Opened 8 weeks ago

Closed 6 weeks ago

#15387 closed defect (fixed)

TWINE: LBA: Skeletons hitboxes may be glitched

Reported by: antoniou79 Owned by: mgerhardy
Priority: normal Component: Engine: TwinE
Version: Keywords: collision-detection
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 entering the well in the White Leaf Dessert, Twinsen has to face the challenges of the temple to get the Book of Bu. The main enemy in this area (other than the environment hazards and traps) is the skeletons.

In the very first scene there's a skeleton that wakes up as Twinsen walks toward the edge where he need to jump to the platforms above the pit with the spikes. This skeleton is especially bugged because he does not seem to cause any damage to Twinsen, but also Twinsen cannot hit him at all too; the skeleton however does try to dodge the magic ball as he's supposed to, but I tried attacking him directly in aggressive (auto) mode and still did no damage.

I am attaching a saved game at the start of the temple with the waking invincible skeleton.

The temple is frustrating overall with the awkward controls for the game and the precision jumping, moving/pushing of objects required, and it may be the case that the skeletons are supposed to be hard enemies to kill, but more often than not it seemed like Twinsen's direct (aggressive mode) hits would not "connect" with them which made certain sections even more frustrating.

Technically one can skip / avoid/ run past most encounters with skeletons if they know what they're doing, but a first time player is more likely to fall into traps and have to take the "longer way" which at least on one occasion requires a very challenging fight with a skeleton that holds a key (while also a bird is attacking and the floor is spewing ball projectiles that hurt Twinsen).

Attachments (3)

lba-win-1.005 (13.0 KB ) - added by antoniou79 8 weeks ago.
scene8.txt (48.9 KB ) - added by mgerhardy 7 weeks ago.
scummvm-lba-de-00064.png (207.0 KB ) - added by mgerhardy 7 weeks ago.

Download all attachments as: .zip

Change History (9)

by antoniou79, 8 weeks ago

Attachment: lba-win-1.005 added

comment:1 by mgerhardy, 7 weeks ago

As can be seen with toggle_actors - they don't even get their bounding boxes loaded.

by mgerhardy, 7 weeks ago

Attachment: scene8.txt added

by mgerhardy, 7 weeks ago

Attachment: scummvm-lba-de-00064.png added

comment:2 by mgerhardy, 7 weeks ago

change_scene 8

when entering zone 0, the skeleton awakes - but there is no bounding box or even a debug rendering for the actor - which is weird.

comment:3 by mgerhardy, 7 weeks ago

The skeleton is actor 1 in scene 8

and it should have a bounding box for sure because the life script does not check for twinsen entering zone 0, but also if twinsen has hit the skeleton:

COMPORTMENT main
     OR_IF HIT_BY == 0
     IF ZONE_OBJ 0 == 0
       SET_TRACK 0
       SET_COMPORTMENT 20
     ENDIF
END_COMPORTMENT
Last edited 7 weeks ago by mgerhardy (previous) (diff)

comment:4 by mgerhardy, 7 weeks ago

Keywords: collision-detection added

comment:5 by mgerhardy, 7 weeks ago

Init actor 1 with model 31
Load body 31 for actor 1
bounding box: mins(0:0:-10000), maxs(0:0:-10000)

output from commit 8c76c1fac7c9f97fe45a074035ee0ce9e3a31597~ (where it was still working)

commit 8c76c1fac7c9f97fe45a074035ee0ce9e3a31597 broke it - like the tank issue, too (and most likely the other collision related issues, too. It introduced the usage of the EntityData - but I can't find the cause of the issue.

comment:6 by mgerhardy, 6 weeks ago

Owner: set to mgerhardy
Resolution: fixed
Status: newclosed
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