bugBattle for Wesnoth - Bugs: bug #17982, Make [delay] change according to...

 
 
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bug #17982: Make [delay] change according to acceleration

Submitted by:  Dan Gerhards <beetlenaut>
Submitted on:  Fri Apr 1 23:22:03 2011  
 
Category: Feature RequestSeverity: 1 - Wish
Priority: 4Item Group: User Interface
Status: FixedPrivacy: Public
Assigned to: NoneOpen/Closed: Closed
Release: 1.9.5Operating System: Linux

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Sun Jul 31 06:12:34 2016, comment #2:

In 1.13 [delay] accelerate=yes/no was added. Marking as fixed.

Charles Dang <vultraz>
Project Administrator
Mon Oct 24 19:59:37 2011, comment #1:

Note that there is a command line parameter you can pass which does almost what you want; run
wesnoth --nodelay

Anonymissimus <anonymissimus>
Project Member
Fri Apr 1 23:22:03 2011, original submission:

Using a higher or lower acceleration has no affect on the [delay] tag, so animations that use it always play at the same speed, no matter how fast or slow the rest of the game is going. It looks awkward, and it can be annoying to wait for animations to complete.

It would be better if the delay time scaled with the acceleration. The implementation of the tag in WML would not have to change: The number of milliseconds used in the tag could be understood to refer to normal speed, and on other speeds, the milliseconds would automatically be adjusted.

Dan Gerhards <beetlenaut>
Project Member

 

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  • -unavailable- added by vultraz (Posted a comment)
  • -unavailable- added by anonymissimus (Posted a comment)
  • -unavailable- added by beetlenaut (Submitted the item)
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    Follow 2 latest changes.

    Date Changed By Updated Field Previous Value => Replaced By
    Sun Jul 31 06:12:34 2016vultrazStatusNone=>Fixed
      Open/ClosedOpen=>Closed
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