bugBattle for Wesnoth - Bugs: bug #20580, Units with north-facing standing...

 
 
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bug #20580: Units with north-facing standing animations glitch when recruited, selected, or moved

Submitted by:  Ignacio R. Morelle <shadowmaster>
Submitted on:  Sat 02 Mar 2013 09:37:19 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 r56426Operating System: All of them?

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Tue 05 Mar 2013 08:34:47 AM UTC, comment #2:

Closing since this is fixed now and it wasn't present in any released version.

Ignacio R. Morelle <shadowmaster>
Project Administrator
Sat 02 Mar 2013 09:39:14 AM UTC, comment #1:

Also note that I do not know for sure whether more animations (such as the less frequently used ones listed under [1]) are affected by this bug.

[1]: http://wiki.wesnoth.org/AnimationWML#Events_triggering_animations_and_default_animations

Ignacio R. Morelle <shadowmaster>
Project Administrator
Sat 02 Mar 2013 09:37:19 AM UTC, original submission:

In current trunk (r56426), units with north-facing standing animations glitch when they are recruited, selected, or moved, when all unit animations are enabled in Display Preferences.

Units meeting this criterion include the Ghost, Vampire Bat, and Goblin Spearman (L0).

This bug does not affect versions 1.11.1 and earlier.

Preparing to reproduce this bug:

- Start the test scenario in debug mode (--debug).
- Use the context menu to create a Ghost, Vampire Bat, and Goblin Spearman.
- Move each of those units one hex northwards. After this step, they all should be facing north(east/west).

Steps to reproduce:

- For "selected" animations, click on each unit to trigger their "selected" animation. All of them will display their default south-facing baseframe for the duration of the animation, and return to their north-facing standing animation after it is finished.
- For "movement" animations, move each unit a long distance northwards. During their movement animations they will be facing north; in the bat's case, if you play with an animation acceleration factor under 1.0x (set in the main Preferences page), you will also notice that it doesn't play its animation like it used to do on 1.11.1 (although it only does it exactly once during movement on that version for some reason, maybe another bug?).
- For "recruited" animations, you could try using the context menu to create any of the aforementioned unit types as many times as necessary until you randomly get one that is facing north at the end of their "recruited" animation, which plays when they are spawned (by default, it's the baseframe fading into view).

Ignacio R. Morelle <shadowmaster>
Project Administrator

 

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

    Date Changed By Updated Field Previous Value => Replaced By
    Tue 05 Mar 2013 08:34:47 AM UTCshadowmasterOpen/ClosedOpen=>Closed
    Sat 02 Mar 2013 03:06:39 PM UTCboucmanStatusNone=>Fixed
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