Error during combat in Quest for Infamy (3.6.1.30)

Started by Iceberg, Sat 11/01/2025 02:38:44

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Iceberg

Hello!  Entering combat in Quest for Infamy returns the following error in version 3.6.1.30.  Curiously, this error does NOT occur in version 3.5.1.22.  Any suggestions?  Thanks! :)

An error has occurred.  Please contact the game author for support, as this is likely to be an error in game logic or script and not a bug in AGS engine.
(Engine version 3.6.1.30)

in the active script:
in "combat.asc", line 86
from "GlobalScript.asc", line 2389

Error: Character.Animate: invalid loop number 5
for view 32 (range is 0..0).

Crimson Wizard

#1
There's one issue that comes to mind, the latest 3.6.1 version contains a mistake where it will not automatically unlock idle view, if a idle view was playing when Animate gets called. So Animate gets confused when checking for existing loops in the current view.

There's a next 3.6.1 patch in plans, it will have that fixed.
This is also already fixed in 3.6.2 Beta.

But normally game developer should call LockView before Animate, which would prevent any problems like that.



Could you post a game save made before the combat? I've never played this game, and don't know how far any combat is from the start, but I'd like to double check that this mistake is fixed.

EDIT: or at least tell how to get to the nearest combat from the start...

Crimson Wizard

Alternatively, you could try downloading a temporary 3.6.1 build from here:
https://cirrus-ci.com/task/6686995579142144

(look for "archive" download and pick out acwin.exe engine executable)

and try if that fixes the issue.

Iceberg

Quote from: Crimson Wizard on Sat 11/01/2025 03:16:36There's one issue that comes to mind, the latest 3.6.1 version contains a mistake where it will not automatically unlock idle view, if a idle view was playing when Animate gets called. So Animate gets confused when checking for existing loops in the current view.

There's a next 3.6.1 patch in plans, it will have that fixed.
This is also already fixed in 3.6.2 Beta.

But normally game developer should call LockView before Animate, which would prevent any problems like that.



Could you post a game save made before the combat? I've never played this game, and don't know how far the comat is from the start, but I'd like to double check that this mistake is fixed.

EDIT: or at least tell how to get to the nearest combat from the start...

I can gladly post a saved game.  What's the best way to upload it?

Iceberg

Quote from: Crimson Wizard on Sat 11/01/2025 13:13:36Alternatively, you could try downloading a temporary 3.6.1 build from here:
https://cirrus-ci.com/task/6686995579142144

(look for "archive" download and pick out acwin.exe engine executable)

and try if that fixes the issue.

Sorry to be a complete noob, but what do I do with acwin.exe?  I downloaded and unzipped the "archive" download, but my phone says it has no programs that can execute acwin.exe.  Thanks so much!

Crimson Wizard

Quote from: Iceberg on Sat 11/01/2025 17:05:52I can gladly post a saved game.  What's the best way to upload it?

Googledrive, dropbox, that sort of file host services.

Quote from: Iceberg on Sat 11/01/2025 17:08:44Sorry to be a complete noob, but what do I do with acwin.exe?  I downloaded and unzipped the "archive" download, but my phone says it has no programs that can execute acwin.exe.  Thanks so much!

You place it in the game's folder and run instead of normal game.exe.
acwin.exe is a pure engine executable, it will look for any game data around, and load the game.

BTW, the "Quest for Infamy" that I have was made with AGS 3.3.2. Have they made an upgraded version in 3.6.1 now? Or how else do you run the game with 3.6.1?

Iceberg

Quote from: Crimson Wizard on Sat 11/01/2025 03:16:36There's one issue that comes to mind, the latest 3.6.1 version contains a mistake where it will not automatically unlock idle view, if a idle view was playing when Animate gets called. So Animate gets confused when checking for existing loops in the current view.

There's a next 3.6.1 patch in plans, it will have that fixed.
This is also already fixed in 3.6.2 Beta.

But normally game developer should call LockView before Animate, which would prevent any problems like that.



Could you post a game save made before the combat? I've never played this game, and don't know how far any combat is from the start, but I'd like to double check that this mistake is fixed.

EDIT: or at least tell how to get to the nearest combat from the start...

Hooray!  It works in 3.6.2.4!

Thank you sooo much for all you do in ensuring these games can continue to be played and enjoyed!

Crimson Wizard

@Iceberg could you please still post the save from 3.6.1.30 game? I wanted to double check that this is the issue I've been thinking of.

Iceberg

Quote from: Crimson Wizard on Sun 12/01/2025 14:30:38@Iceberg could you please still post the save from 3.6.1.30 game? I wanted to double check that this is the issue I've been thinking of.

I hope this link works!

This is a saved game from v1.1.2 of Quest for Infamy (April 2015 Humble Bundle version).  Combat should begin within a few seconds.

https://drive.google.com/file/d/1AeI9hzZ-5p4sURivyjY0y6xCqOCt_oZe/view?usp=drivesdk

Crimson Wizard

Quote from: Iceberg on Sun 12/01/2025 22:41:52This is a saved game from v1.1.2 of Quest for Infamy (April 2015 Humble Bundle version).  Combat should begin within a few seconds.

https://drive.google.com/file/d/1AeI9hzZ-5p4sURivyjY0y6xCqOCt_oZe/view?usp=drivesdk

Thank you, I can observe the bug now.

Iceberg

Quote from: Crimson Wizard on Sun 12/01/2025 23:19:17
Quote from: Iceberg on Sun 12/01/2025 22:41:52This is a saved game from v1.1.2 of Quest for Infamy (April 2015 Humble Bundle version).  Combat should begin within a few seconds.

https://drive.google.com/file/d/1AeI9hzZ-5p4sURivyjY0y6xCqOCt_oZe/view?usp=drivesdk

Thank you, I can observe the bug now.

Awesome!  I'm glad it worked.

There's another strange bug I'm seeing in 3.6.2.4 that was not present in 3.5.1.22.  Basically, the character gets stuck in an endless loop crossing and re-crossing a stream.  I videoed it and saved a game.  Here's the link to the video:

https://drive.google.com/file/d/1Ai7Nh7fthYnteddstNbMNM6om1BNXi-b/view?usp=drivesdk

Iceberg

...and here's a link to the game I saved during the video, on the screen where the glitch happens.  Again, this bug did not occur in 3.5.1.22 (i.e. the character was able to cross the stream and continue on)

https://drive.google.com/file/d/1AiLNl68FVn68MD3PI4XKUOGI5j6y5HDN/view?usp=drivesdk

Crimson Wizard

@Iceberg, you maybe need to give public access to these uploaded saves, or I will have to send a permission request everytime.

Iceberg

Quote from: Crimson Wizard on Mon 13/01/2025 01:26:46@Iceberg, you maybe need to give public access to these uploaded saves, or I will have to send a permission request everytime.

Done!  Sorry about that!

Crimson Wizard

Quote from: Iceberg on Mon 13/01/2025 00:42:49...and here's a link to the game I saved during the video, on the screen where the glitch happens.  Again, this bug did not occur in 3.5.1.22 (i.e. the character was able to cross the stream and continue on)

https://drive.google.com/file/d/1AiLNl68FVn68MD3PI4XKUOGI5j6y5HDN/view?usp=drivesdk

This bug seems to be new in 3.6.2, it is not present in 3.6.1.

Crimson Wizard

This build should have this infinite walking fixed:
https://cirrus-ci.com/task/6430959056191488

if you download "binaries", where's acwin.exe inside.

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