Bug in GK1: game lock up at the beginning of day 5

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barbuto
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Bug in GK1: game lock up at the beginning of day 5

Post by barbuto » Wed Mar 14, 2012 6:11 pm

Hello there!
I've been playing gk 1 several days now, but unfortunately I encountered a known bug..basically the game is blocked with the gk icon after the phone rings at the beginning of day 5... i'm running the game with http://boxerapp.com/ on a macbook, and trying to download the sierra patch doesn't do any good...
I visited the sierra help pages, I installed the sierra update (as said in the sierra help page), but can't find a way to apply the non-sierra patch
http://www.sierrahelp.com/Games/Gabriel ... Day5Lockup
I've downloaded the zip file of the NewRisingSun patch and saved it in the games folder, than extracted it... I checked the txt file... it sais:
This GK1_NRS patch for the floppy version of "Gabriel Knight: Sins of The Fathers" by NewRisingSun fixes:

- Day 5: Lockup
- Day 6: Sergeant returning too early. You now have 30 seconds.
- African Snake Mound: Mummies "float" instead of walk if you
leave the room too quickly.

Note: Before installing this patch, make sure you update to the latest version of the game, first, by installing the Sierra patch.

For a self-extracting archive:
http://la2-f-anakin.sierra.com/patches/pc/gkpat.exe

or in a ZIP:
http://www.tawmis.com/collector/Files/P ... at10b).zip

Extract these files into a temporary directory (run the self-extracting archive) and follow the instructions in README.TXT.


the two links are dead...

no fixes in the game by now... what am i doing wrong?

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Re: Bug in GK1: game lock up at the beginning of day 5

Post by Collector » Thu Mar 15, 2012 12:01 am

The patches are fairly old, now, so the links in the readme are dated. Sierra.com went away when Sierra died. Just extract the patches to the game's folder. You may need to go back to an earlier save as save may still have the speed bug. Conversely, you might want to lower the cycles. If you need help with this you will need to refer to the Boxer developer as he uses a bastardized version of DOSBox that I cannot help you with.
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Re: Bug in GK1: game lock up at the beginning of day 5

Post by barbuto » Thu Mar 15, 2012 3:59 am

I actually tried some of your advices, and didn't work, but you gave me some useful info nevertheless: i didn't know boxer was so different than your tipical DOSBox, so i'm gonna try to contact the boxer developer... Thanks!
As anyone else had the same problem?

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Re: Bug in GK1: game lock up at the beginning of day 5

Post by Collector » Thu Mar 15, 2012 6:05 am

One thing else is to check the RESOURCE.CFG to see if the patchDir points to the game's base folder, too. It should look something like:

Code: Select all

patchDir  = .\;.\PATCHES
depending on your configuration.
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Re: Bug in GK1: game lock up at the beginning of day 5

Post by barbuto » Thu Mar 15, 2012 3:09 pm

Collector wrote:One thing else is to check the RESOURCE.CFG to see if the patchDir points to the game's base folder, too. It should look something like:

Code: Select all

patchDir  = .\;.\PATCHES
depending on your configuration.
It worked!
thanks to your advice i managed to get the game working: I checked the RESOURCE.CFG with text edit and changed the line patchDir as you suggested, then I copied all the patch files in game's folder, substituting the older ones...
Thanks very much! again!!

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Re: Bug in GK1: game lock up at the beginning of day 5

Post by Tawmis » Wed Mar 21, 2012 3:43 am

Collector's kinda awesome like that. :D

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Re: Bug in GK1: game lock up at the beginning of day 5

Post by nulleffect » Sun Apr 20, 2014 4:45 pm

Sorry to necro this thread, but I had the same problem and wanted to post my alternate fix.

I'm using DOSBox via the D-Fend Reloaded front-end, and got past the Day 5 phone call lockup/freeze by making the following changes:

Emulation core: Dynamic
CPU Type: 386_slow
CPU Cycles: 3000

Hope that helps anyone still stuck!

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Re: Bug in GK1: game lock up at the beginning of day 5

Post by Collector » Sun Apr 20, 2014 5:49 pm

No problem, and welcome to the forum.

This is a timer bug. Lowering your cycles to 3000 is what allowed you to get past it. Dynamic core and 386_slow CPU are not needed. You might want to use CTRL+F11 to slow down DOSBox to get past the scene and use CTRL+F12 speed it up after, else 3000 will make the game too slow and could cause issues with sound stuttering and dropped frames in the cutscenes. Besides, the patch properly fixes the bug.
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