Hi,
On Tue, 11 Dec 2001, Matt wrote: > When looking, it doesn't appear to be any different -- I was probably > hallucinating when I said it did look different without filtering. So I guess we can close that bug, then? > > > restoring in jail: > > > this is bug #212 and it just bit me. I saved my game in the jail once > > > bains had escaped so I could easily get to the problematic mall scene > > > where the interpreter hangs. now I have to start all over again because > > > this savegame is useless since I can't get into the car to leave. is > > > there anything I can do to investigate this or work around it? > > > > kgraphics.c, line 2175: Zero the "_K_MAKE_VIEW_LIST_DRAW_TO_CONTROL_MAP" > > flag in the function call, this _might_ "help" (in the sense of allowing > > you to walk through all picviews, including the ones you're not supposed > > to be able to walk through). > > This didn't help, unfortunately. What causes this to happen in the first > place? How can I view the control map in FSCI (and SSCI)? Some SCI games have a debug mode that allows looking at the control map (this is not supported in FreeSCI ATM, but on the TODO list). Unless PQ2 has one (I'm not aware of one, though; try debugging the parser, it's usually enabled by a semi-nonsensical word sequence in the input), you'd have to patch a script to get it to work. In FreeSCI, enter debug mode and run 'set_vismap 2' (depending on your gfx target, you might have to do a 'redraw_screen' as well). IIRC the old SCI games usually use AddToPic() to add background images when restoring, but use dropped dynviews when entering the room normally. Since everything's segfaulting here ATM, I can't test this. llap, Christoph
