LR:SE Bugs/Glitches/Music Problems

Most bugs, glitches and music problems people have found seem to be spread across about 3 threads. Just thought this thread would be a good idea, that way they are all in one spot.

So if you have found a bug, glitch or music Problem just post it here.
«1

Comments

  • edited July 2010
    Great. Now we have FOUR threads for bugs and glitches. :p
    (just kidding)
  • edited July 2010
    No crossfading of alternate tracks
    -Cemetery
    -Largo's room at the inn
    -Anything that has an alternate track, really

    No fading in/out of accompanying instruments but rather abrupt cuing
    -Voodoo Swamp
    -Anything that is supposed to fade instruments in and out

    Non-functioning iMuse
    -LeChuck variation of voodoo swamp
    -Elaine conversation

    Incorrect instruments
    -A large portion of the classic soundtrack
    -The beach of the small island near Phatt SE soundtrack (not a big deal)

    Missing instruments
    -The accordian/harmonica/whatever during the conversation with the 3 guys on the ledge
    -The flute cue when going up the elevator into the voodoo hut
    -There's an instrument in the original soundtrack called "Soundtrack". It's missing from the Woodtick theme in both classic and SE

    Missing themes
    -Dinky Island Jungle
    -Two measures of the theme that plays when Largo takes the beard

    Mis-timed or Out-of Sync themes
    -Bone song
    -The theme that plays when Largo takes the beard
  • edited July 2010
    No fading in/out of accompanying instruments but rather abrupt cuing
    -Voodoo Swamp
    Never did. This is meant to progressively add instruments the closer you get to the voodoo lady, ie. start with a whistle, add hats when entering the coffin, bass when in front of the hut, chords when inside it, etc.. Instruments are switched on one after another. Likewise, they are switched off when going back to the swamp, which only plays the whistle when standing there. There never was a fading here.
  • edited July 2010
    Mis-timed or Out-of Sync themes
    -Bone song
    -The theme that plays when Largo takes the beard

    -Rapp Scallion's resurrection

    Puzzles with timing sped up to impossibly fast
    -Locking Stan in the coffin
    -Moving the flags for the spitting contest
    -Giving LeChuck the hankie

    Guybrush animations that were previously sped up for comedic effect that have been slowed down
    -Hammering the nails in Stan's coffin
    -Moving the flags for the spitting contest

    Misc.
    -Betting wheel now takes an incredibly long time to finish spinning
  • edited July 2010
    Quick fix for the wheel (so you don't fall asleep on the keyboard): Switch to classic mode and press both mouse buttons at once. Then switch back to special edition. Should work.

    Rapp Scalion's ressurection seemed awkwardly slow... and they messed up his appearance. He was sooo scary in the original game! I was really afraid to talk with him when I palyed this so many years ago. Now, in SE, he's like: "Oh, look at me, I'm funny". :|
  • edited July 2010
    not a glitch but they changed lines like Mrs Threepwood saying to lil guybrush your dont know what kind of scumm or white slavers are around white slavers was changed to nerdowells nintendo game changed to lucus arts game and other lines to
  • edited July 2010
    not a glitch but they changed lines like Mrs Threepwood saying to lil guybrush your dont know what kind of scumm or white slavers are around white slavers was changed to nerdowells nintendo game changed to lucus arts game and other lines to

    Lucus arts? Really? I don't like it! They could have called it nintari or something like that...
  • edited July 2010
    Never did. This is meant to progressively add instruments the closer you get to the voodoo lady, ie. start with a whistle, add hats when entering the coffin, bass when in front of the hut, chords when inside it, etc.. Instruments are switched on one after another. Likewise, they are switched off when going back to the swamp, which only plays the whistle when standing there. There never was a fading here.

    I guess you're right there. It just seems so awkward to hear the latter half of a bass note all the sudden chime in abruptly when the MIDI version didn't have that problem. A slight fade-in would have worked nicely. My opinion still stands for other sections of the game, though (cemetery, Largo's room, etc).
  • edited July 2010
    all the "nice X" lines are now just "nice."
  • edited July 2010
    Puzzles with timing sped up to impossibly fast
    Indeed. The timing in the game seems to be a mess. Not impossible to play, but you have to click significantly faster than in the original game.
    Another one of these is the drinking contest. In the original game, he talks about one minute before he comes back, in now, it took me a few tries to get it right in time.

    What is with the acid pit? I didn't wait for it, but I suspect that it doesn't take 20 minutes for the cutscene to appear, since this scene caused trouble for several people already. Usually, 20 minutes are long enough for most people not noticing there is a cutscene.

    Graphic errors (besides pixel hunting)
    - The lock on the cell where Wally is jailed in Lechuck's fortress doesn't look like a lock at all.
    - The cliff where you fish for the map does not scroll. Not even in classic mode. There is a brief black screen instead.
  • edited July 2010
    That's another bug, three of four Guybrush's "Nice" sound muffled like Dom was either too close to the mic or they got over compressed, it seems odd going from three muffled Nice's to a clear Nice.
  • edited July 2010
    Oh, I forgot one. Most of the time, when LeChuck would zap Guybrush with the voodoo doll, Guybrush's previous line would start replaying.
  • edited July 2010
    We need to be realistic about our complaints. We need a goal, not just making threads listing hundreds of things we aren't happy about. I think the goal should be to get Lucasarts to release a patch for the game. If this happens, they're not going to fix EVERYTHING. So we need to show a little restraint & make a little list of things that have to be fixed. This is my list (which I also posted in another thread):


    Cursor disappearing after letting Guybrush die

    Timing issues for cetain puzzles
    (stan's coffin, spitting contest, LeChuck's hanky)

    Analogue cursor speed on Xbox 360 version (& possibly PS3)

    Bone song needs re-syncing

    Missing intro



    If LA were going to release a patch, these would be vital to me.
  • edited July 2010
    I'm mostly happy with that list as essentials, except that I would add that the classic credits from the original game should play in classic mode, including the "turn off your computer and do something constructive" text. There's a few other re-sync things I would add, though, like Rapp Scallion.
  • edited July 2010
    If it were to be patched, I'd imagine the easiest thing to restore would be the iMuse cue when entering the Voodoo hut as the files are already there! They just don't play. I would also like Rapp Scallion's resurrection to be re-synced to.
  • edited July 2010
    Graphic errors (besides pixel hunting)
    - The lock on the cell where Wally is jailed in Lechuck's fortress doesn't look like a lock at all.
    - The cliff where you fish for the map does not scroll. Not even in classic mode. There is a brief black screen instead.
    Also:

    The door in Largo's room in the inn is supposed to not close properly (so the whole bucket on the door trap works). In the classic version this is visible: When you close the door, it snaps back open a bit. In the SE version it just closes properly.
  • edited July 2010
    Indeed. The timing in the game seems to be a mess. Not impossible to play, but you have to click significantly faster than in the original game.
    Another one of these is the drinking contest. In the original game, he talks about one minute before he comes back, in now, it took me a few tries to get it right in time.

    What is with the acid pit? I didn't wait for it, but I suspect that it doesn't take 20 minutes for the cutscene to appear, since this scene caused trouble for several people already. Usually, 20 minutes are long enough for most people not noticing there is a cutscene.

    Graphic errors (besides pixel hunting)
    - The lock on the cell where Wally is jailed in Lechuck's fortress doesn't look like a lock at all.
    - The cliff where you fish for the map does not scroll. Not even in classic mode. There is a brief black screen instead.

    -The pirates pegleg is still visible after you saw it off, from the long distance shot (from the town


    I experianced a few slightly annoying glitch towards the end. One was that the game would just randomly pause. Even if i wasn't touching the keyboard/mouse at the time (say, mid cutscene)

    Anotehr was in the final battle. After leaving the elevator, LeChcuk tracked me down, and teleported me elsewhere (as usual), but then this repeated 9 times in succession (with literally no time to do anything), before i ended up in the room with the vending machine.
  • edited July 2010
    I thought the ending battle was going to be a problem as well because LeChuck kept coming too quickly...but then after a while he wouldn't show up at all and I'd be waiting around....seems more like the random timing from the original to me in that light.
  • edited July 2010
    There are actually sprites that never got translated. So there is a lot of missing animation.
  • edited July 2010
    I'm having troubles trying to activate the spanish version. No way.
  • edited July 2010
    Friar wrote: »
    Anotehr was in the final battle. After leaving the elevator, LeChcuk tracked me down, and teleported me elsewhere (as usual), but then this repeated 9 times in succession (with literally no time to do anything), before i ended up in the room with the vending machine.
    Didn't feel different to the original to me. This isn't exactly the best thought scripting to begin with, and was the only negative critics in a review I read back then.
    In the original, it happened to me all the time as well. Sometimes, he appears annoyingly fast several times in a row, and when you are actually waiting for him (underwear, beard, handkerchief, voodoo doll), it sometimes feels like forever.
  • edited July 2010
    All right, I haven't seen anything about this anywhere else so I'll just ask here.
    In the last part when I'm in the elevator, I can't seem to activate the elevator to get LeChuck's beard. whenever I pull/push the lever, the elevator door starts closing but then reverts back to it's original open state. It's been driving me mad and I can't finish the game.
    I'm pretty sure it's a bug as there are no other parts of the puzzle that I've missed.
    Have anyone else had this problem, anyone know what causes it and what I can do, or?
  • edited July 2010
    caeska wrote: »
    All right, I haven't seen anything about this anywhere else so I'll just ask here.
    In the last part when I'm in the elevator, I can't seem to activate the elevator to get LeChuck's beard. whenever I pull/push the lever, the elevator door starts closing but then reverts back to it's original open state. It's been driving me mad and I can't finish the game.
    I'm pretty sure it's a bug as there are no other parts of the puzzle that I've missed.
    Have anyone else had this problem, anyone know what causes it and what I can do, or?

    do you have the heluim ballons and gloves?
  • edited July 2010
    caeska wrote: »
    I'm pretty sure it's a bug as there are no other parts of the puzzle that I've missed.
    Yes there are. There is a sign outside the elevator and another sign on the crate inside it, hinting on the weight being slightly over. Definitely no bug here.
  • edited July 2010
    That's weird, cause I have the balloon and both gloves filled with helium. One of the first things I did.
  • edited July 2010
    the puzzles with timing are really a bitch using a controller. I tried to use the root beer on lechuck (i know that's not how to solve the puzzle, just wanted to see the sequence) but wasn't able too. but giving him the hankie worked fine
  • edited July 2010
    you should try in classic mode i think its slower there or its a placebo effect but no one point out if it is then it looses its magic and I will be stuck on 2nd play through
  • edited July 2010
    you should try in classic mode i think its slower there or its a placebo effect but no one point out if it is then it looses its magic and I will be stuck on 2nd play through

    Made me laugh :D
  • edited July 2010
    The timing problems are a real issue, close to being broken. I mean I had trouble with the Stan bit, the flag bit and lots of problems with the LeChuck bit at the end because everything happened way too fast. Now I knew exactly how to solve the puzzles, imagine what it'd be like for a newcomer? I too got stuck in a sequence of LeChuck appearances where he would instantly appear over and over not giving me a chance to do anything. The hankie was a real pain as well because often you'd only have enough time to open the inventory.

    They really need to patch this, it's incredibly frustrating.

    Charlie
  • edited July 2010
    I looked into the source files (thanks mixnmojo for the extractor) and there IS music for dinky jungle (and it sounds great). so i guess it's all about bad programming, and not lazy composers :P
  • edited July 2010
    We need to be realistic about our complaints. We need a goal, not just making threads listing hundreds of things we aren't happy about. I think the goal should be to get Lucasarts to release a patch for the game. If this happens, they're not going to fix EVERYTHING. So we need to show a little restraint & make a little list of things that have to be fixed. This is my list (which I also posted in another thread):


    Cursor disappearing after letting Guybrush die

    Timing issues for cetain puzzles
    (stan's coffin, spitting contest, LeChuck's hanky)

    Analogue cursor speed on Xbox 360 version (& possibly PS3)

    Bone song needs re-syncing

    Missing intro



    If LA were going to release a patch, these would be vital to me.

    Ok then, how are we going to let Lucasarts know that these things need to be changed. I think the main ones would be the timing problem puzzles & cursor vanishing but id also like the intro and credits fixed.
  • edited July 2010
    With regard to the timing, the only real place I had trouble was with LeChuck at the end, mainly trying to use the handkerchief on him. I mean with Stan, they've even helped you a bit here as you don't have to close the lid before you use the hammer on it - when I did it, Stan closed the lid for me (after I had already closed it once and he had given me the handkerchief).

    Oh and that cursor vanishing thing never happened to me either after I let Guybrush die.
  • edited July 2010
    Is it just me or is there still one root instead of a metal rod in the opening near Guybrushs rope?
  • edited July 2010
    I haven't actually played the game yet, but judging from all of the comments here, I'm beginning to wonder if LucasArts even had playtesters for this game.
  • edited July 2010
    I played the xbox version and there WAS music in the dinky jungle!
  • edited July 2010
    On my first run of the game, the mansion chase music ended when I entered the kitchen and resumed when I left, but on my second run it was continuous. And on my second run, I had a problem with Rapp Scallion flickering between zombie and ash while we were talking. I have video of that one, but it's currently in an unusable bulky format, where the entire 2:16 long run takes up 130 GB.
  • edited July 2010
    Hayden wrote: »
    I haven't actually played the game yet, but judging from all of the comments here, I'm beginning to wonder if LucasArts even had playtesters for this game.
    There are quite some people listed for this in the SE credits. I wonder what they have done all the time, though.
  • edited July 2010
    On my first run of the game, the mansion chase music ended when I entered the kitchen and resumed when I left, but on my second run it was continuous. And on my second run, I had a problem with Rapp Scallion flickering between zombie and ash while we were talking. I have video of that one, but it's currently in an unusable bulky format, where the entire 2:16 long run takes up 130 GB.
    Woah. How is that even possible?
  • edited July 2010
    Two solid hours of recording via FRAPS. I'm currently trying to encode it into a smaller format.
  • edited July 2010
    ^ H264 is your friend :)
Sign in to comment in this discussion.