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Lipouti: Awesome! You guys rock!

I am now on Day 10 and found what may hopefully be the last glitch before finishing it.

I am inside the New Orleans Hounfour. I just found Grace. Mosley comes in. I wake up Grace with the talisman. I give Mosley his boar disguise. I put the wolf disguise on Gabriel.

The door opens and then Gabriel just keeps turning to face the door indefinitely. I guess it's a freeze.
Thanks
This sounds like possibly a pathfinding issue or even a script bug, may even be a timer based issue.
It's kinda weird because years ago Gabriel Knight was already completable with our old and totally broken guessed graphics code.

Can you please upload a saved game somewhere right before that? That would help out really much.
You could for example upload it to tinyupload.com.

Please also open the file VERSION inside your Gabriel Knight 1 directory and tell me what's in it. I own Gabriel Knight 1 version 01.100.000 (from the Gabriel Knight Limited Edition).

BTW I donated a small amount to Scumm. Thanks again :)
Thank you very much. We appreciate that.
Post edited August 28, 2016 by m_kiewitz
Hello,

I have uploaded a save file here - http://s000.tinyupload.com/index.php?file_id=32052879153726895064


Just select the wolf disguise in the inventory and put it on Gabriel.


As for the VERSION file I have the same one as yours 01.100.000 (That is the only thing written in it)

Thanks
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Lipouti: Just select the wolf disguise in the inventory and put it on Gabriel.
Thanks.

We sort of know what's happening, but it's not obvious where the error is. It's effectively also a script bug, because the scripts set up non existent sprites.

It will take a bit to figure it fully out, but you can already help yourself.

Just get into that endless loop.
Then press Ctrl-Shift-D to enter the debugger.

You should then enter the command "vo GKEgo"
That will show you the object of Gabriel Knight himself.

Now there should be a line with the current cycler, it should look like this:
(003a) [105] cycler =

Two hexadecimal numbers should follow separated with a ":". And after that it should say "(End)"

Now enter the following command:
"send XXXX:XXXX endCel 5"

where XXXX:XXXX are exactly those two hexadecimal numbers.

After that exit the debugger and the game should then finally stop endlessly looping and you can continue on.

Please always use the exact writing for those commands as I did. It is case-sensitive.

Kind Regards
Post edited August 28, 2016 by m_kiewitz
Thanks a ton.

I have finished the game. Thank god!

I'm going to mark your posts as a solution in case someone else with DOSBOX problems wants to try this on Scummvm and finds other problems.

In the meantime I also found some other issues I lived with and/or bypassed.

1) On Day 6, there is an error when you try to write the message on Marie Laveau's tomb. This error appears only when you click on the option "erase letter". I bypassed it by exiting the screen and rewriting the message. I have attached a screen showing the error.

2) The chiming sound for the score is not always heard though the score does register. You don't hear it when you check the newspaper in the bookstore, with Grace's talking head and in the Napoleon bar. There might be other places affected by this also.

3) Foreign words that have accents like shattenjäger / mon père / sekey madoulé are either written shattenjger / mon pre or have a dot instead of the letter - sekey madoul. This does not affect any puzzles

4) The latest builds make the mouse cursor invisible when I load a game directly from the scummvm menu. I bypassed this by starting a new game from Day 1 and reloading from there.

I will be checking in here from time to time. It's been a real pleasure communicating with you and wish you success with future video games integration.

Regards
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Lipouti: Thanks a ton.

I have finished the game. Thank god!
Great news.

I just added a script patch for your day 10 issue.
It is actually a script bug. The scripts set up the "turning around", but don't set all the relevant variables, which causes Gabriel to be set up with a non-existing sprite.

In the original interpreter one kernel command is broken in a special case and returns random data then, we don't.
This special cases happens in this situation, which caused the scripts to wait until cel -1, which never happens.

I now fixed the script properly, so that it works.
Just download the latest daily build to try it out.

Will check your other bugs as well.

4) The latest builds make the mouse cursor invisible when I load a game directly from the scummvm menu. I bypassed this by starting a new game from Day 1 and reloading from there.
This was fixed today as well. I noticed it too.

I hope that as soon as SCI2 support in ScummVM works properly and is officially supported, that GOG will hopefully at the very least offer ScummVM for playing it additionally.
Post edited August 28, 2016 by m_kiewitz