#4483 closed defect (wontfix)
SWORD2: Small graphics glitch
Reported by: | SF/escarlate | Owned by: | eriktorbjorn |
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Priority: | normal | Component: | Engine: Sword2 |
Version: | Keywords: | ||
Cc: | Game: | Broken Sword 2 |
Description
In the Marseilles docks, George is drawn over some metal beams in the foreground while moving in the background. To make him walk to the exact spot and reproduce the glitch, the player has to examine the "Pont au Nord" sign, and then the door at the far right. I'm playing the Windows version with the July 26, 2009 build on a Windows XP SP2 machine. I attached a screenshot showing the glitch and a save game of the location.
Ticket imported from: #2828179. Ticket imported from: bugs/4483.
Attachments (4)
Change History (8)
by , 15 years ago
Attachment: | SWORD2.PNG added |
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by , 15 years ago
Attachment: | sword2.007 added |
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comment:1 by , 15 years ago
comment:2 by , 15 years ago
I've attached two partial screenshots to illustrate what I mean. One shows only the background, without the sprites. The other shows only the sprites, without the background. As you can see, the sprite is only part of the metal beams, not the whole thing.
comment:3 by , 15 years ago
I've verified that the bug happens with the original interpreter as well. I can't think of any workaround that I like, and it doesn't strike me as a very important bug, so I'm making it as "Wont Fix" (seems more polite than "Invalid", at least) for now; possibly forever. I've added it to the list of known issues in the ScummVM Wiki.
comment:4 by , 15 years ago
Owner: | set to |
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Resolution: | → wontfix |
Status: | new → closed |
This almost certainly happens in the original as well, and if so there isn't really much that can be done about it.
A scene in Broken Sword 2 consists of several layers. Not every scene uses all of them, but these are available:
* 2 background parallax layers. These are layers that scroll at a different rate than the normal background, to simulate depth. * 1 normal background layer. * Background sprites. I believe actors always walk in front of these, so they're background animations basically. * Sorted sprites. These are drawn depending on how far into the picture they are. The actor, and any object you can walk both behind and in front of. * Foreground sprites. I believe actors always walk behind these. * 2 foreground parallax layers.
This is a fairly simple scene. I believe there is a normal background, some background sprites, and some sorted sprites. The metal beams are both part of the background, and a sorted sprite. But in their sprite form, they don't go all the way up.
So the only way to fix it that I can think of would be to manually insert a sprite that covers the top of the beams, or somehow restrict George's movements. Neither seem worth the trouble.
But of course, it would be really good if someone could verify this with the original interpreter, to make sure I'm not mistaken.