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Alright, so I just finished this game and I can easily say it deserves all the praise it gets! It was an awesome adventure game and I definitely would like to play the other games in the series.

Though with that being said, this game literally felt like it was being held together by paper clips! I was actually quite amazed at how horribly buggy this game was!

1) first , there was this annoying audio crackle that would occur every so often. At first I thought it was an issue with the original recordings, though I later found out this wasn't the case due to it being crystal clear in the WIP SCI engine in ScummVM. Some users on the forum here suggested locking the cycles in DOSBox to 20000 to help this, but I was never able to completely get rid of it. I believe this is a problem with Sierra's shotty SoundBlaster driver.

2) For some reason, when walking around New Orleans, my walk speed would suddenly deplete down to the slowest possible settings. When Gabriel finally reached his destination, his walk speed would be back to normal however.

3) I ran into this issue were there would be a 5 second audio delay to voices in certain rooms. This usually happened when there was sound effects playing alongside music. For example, in Wolfgang's room this happens due to the fire place. This not only makes all the lip flaps and animations out of sync but makes everything take way longer then it should (5secs adds up when your investigating an entire room)! This also happened at the end of the game! Which made the whole ending part with the ritual completely out of sync!

4) In day 9, when all the mummies are being brought back to life, you are able to get killed. However, when I clicked on restore game, all of my saves were gone!...or so I thought. Turns out, clicking the arrow key on the menu will make the save games refresh back. As you could imagine, this glitch scared the crap out of me!

5) This happens near the tail end of the game. During the part were Tetelo wants you to throw her the amulet I decided to save my game, due to the potential risk of death. I guessed right, but when I reloaded my save the sound of drums and chanting came back and continued to play throughout the rest of the ending climax! Needless to say, this detracts from the ending quite a bit!

(NOTE: This is from the GOG version)
This game was easily the buggiest point and click adventure game I've played. Just thought I'd talk about my troubles here for "documentation" sake...
Hopefully Gabriel Knight 2 is not as buggy...is it?
Post edited May 28, 2014 by LentFilms
1) I think there might be some Dosbox sound settings that could help fixing the sound issue. Or perhaps just changing the used sound card from the install could help.

2) This sounds like a dosbox settings issue to me. It never happened to me while playing GOG version, nor do I remember this happening when I played it with older systems.

3) Again, changing sound card from the settings might help and fiddling with dosbox settings. I don't recall this happening to me.

4)This is a dosbox issue I think. Has happened to me on some other game.

5)This is, I believe, an actual issue in the game. I've always had hard time hearing what the people speak in the ending, when the music and drums are so loud.
Well, the only settings I changed from the default GOG setup was making the sound driver MT-32(AKA external Munt emulation). I wouldn't think that would cause the bugs listed...though maybe it did, who knows.

@ tomimt

1) I did try and mess with DOSBox's settings to try and get the audio to be clearer. The most recommended remedy on this forum was changing the cycles to 20000. However, I found this to not completely fix the issue and also create slow down when you were looking through the binoculars onto Jackson Square. Changing the sound card to Thunder Board did fix the popping, though made the overall sound quality much worse. Needless to say, I bit the bullet and played the game with SoundBlaster.

2) Maybe it is a DOSBox related issue. In either case, I ran into it quite often in the beginning of the game. It usually happened when you just walk into a room and your first command is to walk to a location that goes to a new area. This (sometimes) caused Gabriel to walk really slow...at least it did for me.

3) This issue I believe might be a combination both. I know I was able to find two forum threads that talk about this issue, so its not just me. However the only solution they were able to find was shutting off the sound effects all together.

4) You could be right on this one.

5) The impotent thing to know is that the drums are suppose to go away after you interrupt the ritual. After I did this, I saved the game. I had to reload that save (because I died) only to find that the drums are now playing in background again! This made the voices even harder to hear, let alone spoil the mood for the rest of the ending.

Anyways, that was my experience with bugs in GK1. Others may have better luck.
Hopefully when ScummVM adds full support for later SCI games it is able to fix allot of these issues. That would make this fantastic game allot smoother ;)
avatar
LentFilms: 1) first , there was this annoying audio crackle that would occur every so often. At first I thought it was an issue with the original recordings, though I later found out this wasn't the case due to it being crystal clear in the WIP SCI engine in ScummVM. Some users on the forum here suggested locking the cycles in DOSBox to 20000 to help this, but I was never able to completely get rid of it. I believe this is a problem with Sierra's shotty SoundBlaster driver.

2) For some reason, when walking around New Orleans, my walk speed would suddenly deplete down to the slowest possible settings. When Gabriel finally reached his destination, his walk speed would be back to normal however.

3) I ran into this issue were there would be a 5 second audio delay to voices in certain rooms. This usually happened when there was sound effects playing alongside music. For example, in Wolfgang's room this happens due to the fire place. This not only makes all the lip flaps and animations out of sync but makes everything take way longer then it should (5secs adds up when your investigating an entire room)! This also happened at the end of the game! Which made the whole ending part with the ritual completely out of sync!

4) In day 9, when all the mummies are being brought back to life, you are able to get killed. However, when I clicked on restore game, all of my saves were gone!...or so I thought. Turns out, clicking the arrow key on the menu will make the save games refresh back. As you could imagine, this glitch scared the crap out of me!

5) This happens near the tail end of the game. During the part were Tetelo wants you to throw her the amulet I decided to save my game, due to the potential risk of death. I guessed right, but when I reloaded my save the sound of drums and chanting came back and continued to play throughout the rest of the ending climax! Needless to say, this detracts from the ending quite a bit!

(NOTE: This is from the GOG version)
This game was easily the buggiest point and click adventure game I've played. Just thought I'd talk about my troubles here for "documentation" sake...
Hopefully Gabriel Knight 2 is not as buggy...is it?
1) The annoying crackle is mostly due to your soundoptions in the configfile, but do remember that this game was released in the early 90's and the wav.files in the original retailversion was also kinda crap in comparison to todays standards. Some crackling will occur, but try changing the sounddevice and other options in the sound in the config-file to make the sound sligthly better.

2) Walkingspeed is dependant on the cycles you've chosen the game to run in. Usually the older games perform better between 1000 and 5000 cycles. I had the same problem, getting annoyed whenever he was walking across a screen that covered more than one screen of scenery.

3) The delay in sound is somewhat caused by the same issue as 1), but there was also some delay in the retailversion. At least in the retailversion I had.

4) The disappearing menu was a glitch in the retail game code. This happened at random times, usually it helped to restart the game, or, as you discovered, click one of the menu-buttons.

5) This is a normal glitch with most of Sierras older games. With all retailversions I''ve had, from GK1 to Phantasmagoria, sometimes the wave and midi would go haywire and often end up on one single continous tone, almost like someone lifted an old phonereciever and held it up to the speakers. Sometimes a part of the music would play on a loop. Annoying as hell, but for the most part this was possible to overcome by closing the game and restarting it.

And no, GK2 GoG-version, is not even close to the buggyness of GK1. The sound crackles a bit more in some places, and the wav.files aren't always the same loudness, so it may sound a bit weird, but for the most part, GK2 is bug-free. But save often anyways, just in case ;)
@Minya
I actually bought GK2 during this summer sale (with GK3) . It's definitely a smoother experience then GK1, bug wise :)