[Bug 25472] New: Oblivion: Conversation engine causes crashes

wine-bugs at winehq.org wine-bugs at winehq.org
Fri Dec 10 10:41:01 CST 2010


http://bugs.winehq.org/show_bug.cgi?id=25472

           Summary: Oblivion: Conversation engine causes crashes
           Product: Wine
           Version: 1.3.8
          Platform: x86
        OS/Version: Linux
            Status: UNCONFIRMED
          Severity: normal
          Priority: P2
         Component: -unknown
        AssignedTo: wine-bugs at winehq.org
        ReportedBy: twicescorned at gmail.com


This is using pretty much stock Fedora Linux 14, with the addition of WINE and
the latest nVidia drivers.

SYNOPSIS:
In The Elder Scrolls: Oblivion, the game installs, initialises, and runs fine. 
Game runs, graphics render, able to move, etc.  However, when the conversation
engine runs to provide conversation in the game, the game slows to a crawl.

SUSPECTED CAUSE:
The TES: Oblivion game uses an internal scripting engine to run dialogue within
the game.  WINE is probably not cooperating well with this scripting engine.

TECHNICAL INFORMATION:
The conversation engine in TES: Oblivion is run by an internal, LUA-like
scripting engine in the game that has leaves with certain conditions that
determine if the leaves are available.  These leaves display a conversation
text on screen, play a related SFX file, and execute a lipsynch animation on
the NPC ("actor") that is speaking.  Several conversation leaves use LUA-like
scripts to run game commands, such as giving the player items, setting game
flags, adding quest journal entries, etc.

INSTANCE SPECIFICS:
This crash occurs for me specifically on the opening dialogue with the Emperor
when the Emperor first meets the player character in the Imperial City Prison. 
The game slows significantly, and then will eventually crash after a few
dialogues.  This is probably related to the crash of certain game
initialisation scripts.

WORKAROUND/FIX:
I was unable to find a way to work around this problem without modifying the
game data.  Modifying the conversation script resulted in the game running
longer, but it still seems very unstable in conversation scripts, especially
those heavy in scripting.

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