Hi,
I'm trying to get 3.1c running on Linux natively -- it works very well so far, until the point I go to the castle, take the stairs on the right, exit the dining room on the right, and then go down the stairs.
At that point, the new room briefly shows, but Graham instantly returns to the previous room, because the coordinates on which he enters the new room are within the exit coordinates for triggering a walk up.
I can probably "fix" this by adding a workaround inside Linux AGS code, but it would be better to fix the actual game code (this is probably going to hit the other platforms as well when they move to newer AGS versions).
Linux port -- need a bugfix
Moderators: adeyke, VampD3, eriqchang, Angelus3K
Re: Linux port -- need a bugfix
I've worked around the problem by patching current AGS: https://github.com/OpenMandrivaAssociat ... gger.patch
But it would still be nice to see a proper fix in the game so such accumulations of workarounds inside the engine won't be necessary.
In the room **84** stairs-trigger handler (`room84.asc` around line 44), stop using (221, 36). Use the same point the after-fade-in walk already aims at:
```ags
player.ChangeRoom(80, 250, 70);
```
`(250, 70)` is already inside the walkable stair, **31 pixels below** TopEdge 39.
But it would still be nice to see a proper fix in the game so such accumulations of workarounds inside the engine won't be necessary.
In the room **84** stairs-trigger handler (`room84.asc` around line 44), stop using (221, 36). Use the same point the after-fade-in walk already aims at:
```ags
player.ChangeRoom(80, 250, 70);
```
`(250, 70)` is already inside the walkable stair, **31 pixels below** TopEdge 39.
- Angelus3K
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Re: Linux port -- need a bugfix
Thanks Bero. Will pass this info on to the devs.