Opened 17 years ago
Closed 17 years ago
#3474 closed defect (fixed)
LURE: Messages sometimes refer to the wrong object
Reported by: | eriktorbjorn | Owned by: | dreammaster |
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Priority: | normal | Component: | Engine: Lure |
Version: | Keywords: | script | |
Cc: | Game: | Lure of the Temptress |
Description
Latest ScummVM SVN snapshot Lure of the Temptress, English version
Sometimes, when interacting with an object, the game prints a message that refers to the wrong object, or no object at all. For instance, if I try to pick up the barrel early in the game, I often get "The is far too heavy!" and sometimes when I've tried to pick up the sack I've gotten "The Cell door is far too heavy!"
I don't know about the empty string (the most common glitch?) but I did notice something interesting regarding the sack/cell door one.
As soon as the command is issued, the engine calls setField(ACTIVE_HOTSPOT_ID, ...) to, I guess, make the sack the active hotspot. But sometimes something causes setField(ACTIVE_HOTSPOT_ID, ...) to be called again in the time it takes for the protagonist to actually do the command. For instance, it can take a while for him to walk to the correct spot.
Dreammaster suggested that it may be some non-player character, e.g. the Skorl, triggering the change of hotspot.
Ticket imported from: #1842225. Ticket imported from: bugs/3474.
Change History (3)
comment:1 by , 17 years ago
comment:2 by , 17 years ago
Resolution: | → fixed |
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Status: | new → closed |
comment:3 by , 17 years ago
I realised when committing the code that the ACTIVE_HOTSPOT_ID value is used to get the current active hotspot when displaying a message - this may be the cause of the crashes in several of the other bug reports.
Would be nice to fix before the release.