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Planning Mode: unit standing animation twitchy #3026

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matthiaskrgr opened this issue May 5, 2018 · 19 comments
Closed

Planning Mode: unit standing animation twitchy #3026

matthiaskrgr opened this issue May 5, 2018 · 19 comments
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Bug Issues involving unexpected behavior. Confirmed Issues that have been successfully reproduced by at least one developer. Graphics Issues that involve the graphics engine or assets. UI User interface issues, including both back-end and front-end issues. Whiteboard Issues with the Planning Mode (a.k.a. Whiteboard) feature.

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@matthiaskrgr
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for some reason, the unit displayed representing planned moves has a very twitchy idle animation (I assume some frames are skipped) while the display of the unit representing the last plan is stable/normal, seen on the human horseman or undead bat.

@gfgtdf
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gfgtdf commented May 5, 2018

i noticed that aswell.

@gfgtdf gfgtdf added UI User interface issues, including both back-end and front-end issues. Whiteboard Issues with the Planning Mode (a.k.a. Whiteboard) feature. labels May 5, 2018
@Wedge009
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Wedge009 commented May 6, 2018

Interesting, I just tried 1.14 (d4101b8) and debug-created some bats. Toggling between standard and planning modes doesn't make any difference for me.

@Wedge009 Wedge009 added the Units Issues that involve unit definitions or their implementation in the engine. label May 6, 2018
@jostephd
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Tested with a Gryphon Rider. It looks like some frames are played in the unit's real/current location and some in the future location.

@Wedge009
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Maybe it's just because I'm running on a fairly fast CPU but I don't notice too much, in either normal or planning mode. But I do notice that when using the 'undo planned move' option with the Gryphon Rider that it leaves bits of its frames behind - parts of the sprite that go beyond the edges of the hex.

@jostephd
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But I do notice that when using the 'undo planned move' option with the Gryphon Rider that it leaves bits of its frames behind - parts of the sprite that go beyond the edges of the hex.

That might be #3325.

@Wedge009
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Yes, you're right, thanks.

@Wedge009 Wedge009 added Bug Issues involving unexpected behavior. Graphics Issues that involve the graphics engine or assets. and removed Units Issues that involve unit definitions or their implementation in the engine. labels Oct 20, 2019
@Wedge009
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While we resolved 3325 I don't think I ever worked out how to replicate the original issue. I debug-created a Gryphon Rider, entered planning mode, planned a move, and executed the move. I don't see anything strange looking about the animation. Also, I don't see any idle animations in planning mode - units are greyed and static while a planned move is sitting on the game board.

@jostephd
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how to replicate the original issue

wesnoth -t

:create Dread Bat

Enable planning mode

Plan a move (don't execute it)

Look at the hex the Bat occupies before the move for a few seconds, you'll see the silhouette twitch.

@Wedge009
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Wedge009 commented Oct 22, 2019

Test scenario: check
Create Dread Bat: check
Enable planning mode: check
Plan a move: check
Looking at the origin hex where the bat silhouette is... I don't see any movement at all after the move is planned. ): (I waited for something like a minute.)

Edit: I checked both 1.14 branch and master.

@jostephd
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Here you go - gzipped because github wouldn't let me upload an mp4 otherwise

dread-bat.mp4.gz

@Wedge009
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Fascinating. I don't see anything like that at all - my origin bat is completely static.

@jostephd jostephd changed the title 1.14: planning mode: unit idle animation twitchy 1.14: planning mode: unit standing animation twitchy Oct 22, 2019
@jostephd jostephd added Confirmed Issues that have been successfully reproduced by at least one developer. Unconfirmed Issues that no developer was able to reproduce. labels Oct 22, 2019
@soliton-
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Check Preferences -> Display if you have the animations disabled.

@Wedge009
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I have unit standing and idle animations both enabled.

@jostephd
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Here, Animate water is disabled but Animate map and unit standing and idle animation are enabled.

@Wedge009
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Hmm, doesn't look like disabling water animations makes any difference to the origin bat to me.

@Wedge009 Wedge009 removed the Unconfirmed Issues that no developer was able to reproduce. label Jan 14, 2020
@Wedge009
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(Confirmed supersedes Works for me)

@Wedge009
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I'm finally able to replicate this... sort of. Following the steps described before on 2019-10-22, I still don't have any movement in the bat silhouette at it's starting location. However, moving the mouse around and hovering over other units on and off, generating different 'reach maps' and causing redraws, I was able to observe the silhouette 'twitch' as described. But it only ever twitches when I move the mouse around and (presumably) cause redraws.

Tested against 1.15.17+dev (1.16 beta).

@Wedge009 Wedge009 changed the title 1.14: planning mode: unit standing animation twitchy Planning Mode: unit standing animation twitchy Sep 24, 2021
@Wedge009
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I couldn't replicate this in 1.17.5+dev... but then I couldn't replicate it in current 1.16.5 release either. Really don't know what to do with this one, especially given that those who did confirm it don't appear to be active any more.

@Wedge009
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Closing due to lack of activity. Of course, can always re-open if someone can re-confirm this on 1.18 or later.

@Wedge009 Wedge009 closed this as not planned Won't fix, can't repro, duplicate, stale Apr 22, 2024
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Labels
Bug Issues involving unexpected behavior. Confirmed Issues that have been successfully reproduced by at least one developer. Graphics Issues that involve the graphics engine or assets. UI User interface issues, including both back-end and front-end issues. Whiteboard Issues with the Planning Mode (a.k.a. Whiteboard) feature.
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