#4669 closed defect (fixed)
NIPPON: No Elder
Reported by: | SF/azazel1125 | Owned by: | bluegr |
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Priority: | high | Component: | Engine: Parallaction |
Version: | Keywords: | ||
Cc: | Game: | Nippon Safes |
Description
After picking up leaves and entering monastery you should be taken to the elder to answer some questions but your just led to the front of the monastery. You can only go back to the previous screen and relive it again never to move any further forward.
Nippon Safes Inc. (Multi-lingual/DOS) - English ScummVM 1.0.0pre045149 (win32) Windows 7 (x64)
Ticket imported from: #2880939. Ticket imported from: bugs/4669.
Attachments (3)
Change History (15)
by , 15 years ago
Attachment: | nippon.007 added |
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comment:1 by , 15 years ago
Owner: | set to |
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comment:2 by , 15 years ago
Summary: | Nippon - No Elder → NIPPON: No Elder |
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comment:3 by , 14 years ago
Priority: | normal → high |
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comment:4 by , 14 years ago
This bug is nice to get fixed before the release. Raising priority for keeping the track.
comment:5 by , 14 years ago
Confirmed that this bug is still there as of 1.3.0svn r52876. Renders Doug's section impossible to complete.
comment:7 by , 13 years ago
Replicated this with Nippon Safes(Amiga) and : ScummVM 1.4.0git1778-gd13a927-dirty (Aug 24 2011 02:11:34) Features compiled in: Vorbis FLAC MP3 ALSA SEQ TiMidity RGB zLib FluidSynth Theora AAC
From clean new game as well as from the attached save state.
Will try to bisect for cause.
comment:8 by , 13 years ago
Thr following are some details on the cause of this from peres: <snip> The Elder's screen should appear when you exit the location through the lower part of the screen, triggered by a Zone in the scripts *when the character stops walking*. What happens instead is that the normal location switch code executes *as soon as* the character's y coordinate is greater than the screen vertical size.
The problem was introduced after I merged the walk input loop with the main input loop, so it's basically a priority issue. I was meaning to fix this using a flag to disable portions of the main loop when the character is walking, but time has always lacked. <end snip>
comment:9 by , 13 years ago
Attached a workaround bodged fix which avoids this issue. This is not a usable solution, but it eludicates the cause.
by , 13 years ago
Attachment: | checkDoorOnlyFromUser.patch added |
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Slightly Better Fix (Prevent checkDoor in Pathfinding when called by Script)
comment:10 by , 13 years ago
Attached patch for slightly better fix. This works by blocking checkDoor() (which is called when the last node in a walking path is reached) when the walking is triggered by a script, rather than by the user. This fixes the issue, but is not a good fix as scripts do expect locationChange via door in most cases by moving to the hitZone i.e. after you pick up all the leaves and talk to the Monk, Dough and the Monk stop in the doorway now... however, this is not fatal as clicking on the doorway allows you to continue.
comment:12 by , 13 years ago
Owner: | changed from | to
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Resolution: | → fixed |
Status: | new → closed |
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