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NewRoom error in old Downfall (2009) release #2424
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This is strange, I specifically tried double sequential NewRoom() calls in older AGS (2.72 or earlier), and it appeared to be forbidden there as well. Maybe there's more to this... |
@tag2015, I tested this, and there's something curious. It looks like the error does not happen sometimes For a moment I thought that this is a game bug, but this error does not happen with the original executable even if you skip the security room.
EDIT: when run under debugger, it's clearly seen that in failing case NewRoom is called twice, but in the "right" case it's called once. |
More details. Apparently, in this room (this is room 48) there are two exit triggers:
Both of them call NewRoom. In the successful case region does not work for some reason, and only hotspot runs NewRoom. This also hints a potential workaround: do NOT click on "Waxworks" area, but click somewhere around it where the exit name does not appear, and then only region will trigger, letting you through. I cannot explain a difference between "successful" and "unsuccessful" cases yet, but there's clearly a mistake in the game design involved as well. |
@tag2015, I am fairly certain that this is a combination of the actual mistake in the game script, and certain difference in the engine behavior, either pathfinding or something related to how interactions handled. Personally I lean towards pathfinding (see notes below). The mistake in the game is described above: there are 2 exit triggers, one attached to the region, another to hotspot. Region is activated by walking, and hotspot is activated by clicking on it.
What could possibly be a fix to this? UPDATE: I tried to recreate a similar situation in 2.72, where hotspot has a "walkto" position on a region, and both trigger NewRoom. And the same error occurs. This means that there's no difference in behavior in this regard. While testing this room in "Downfall" I managed to exit successfully in certain cases, and the only difference was a different starting position before interacting the hotspot. In other words, if, by pure chance, character arrives to a hotspot's "walkto" position without stepping on a region, then it passes through. But the better workaround, as noted above, is to not click on "waxworks" hotspot at all, but instead click on any unlabeled spot around it, thus making character to walk onto the exit region skipping hotspot interaction. I fear that I spend too much time on this... so this is where I conclude my investigation. |
Wow, that's some in-depth debugging, thanks! Unfortunately I don't have better ideas on how to tackle the issue, I'll think about it By the way the game is indeed quite buggy, e.g. if you click Agnes (in the same room) it'll fail with another script error |
Describe the bug
When accessing the "waxworks" room, Downfall (freeware version, released in 2009, AGS 2.72) fails with:
NewRoom: Cannot run this command, since there was a NewRoom command already queued to run in "Global script", line 379!
Seems similar to bug #2365
AGS Version
Latest 3.61 / 3.6.0
Game
download
To Reproduce
Steps to reproduce the behavior:
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