Freddy Pharkas timing problem
Moderator: ScummVM Team
Freddy Pharkas timing problem
I've been playing Freddy Pharkas, but there is obviously a timing bug in Act 2. When I'm making the formula to cure the Horse gas, the old man narrator tells me that I took too long to cure the problem and I get a game over screen. How do I slow down the game clock speed in scummvm so I have time to cure the town?
Please file a bug report, including all the necessary data of your system, how to reproduce this, and a saved game. Check our FAQ on how to do this:
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- Red_Breast
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- MusicallyInspired
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Please file a bug report, including instructions on how to reproduce this, as well as a savegame. Check here:misterix wrote:It's definitely too quick I used the walkthrough and did everything right away and there is still not enough time to get it done.
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- MusicallyInspired
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Oh, nothing game breaking. But I've noticed that plenty animations still seem to be governed by the host machine's clock speed and therefore run much to quickly compared to the SCI10 game's support which has the game speed in check (but would run equally as over sped-up were they running natively on a fast computer). For instance, the animation at the beginning of SQ5 when the training simulator opens up and the "space rats" run away. Little things like that.
Just had a look at SQ5. At a first glance, it appears it's not starting a machine speed test on startup like the other games. If this is the case, it might calculate machine speed in some other way.MusicallyInspired wrote:Oh, nothing game breaking. But I've noticed that plenty animations still seem to be governed by the host machine's clock speed and therefore run much to quickly compared to the SCI10 game's support which has the game speed in check (but would run equally as over sped-up were they running natively on a fast computer). For instance, the animation at the beginning of SQ5 when the training simulator opens up and the "space rats" run away. Little things like that.