bugBattle for Wesnoth - Bugs: bug #16583, Skipping animations with [ESC]

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bug #16583: Skipping animations with [ESC]

Submitted by:  Dan Gerhards <beetlenaut>
Submitted on:  Mon Aug 30 00:43:20 2010  
Category: Feature RequestSeverity: 1 - Wish
Priority: 5 - NormalItem Group: User Interface
Status: NonePrivacy: Public
Assigned to: NoneOpen/Closed: Open
Release: 1.9Operating System: Linux

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Thu Sep 9 00:40:54 2010, comment #3:

You may also put offending tags into a #ifdef DEBUG_MODE #else [offending_tag] #end clause once that you've tested them.

Tue Sep 7 19:54:08 2010, comment #2:

The worst offenders in "cutscenes" are [delay] and [move_unit_fake]. Those two, at least, should be as easy to ignore as [message] is.

I know I can set the acceleration at maximum, and then set it back when I'm through the opening, but that's annoying, and I have to remember that there is a long delay in the upcoming scenario: You can't speed up the game during the opening. (If you are running at 1.5x or 2x, holding down shift won't help either.)

Dan Gerhards <beetlenaut>
Project Member
Mon Aug 30 14:47:14 2010, comment #1:

The tags one wants to test may be exactly those, e.g. [animate_unit] is not so easy. Everything that has to do with animations can be speeded up with the accelerated speed setting in the general preferences, and also works for ai aides moving then.

Anonymissimus <anonymissimus>
Project Member
Mon Aug 30 00:43:20 2010, original submission:

You can skip all the dialog at the beginning of a scenario by hitting [ESC], but only the dialog. It should also skip any animations, which can be long. These are some of the other tags that should be ignored after [ESC] is pressed:
animate=yes in [kill] and [recruit]

Dan Gerhards <beetlenaut>
Project Member


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  • -unavailable- added by anonymissimus (Posted a comment)
  • -unavailable- added by beetlenaut (Submitted the item)

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