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Parts of mini-map are visible on story text screen of a campaign #4534

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Earth-Cake opened this issue Nov 1, 2019 · 16 comments

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@Earth-Cake
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@Earth-Cake Earth-Cake commented Nov 1, 2019

Version 1.15.2,
Steam version of the game,
on Linux Ubuntu.

On storytext screen you can see parts of the mini-map. I encountered this bug in Liberty as well.

Steps to reproduce the behavior:

  1. Start Dead Water or Liberty campaign
  2. Proceed to the first storytext screen

map_bug

@Pentarctagon

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@Pentarctagon Pentarctagon commented Nov 1, 2019

Looks like it's the same as #4237, though the fix for that issue should be in 1.15.2.

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@Earth-Cake Earth-Cake commented Nov 1, 2019

Yeah, I think that's it.

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@Pentarctagon Pentarctagon commented Nov 1, 2019

Is anyone able to confirm if this happens with the Steam release for macOS or Windows? I can confirm it happens as well on Steam on Mint.

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@Pentarctagon Pentarctagon commented Nov 2, 2019

From Discord:

<begui> using sdl 2.10 i cannot reproduce with version 1.14.9
<begui> linux

@Konrad22 do you see this behavior anymore?

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@Konrad22 Konrad22 commented Nov 3, 2019

I don't, not on 1.15.2 SF or steam and not on 1.14.9 steam.

@Pentarctagon Pentarctagon added the Linux label Nov 3, 2019
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@Wedge009 Wedge009 commented Nov 3, 2019

Last time I checked Steam on Linux (which was very recently), albeit stable 1.14.9 release, it was still using SDL 2.0.9 which has batched renders disabled by default (while my system has SDL 2.0.10). Is the 1.15.2 Steam release on Linux really using SDL 2.0.10?

@Wedge009 Wedge009 changed the title Parts of mini-map are seeable on storytext screen of a campaign Parts of mini-map are visible on story text screen of a campaign Nov 3, 2019
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@Wedge009 Wedge009 commented Nov 3, 2019

Looks like it's the same as #4237, though the fix for that issue should be in 1.15.2.

6436f90 and d4b3c9b added to master on 24th September while 1.15.2 tag was on 20th October... :/

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@Pentarctagon Pentarctagon commented Nov 4, 2019

It's a bit of an oddity, actually. Both 1.14.9 and 1.15.2 for me report SDL 2.0.9 as the build version, but 2.0.10 as the runtime version. So perhaps that's the problem?

The Battle for Wesnoth version 1.15.2
Running on Linux Mint 19.2 Tina

Game paths
==========

Data dir:        /home/USER/.steam/steam/steamapps/common/wesnoth
User config dir: /home/USER/.config/wesnoth
User data dir:   /home/USER/.local/share/wesnoth/1.15
Saves dir:       /home/USER/.local/share/wesnoth/1.15/saves
Add-ons dir:     /home/USER/.local/share/wesnoth/1.15/data/add-ons
Cache dir:       /home/USER/.cache/wesnoth

Libraries
=========

Boost:             1.66
OpenSSL/libcrypto: 1.0.1  (runtime 1.0.2n)
Cairo:             1.10.2 (runtime 1.15.10)
Pango:             1.30.0 (runtime 1.40.14)
SDL:               2.0.9  (runtime 2.0.10)
SDL_image:         2.0.4  (runtime 2.0.5)
SDL_mixer:         2.0.4  (runtime 2.0.4)
SDL_ttf:           2.0.14 (runtime 2.0.15)

Features
========

JPG screenshots:                yes
Lua console completion:         yes
Legacy bidirectional rendering: no
D-Bus notifications back end:   yes

and

The Battle for Wesnoth version 1.14.9 (9eba78f-Modified)
Running on Linux Mint 19.2 Tina

Game paths
==========

Data dir:        /home/USER/.steam/steam/steamapps/common/wesnoth
User config dir: /home/USER/.config/wesnoth
User data dir:   /home/USER/.local/share/wesnoth/1.14
Saves dir:       /home/USER/.local/share/wesnoth/1.14/saves
Add-ons dir:     /home/USER/.local/share/wesnoth/1.14/data/add-ons
Cache dir:       /home/USER/.cache/wesnoth

Libraries
=========

Boost:             1.66
OpenSSL/libcrypto: 1.0.1  (runtime 1.0.2n)
Cairo:             1.10.2 (runtime 1.15.10)
Pango:             1.30.0 (runtime 1.40.14)
SDL:               2.0.9  (runtime 2.0.10)
SDL_image:         2.0.4  (runtime 2.0.5)
SDL_mixer:         2.0.4  (runtime 2.0.4)
SDL_ttf:           2.0.14 (runtime 2.0.15)

Features
========

JPG screenshots:                yes
Lua console completion:         yes
Legacy bidirectional rendering: no
D-Bus notifications back end:   yes
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@Wedge009 Wedge009 commented Nov 4, 2019

I think that's the key. If I understand correctly, your builds are against SDL 2.0.9 headers - therefore the work-around to disable batched renders doesn't trigger (it only compiles when SDL version >= 2.0.10). And then you are running against SDL 2.0.10 library, which has rendering in batches as default, triggering this issue. I wonder if @Earth-Cake has a similar situation.

For what it's worth I re-ran 1.14.9+dev and 1.15.2+dev in Windows and Linux, all with SDL 2.0.10 for build and run-time, and I don't have the issue.

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@Wedge009 Wedge009 commented Nov 4, 2019

Duplicate of #4237.

@Wedge009 Wedge009 added the Duplicate label Nov 4, 2019
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@Pentarctagon Pentarctagon commented Nov 5, 2019

@loonycyborg Can this be fixed for 1.15.3/1.14.10?

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@Wedge009 Wedge009 commented Nov 5, 2019

What's to fix? I think the main question is why the build and run-time versions are different for your Steam installation. For mine, it's SDL 2.0.9, so why is your system running SDL 2.0.10? :S

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@Pentarctagon Pentarctagon commented Nov 5, 2019

I don't know - my system SDL version is neither of those (2.0.8) - but he's the one who creates the Steam package, so he'd be the most likely person I can think of who could provide an answer.

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@Wedge009 Wedge009 commented Nov 5, 2019

As I said, my Linux Steam installation is using SDL 2.0.9, while my Windows Steam installation is using SDL 2.0.8, so this is really puzzling.

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@AI0867 AI0867 commented Nov 5, 2019

What's to fix? I think the main question is why the build and run-time versions are different for your Steam installation. For mine, it's SDL 2.0.9, so why is your system running SDL 2.0.10? :S

The possible 'fix' would be to always build with SDL 2.0.10, which might eliminate the remaining instances of the issue.

As for why systems are running different versions, there are different versions of steam, and steam can use either the included libs or the libs of the operating system.

Can someone test a SDL 2.0.10-built version on a < 2.0.10 runtime to see if that works properly too?

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@Wedge009 Wedge009 commented Nov 5, 2019

In my recent investigations relating to SDL I've used 2.0.10 headers with 2.0.8/9 DLLs (on Windows) just fine - that's how I established my case for submitting #4508 and #4510.

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