Opened 5 weeks ago
Last modified 2 weeks ago
#15384 new defect
TWINE: LBA: Dark museum has side-effects on the same session
Reported by: | antoniou79 | Owned by: | mgerhardy |
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Priority: | normal | Component: | Engine: TwinE |
Version: | Keywords: | ||
Cc: | Game: | Little Big Adventure |
Description
This is on Windows 10, ScummVM 2.9.0git (recent build from master HEAD), with GOG version of the game.
When Twinsen sets off the alarm for the Museum on Proxima island (in order to steal the flag and the key from the treasure chest), upon entering the Museum from the sewers, the lights are out; the Museum areas are dark.
In this dark version of the museum, there are the following side-effects:
- if the player brings up the game's menu (Esc), the menu will also appear with "Dark" palette colors
- If the player exits the Dark museum (regardless if he stole the items or not), the colors will be restored to the normal "bright" ones, but when using the Katamaran to travel to another location, the scene of the target location where Twinsen arrives will be dark. If Twinsen exits that scene, the colors are again restore to normal ones.
- If the player loads another game while in the Dark museum, then the first scene of the loaded game (the one where the game loads into) will be Dark, regardless of the scene. Again the colors are restored if exiting that scene.
If however the player ends their gaming session after they visited the Dark museum and left it, and saved the game before quitting, then if the next time they play the game they reload at a point *after* the Dark Museum, they won't get the glitch where the target visited island's first scene is Dark.
I am attaching a saved game when Twinsen enters the Dark Museum. Most of the above will be easy to reproduce. To reproduce the "target island first scene is Dark", leave the museum from the sewer manhole, go through the sewer and get the middle platform to exit in the "prison", leave the prison and enter the Katamaran and choose Citadel Island (or any other island).
Attachments (1)
Change History (13)
by , 5 weeks ago
Attachment: | lba-win-1.005 added |
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comment:1 by , 5 weeks ago
comment:3 by , 3 weeks ago
I've fixed several issues with palettes now. But this could really need some more testing to ensure that I didn't miss anything. Holomap was also changed for the fixes.
The debugger got a new palette window where one can inspect the current active palette (with scummvm is started with --debugflags=imgui)
comment:4 by , 3 weeks ago
Loading the save game a second time will not change the palette to the dark palette.
EDIT: fixed now
comment:5 by , 3 weeks ago
Regression that was caused by the refactorings for this ticket: https://bugs.scummvm.org/ticket/15402
comment:6 by , 2 weeks ago
I think the menu is meant to be dark when pressing esc (or the behaviour window) - this can be seen for the behaviour window in the linked youtube. Not sure about the red palette yet. Still have to look up the original behaviour
comment:7 by , 2 weeks ago
- is only possible when first quitting the running game - and this now restores the palette. Even loading via gmm (where the usual flow is interrupted) works fine for me.
comment:9 by , 2 weeks ago
Owner: | set to |
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Resolution: | → fixed |
Status: | new → pending |
comment:10 by , 2 weeks ago
I got a report about palette issues in combination with the scenery zoom - need this check this, too
comment:11 by , 2 weeks ago
Resolution: | fixed |
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Status: | pending → new |
There is another scene later in the game where Twinsen has to destroy the teleporters at the Teleportation Center (Scene 99).
After destroying the first teleporter (I did it with the Magic Ball, not sure if there's an easier way) the screen turns RED until you destroy all teleporters and the main computer.
But the RED screen seems to also have similar issues with the DARK screen in the Museum. So, it does result in RED in-game Menu, and in RED first scene of any loaded game.