bugBattle for Wesnoth - Bugs: bug #21025, replay controller doesn't skip...

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bug #21025: replay controller doesn't skip empty controller type

Submitted by:  Rodrigo López Caruana <tekelili>
Submitted on:  Thu Aug 15 06:18:24 2013  
Category: BugSeverity: 3 - Normal
Priority: 5 - NormalItem Group: Replays
Status: FixedPrivacy: Public
Assigned to: Chris Beck <involution>Open/Closed: Closed
Release: 1.11Operating System: windows

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Thu Apr 17 01:06:28 2014, comment #4:

Edited title, old title was: auto_replay key for [side] tag

I realized that the example use cases which OP gave for this feature are actually being caused by a bug in the replay viewer -- the play side turn button doesn't skip over empty sides, as all the other play controller objects in wesnoth do, since they normally don't even get to move, and the server doesn't consider the possibility. I have reclassified this as a bug, which has now been patched in both 1.12 and 1.13-dev, and hence marked fixed.

tekelili, if you still have a use case for the auto_replay key, please post again here or open a second feature request.

Chris Beck <involution>
Project MemberIn charge of this item.
Sat Mar 29 04:59:44 2014, comment #3:

Just a note: the functionality proposed in my previous post (comment #2) is now implemented. I have simply made it so that petrified units don't appear in that tooltip.


Chris Beck <involution>
Project MemberIn charge of this item.
Fri Mar 14 04:33:46 2014, comment #2:

Proposed additional functionality for this proposed feature:

One very nice feature about the UI is that if you select a unit and mouse over the damage type string for one of its attacks, it calculates for you the actual damage it will do at current TOD against every enemy unit on the map.

However, unfortunately on some great maps like Caves of the Basilisk, Sulla's Ruins, this includes all of the statues, of which there are many, which are simply props controlled by side 3. This makes the feature a lot less useful as it is much harder to read quickly with all the extra noise.

If we implement this proposed auto_replay key, I think we might also use it to exclude the units of this side from the UI mouseover list. It might make sense to name the key "props_only" or something like this.

Chris Beck <involution>
Project MemberIn charge of this item.
Wed Oct 23 02:10:09 2013, comment #1:

You can watch Neki also complain about this in one of his videos


@5min "... and, such a noob, I always forget that the statues also get a turn,..."

Chris Beck <involution>
Project MemberIn charge of this item.
Thu Aug 15 06:18:24 2013, original submission:

I saw suppress_end_turn_confirmation was added to 1.11 (good idea). For similar reasons I would like an auto_replay key. If yes, when previous side turn of replay is played, this side turn replay is also played without any extra action from user.

Some scenarios are storytelling with multiple dummy sides or sides that only "play" few turns. If scenario spect replay value, is very uncomfortable for user play those sides turns replay with multiple clicking.
Even with just 1 dummy side, mainlain maps as "2p-Caves of the Basilisk" and "Sulla´s Ruins" have very uncomfortoble replays.

Rodrigo López Caruana <tekelili>


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  • -unavailable- added by shadowmaster (Updated the item)
  • -unavailable- added by involution (Posted a comment)
  • -unavailable- added by tekelili (Submitted the item)

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    Follow 7 latest changes.

    Date Changed By Updated Field Previous Value => Replaced By
    Wed Apr 23 00:48:26 2014shadowmasterOpen/ClosedOpen=>Closed
    Thu Apr 17 01:06:50 2014involutionCategoryFeature Request=>Bug
    Thu Apr 17 01:06:28 2014involutionSeverity1 - Wish=>3 - Normal
      Item GroupWML=>Replays
      Assigned toNone=>involution
      Summaryauto_replay key for [side] tag=>replay controller doesn't skip empty controller type
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