#284 closed defect (fixed)
FOA: Indy doesn't stop moving
Reported by: | SF/trinity78 | Owned by: | fingolfin |
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Priority: | normal | Component: | Engine: SCUMM |
Version: | Keywords: | ||
Cc: | Game: | Indiana Jones 4 |
Description
Game: Indiana Jones 4 - German Floppy Version OS: Windows 2000 Adv. Server SP 2 ScummVM: DailyBuild from 2002/05/19
Bug:
This is a minor animation glitch. After a short ingame cutscene, indy keeps on running instead of stop moving. Savegame attached.
Ticket imported from: #558236. Ticket imported from: bugs/284.
Attachments (2)
Change History (12)
by , 23 years ago
Attachment: | ATLANTIS.s08 added |
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comment:1 by , 22 years ago
comment:2 by , 22 years ago
Summary: | Indy doesn't stop moving → FOA: Indy doesn't stop moving |
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comment:3 by , 22 years ago
ok i've upload a screenshot of it. this just after the ingame cutscene and indy keeps on running at the same spot.
comment:4 by , 22 years ago
Owner: | set to |
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comment:5 by , 22 years ago
Resolution: | → fixed |
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Status: | new → closed |
comment:7 by , 22 years ago
Which FOA path was this bug in? I'm trying to fix a possibly related bug in Loom CD, and I'd like to check if my experimental fix takes care of this one too.
(Assuming I can reproduce it in the English talkie version, once I've removed the workaround.)
comment:8 by , 22 years ago
you might wanna try the savegame if it still works, also take a look at the screenshot.
it was the single (puzzle) path.
comment:9 by , 22 years ago
Which FOA path was this bug in? I'm trying to fix a possibly related bug in Loom CD, and I'd like to check if my experimental fix takes care of this one too.
(Assuming I can reproduce it in the English talkie version, once I've removed the workaround.)
comment:10 by , 22 years ago
Gah, how did my question get re-posted?
Anyway, I have my doubts on whether the savegame from the German floppy version would work with the English CD version. But I have a boatload of old savegames, so I can probably dig up one that's close enough.
I can't use the save game in my version (probably an endian issue in your save game code); in any case, if you tell me what scene this is exactly, maybe I can reproduce it here anyway (and hence look into the issue :-)