#990 closed defect (fixed)
LOOM: Gltiches caused by empty talk strings
Reported by: | SF/dfabulich | Owned by: | fingolfin |
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Priority: | normal | Component: | Engine: SCUMM |
Version: | Keywords: | ||
Cc: | Game: | Loom |
Description
In the attached save, click in the middle of the room and wait for the scene to finish or just hit escape. After the scene is over, you'll move your mouth as if delivering a line. This happens sporadically throughout the game; this was just a convenient reproduction point.
Win2K, ScummVM 0.5.0pre-cvs Built on Jul 10 2003 20:29:19.
Ticket imported from: #770049. Ticket imported from: bugs/990.
Attachments (1)
Change History (11)
by , 21 years ago
comment:1 by , 21 years ago
Summary: | Loom EGA: After some cutscenes, Bobbin moves his mouth → LOOM: After some cutscenes, Bobbin moves his mouth |
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comment:2 by , 21 years ago
Maybe he's muttering something under his breath? :-) ("idiot")
Seriously, though, have you verified that this doesn't also happen in the original?
This cutscene is controlled by script 86. Near the end, it contains this (which causes the mouth movement): [052B] (14) print(1,[Center(),Pos(160,Var[166]),Text("")]);
Maybe actorTalk should do nothing for empty talk strings?
comment:3 by , 21 years ago
The problem is specific to ScummVM and doesn't occur in the original Loom [ega].
comment:4 by , 21 years ago
fingolfin: I think that change would be correct, it might also help the other current Loom bug. I noticed Bobin talks after introduction too, where another script has a similar print line. If you could create patch, I can play through game to check for any possible problems.
comment:5 by , 21 years ago
I checked scripts and the 'distaff sporadically loses bits issue' (#770039) is also caused by these empty talk strings.
comment:6 by , 21 years ago
Summary: | LOOM: After some cutscenes, Bobbin moves his mouth → LOOM: Gltiches caused by empty talk strings |
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comment:7 by , 21 years ago
Owner: | set to |
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comment:8 by , 21 years ago
I put a workaround for this into CVS, please test it. I am not sure if it is also needed for LoomCD, if so, feel free to add GID_LOOM256 to the test used by the workaround.
comment:9 by , 21 years ago
The work around you added solves the problem. The work around is needed for LoomCD too, since bug #770039 effected both games.
comment:10 by , 21 years ago
Resolution: | → fixed |
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Status: | new → closed |
Saved game right in front of Stoke