what the hotspots are for the door in version 1.003.006.
The hotspots are the same: (0,0) and (-8,3)
Here the door code from room 333
(case 2
(if (global100)
(send newView:
view(600)
loop(0)
cel(0)
setPri(9)
posn(289 137)
ignoreActors()
init()
stopUpd()
)
(send global2:drawPic(128))
)(else
(send global2:drawPic(28))
(send newView:
view(600)
loop(1)
cel(0)
setPri(10)
posn(284 131)
init()
stopUpd()
)
)
(send global0:posn(30 187))
(send global2:setScript(from28))
)
Robin, the code you pasted is only for the from20 instance.
The other ones (from26 and from27) have wrong coordiantes, carried over from the old kq4 version:
(2
(if global100
(newView
view: 600
loop: 0
cel: 0
setPri: 10
posn: 289 139
init:
stopUpd:
)
(global2 drawPic: 128)
else
(global2 drawPic: 28)
(newView
view: 600
loop: 1
cel: 0
setPri: 9
posn: 283 139
ignoreActors:
init:
stopUpd:
)
)
(global2 setScript: from28)
)
Here is a summary table for all coordinates the which are being set to view 600 loop 1:
| | v1.000.* | | v1.003.006 | | v1.006.003 |
Room 28 | | (283, 139) | | (284, 131) | | (284, 131) |
Room 333 | | from20: (283, 139) from26: (283, 139) from27: (283, 139) | | from20: (284, 131) from26: (283, 139) from27: (283, 139) | | from20: (284, 131) from26: (284, 131) from27: (284, 131) |
I think that finally solves your mystery Robin!
Thanks for raising it - it was very interesting :-)
I guess we should offer a patch to ScummVm.
So if from20 is used, the door has the right coordinate.
That explained why the game plays without door glitch but not all of time.
Thanks for the help, guys.