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CLOSED  Bug report #834  -  Cutscene bug when letting Kultar out of his cell
Posted Apr 18, 2016 - updated Jul 03, 2021   Shortlink: http://arx.vg/834
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1
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icon_info.png This issue has been closed with status "Fixed" and resolution "POSTPONED".
Issue details
  • Type of issue
    Bug report
  • Status
     
    Fixed
  • Assigned to
    Not assigned to anyone
  • Progress
       
  • Type of bug
    Not triaged
  • Likelihood
    Not triaged
  • Effect
    Not triaged
  • Posted by
     Daniel Scharrer
  • Owned by
    Not owned by anyone
  • Estimated time
    Not estimated
  • Category
    Graphics
  • Resolution
    POSTPONED
  • Priority
    Regression
  • Reproducability
    Always
  • Severity
    Not determined
  • Targetted for
    icon_milestones.png 1.2
  • OS
    icon_customdatatype.png Not determined
  • Architecture
    icon_customdatatype.png Not determined
  • Fixed in
    icon_customdatatype.png Not determined
Issue description
When you let kultar out of his cell it triggers a cutscene. Eventually when he tells you how to get out of there the camera is supposed to look at the trapdoor. However, if you destroy the trapdoor before triggering the cutscene, the camera points to the ceiling instead.

This is because Entities destroyed by scripts now get removed immediately since commit c116db5be0177c7f924f4ed42a30c067c9f628cb.

I've marked this as a regression because in 1.1.2 and AF 1.21 entities are not removed immediately, just hidden and the cutscene plays normally given the (most likely) reproduction steps.

However, reverting c116db and related commits is probably not the best solution as you can trigger the problem in 1.1.2 and AF 1.21 as well by saving and loading between destroying the trapdoor and triggering the cutscene. Instead, we might want to use the default entity position from level file (which we'd need to remember) for the camera script commands if the entity does not exist anymore.

I wonder if the immediate entity removal causes problems anywhere else though…
Steps to reproduce this issue
  1. Kill goblin
  2. Destroy trapdoor
  3. Let Kultar out of his cell

#7
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Comment posted by
 Daniel Scharrer
Jul 03, 00:06
This has been fixed in the latest development snapshot by adding a special case for this entity to the engine. In the future that fix should be changed to be a script patch instead.

The issue was updated with the following change(s):
  • This issue has been closed
  • The status has been updated, from New to Fixed.
  • The resolution has been updated, from Not determined to POSTPONED.
  • This issue's progression has been updated to 100 percent completed.