POStudios Forum

Tech Support => Gabriel Knight - 20th Anniversary Tech Support => Topic started by: Caliburn on November 10, 2014, 06:04:02 PM

Title: A few bug reports (normal priority)
Post by: Caliburn on November 10, 2014, 06:04:02 PM
Day 2 (or later): Police Station mirror responses swapped
The 'Talk' and 'Operate' responses appear to be accidentally swapped on the mirror in the Police Station. When I select Talk, Gabriel checks his hair in the mirror. When I select Operate, Gabriel says "Mirror, mirror on the wall..." These responses would seem to make more sense the other way around. I can't remember if it was like this in the original game or not, but if it was, I can't help but wonder if it was just a bug there too that never got caught.

Day 4: Gran lip movement missing
Gran's lips didn't move during her first line about Marie Laveau.

Day 6: Bayou cutscene speech bubble missing
In the cutscene where Gabriel enters the bayou ritual without the alligator mask on, there's a comic book speech bubble missing when Gabriel says "I was just taking a walk and, uh..."

Day 9: Snake mound redundant hotspots
The screens inside the snake mound all seem to have clusters of redundant, non-functioning hospots toward the top. (Viewable by hitting space bar.)

Day 9: Noises after dying in Snake Mound
If I didn't restore shortly after being killed by zombies in the Snake Mound and instead just waited on the death screen, I would hear some kind of stomping/crackling noises after a little while (and I don't mean the ambient sounds that are intended to continue playing in the background). It seems like maybe the game state isn't fully paused and something is still happening in the background -- maybe the zombies are still moving? I dunno.

Day 10: Animation alignment bug in 'Dr. John strangles Gabriel' sequence
I tried using the dagger on Dr. John in his prayer room just to see the death scene. When Dr. John approached Gabriel and strangled him, his hands weren't actually on Gabriel's neck and Gabriel just floated in mid-air a bit to the right of him. This bug only seemed to happen when I used the dagger. If I just stood there and waited for Dr. John to notice me or if I tried to pick up the keycard with Dr. John in the room, then the strangulation animation aligned correctly with Dr. John's hands on Gabriel's neck when he strangled him.

Schattenjager Archives: Background sound effects not muting during interview
After beating the game, I looked through the Schattenjager Archive for bonus material I had missed and found an audio interview for Mark Hood. When I played the interview, I found that while the main menu music is muted, the lightning sound effects aren't, which made it hard to hear the interview. So I loaded a Bayou maze screen from Day 6 and opened the Schattenjager Archive from there, and likewise the music muted but the distant drum beating sounds continued to play underneath the interview. (I'm not sure what screen this interview is on if you access it from the Star tab rather than from the Schattenjager Archives, so I didn't check there.)

***

Game version:
GOG version 2.0.1.3 which includes the October 19th patch

(Note that when I started playing the game, I was using the release day GOG version 2.0.0.0, so I have double-checked the bugs on Days 1-6 to make sure I could reproduce them in 2.0.1.3. All the ones I've listed were still reproducible for me in 2.0.1.3.)

System info:
Windows 7 64-bit
Intel quad-core i7-2630QM CPU @ 2.00GHz
6 GB RAM
NVIDIA GeForce GT 540M, 2MB graphics RAM, driver version 8.17.12.8577
(Note that the system is a laptop with Optimus switching between NVidia GPU and Intel integrated GPU. I haven't verified whether or not GK:20th is calling the NVidia GPU.)
DirectX 11

***

If you need a video or other info for these bug reports, let me know, and I'll do what I can to help out. Thanks for investigating!
Title: Re: A few bug reports (normal priority)
Post by: Mosley on November 15, 2014, 09:22:19 AM
QuoteThe 'Talk' and 'Operate' responses appear to be accidentally swapped on the mirror in the Police Station. When I select Talk, Gabriel checks his hair in the mirror. When I select Operate, Gabriel says "Mirror, mirror on the wall..."
Actually it is a mirror!  :D
(I could not restrain myself)
Title: Re: A few bug reports (normal priority)
Post by: wayens on November 19, 2014, 04:51:51 PM
Hi, Caliburn, thanks for reporting!

Took a look at your list here in our development area to make sure we'll be ready for next patch.

Day 2 (or later): Police Station mirror responses swapped
it actually doesn't matter, both have Gabriel talking into the mirror so I guess one was just picked

Day 4: Gran lip movement missing
Gran's lips only didn't move for "veau" of "Marie Laveau" but it was consistent
reported, thanks!

Day 6: Bayou cutscene speech bubble missing
this has been confirmed happening only in 4:3 resolution and has been corrected for next version, thanks

Day 9: Snake mound redundant hotspots
the hotspots in the snake mound are fine in both resolutions we support (4:3 and 16:9)
if you have a way of triggering them, let us know the exact steps

Day 9: Noises after dying in Snake Mound
the crackling sounds are the sounds of the mummy waking
they can start continuously playing about half a minute after death
I've asked the developers to look into any delayed audio triggers and we'll see if there's something to fix

Day 10: Animation alignment bug in 'Dr. John strangles Gabriel' sequence
confirmed and reported, thanks!

Schattenjager Archives: Background sound effects not muting during interview
confirmed and reported, thanks!
Title: Re: A few bug reports (normal priority)
Post by: Caliburn on November 20, 2014, 01:12:27 AM
Quote from: wayens on November 19, 2014, 04:51:51 PM
Day 2 (or later): Police Station mirror responses swapped
it actually doesn't matter, both have Gabriel talking into the mirror so I guess one was just picked

Well, I don't want to be too stubborn for such a minor detail, but for what it's worth, here's my case for why the responses would make more sense the other way around.

First of all, I went back and checked the original game and it's opposite of the remake.


Here's how it works in the original:

USE MIRROR
The narrator says, "The mirror reflects. That's all it does."

TALK TO MIRROR
Gabriel says, "Mirror, mirror, on the wall. Who's . . . oh, never mind. I already know."

(I captured and uploaded an unlisted video to YouTube (http://youtu.be/Vqpz02AbzI4) so you can quickly see the relevant portion of the original game.)


Here's how it currently works in the remake:

USE MIRROR
Gabriel says, "Mirror, mirror, on the wall. Who's . . . oh, never mind. I already know."

TALK TO MIRROR
Gabriel checks his appearance in the mirror (he leans in toward the mirror and puts his fingers to his face) and says "Lookin' good, kid."


So I think the remake's responses should be swapped for these reasons:

1) The "Mirror, mirror" response is of course a reference to the talking mirror in Snow White (http://en.wikipedia.org/wiki/Magic_Mirror_(Snow_White)), so it makes more sense for Gabriel to say this when Talk to Mirror is selected, like in the original game.
2) The animation of Gabriel checking his appearance in the mirror makes more sense when Use Mirror is selected. (It is true that Gabriel says "Lookin' good, kid" after he checks his appearance, but he is talking to himself, not the mirror, if you see what I mean.)

Quote from: wayens on November 19, 2014, 04:51:51 PM
Day 4: Gran lip movement missing
Gran's lips only didn't move for "veau" of "Marie Laveau" but it was consistent
reported, thanks!

For me, Gran's lips don't move for the entire line "Marie Laveau... oh, of course! She was that Voodoo woman, wasn't she?" It's worth noting that while Gran's lips don't move, her expressions (blinking, eyebrow raise, etc.) do play during this line.

Her lips begin to move starting with the line "She preyed on people's fears and superstitions, is what I think..."

I seem to be having some trouble with Fraps at the moment so I am sorry I cannot capture a video for you like I did from DosBox for the original game. If you feel a video would provide useful info, I can try again later to fix whatever broke in Fraps (or install Bandicam as an alternative), but it's late at night now and I wanted to get you a prompt response before I go to sleep. :)

I've been running the game in a 1280x960 window with Unity's graphics quality setting set to Simple. My computer's hardware details are in my previous post.

(If you're testing in the dev environment and not in a previously released build, maybe the lip movements were mostly restored by a team member already for the upcoming patch but the "veau" of "Laveau" was missed?)

Quote from: wayens on November 19, 2014, 04:51:51 PM
Day 6: Bayou cutscene speech bubble missing
this has been confirmed happening only in 4:3 resolution and has been corrected for next version, thanks

Sounds good. I have indeed been running the game in 4:3 resolution (specifically 1280x960) so that's consistent with what you found.

Quote from: wayens on November 19, 2014, 04:51:51 PM
Day 9: Snake mound redundant hotspots
the hotspots in the snake mound are fine in both resolutions we support (4:3 and 16:9)
if you have a way of triggering them, let us know the exact steps

I tried again and wasn't able to reproduce this bug. Unfortunately, I didn't take a screenshot at the time and don't recall doing anything unusual that would give a hint of what the repro conditions might be. Unless someone else also reports this we can consider it a fluke. Sorry for any false alarm. :)

Thanks again for looking into these!