URL:
  <http://gna.org/bugs/?20580>

                 Summary: Units with north-facing standing animations glitch
when recruited, selected, or moved
                 Project: Battle for Wesnoth
            Submitted by: shadowmaster
            Submitted on: Sat 02 Mar 2013 06:37:19 AM CLST
                Category: Bug
                Severity: 2 - Minor
                Priority: 5 - Normal
              Item Group:  None of the others
                  Status: None
                 Privacy: Public
             Assigned to: boucman
        Originator Email: 
             Open/Closed: Open
         Discussion Lock: Any
                 Release: 1.11.1+svn r56426
        Operating System: All of them?

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Details:

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).





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