor on the edge of screen makes this level hard to complete as lots of ennemies and fuse come from the right part of screen and are out of sight.

Screen panning is triggered when cursor is next to border, but only if it is moving. This avoid the case when you try to shoot one enemy next to the border and the screen suddenly moves (which can happen in the original implement). Please continue the discussion about this on #13663 if necessary.

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