bugBattle for Wesnoth - Bugs: bug #20601, Animation glitch: Death animations...

 
 
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bug #20601: Animation glitch: Death animations reset to an earlier frame before finishing

Submitted by:  Ignacio R. Morelle <shadowmaster>
Submitted on:  Fri 08 Mar 2013 07:11:37 AM UTC  
 
Category: BugSeverity: 2 - Minor
Priority: 5 - NormalItem Group:  None of the others
Status: FixedPrivacy: Public
Assigned to: Jérémy Rosen <boucman>Open/Closed: Closed
Release: 1.11.1+svn r56459Operating System: All of them?

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Sun 10 Mar 2013 08:52:43 AM UTC, SVN revision 56469:

apply patch #3774 by coffee fix bug #20601

(Browse SVN revision 56469)

Jérémy Rosen <boucman>
Project MemberIn charge of this item.
Sat 09 Mar 2013 02:33:10 AM UTC, comment #2:

You can try the following patch to see if it works for you:
https://gna.org/patch/index.php?3774

Clears this bug up for me.

David Mikos <coffee>
Project Member
Sat 09 Mar 2013 01:16:35 AM UTC, comment #1:

Hi

I am somewhat responsible for some of the very new changes to the WML syntax (thread at http://forums.wesnoth.org/viewtopic.php?f=10&t=38198).

I've tested what you are saying and I believe it is because now the frames for death animations are combined in syntax and it is getting the first frame in a sequence for the "get_last_frame()" function for a "frame" with an image list specified.

The offending code is linked to in unit_animation.cpp in the "death" animation section of unit_animation::add_anims:

image::locator image_loc = animations.back().get_last_frame().parameters(0).image;

We need to update the "get_last_frame()" function to take the last frame in a list to fix this bug I believe.

David Mikos <coffee>
Project Member
Fri 08 Mar 2013 07:11:37 AM UTC, original submission:

Units with non-default death animations (such as the Saurian Skirmisher and Walking Corpse) are affected by a glitch in which the game goes back to a previous frame of their death animations instead of fading out the last frame.

This bug does not affect 1.11.1.

Steps to reproduce:

- Create a Saurian Skirmisher using debug mode. Switch sides and set its hitpoints (:unit hitpoints=1) as appropriate before killing it.
- Pay close attention to its death animation. Compare against 1.11.1 or 1.10.x.

Ignacio R. Morelle <shadowmaster>
Project Administrator

 

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Carbon-Copy List
  • -unavailable- added by boucman (Updated the item)
  • -unavailable- added by coffee (Posted a comment)
  • -unavailable- added by shadowmaster (Submitted the item)
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    Follow 2 latest changes.

    Date Changed By Updated Field Previous Value => Replaced By
    Sun 10 Mar 2013 08:58:36 AM UTCboucmanOpen/ClosedOpen=>Closed
    Sun 10 Mar 2013 08:53:12 AM UTCboucmanStatusNone=>Fixed
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