Wesnoth 1.13.14 (1.14 Release Candidate 3)

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gfgtdf
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Re: Wesnoth 1.13.14 (1.14 Release Candidate 3)

Post by gfgtdf » April 22nd, 2018, 2:06 pm

next time make sure to bring suggestions in time, after the the RC1 (in this case: 1.13.12) is tagged (in this case: 18 March) it's waaay too late to add features like this to the next stable versions.
Scenario with Robots SP scenario (1.11/1.12), allows you to build your units with components, PYR No preperation turn 1.12 mp-mod that allows you to select your units immideately after the game begins.

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Eagle_11
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Re: Wesnoth 1.13.14 (1.14 Release Candidate 3)

Post by Eagle_11 » April 22nd, 2018, 9:00 pm

this one came up during an AI vs AI.
watizdisagin.png

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Pentarctagon
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Re: Wesnoth 1.13.14 (1.14 Release Candidate 3)

Post by Pentarctagon » April 22nd, 2018, 9:04 pm

Eagle_11 wrote:
April 22nd, 2018, 9:00 pm
this one came up during an AI vs AI.
watizdisagin.png
Do you have a save of the turn before it happened?
99 little bugs in the code, 99 little bugs
take one down, patch it around
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Re: Wesnoth 1.13.14 (1.14 Release Candidate 3)

Post by Eagle_11 » April 23rd, 2018, 9:28 am

Sadly, do not have any save as i was observing.

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The_Gnat
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Re: Wesnoth 1.13.14 (1.14 Release Candidate 3)

Post by The_Gnat » April 23rd, 2018, 9:34 am

Sorry to be bringing this up, I don't know what the correct forum is for this but I found a rather odd error with the Drake Thrasher's animation.

As you can see below the thrasher attacks the space adjacent to himself and doesn't get anywhere near the enemy :whistle:

I do not remember this happening before so perhaps an error was introduced in recent versions? Since the unit has animations that obviously took time to draw I figured it would be a priority to set this straight. It shouldn't be very hard but I believe it is necessary because it looks quite odd currently.

This happens when the thrasher's spear attack is used.
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Eagle_11
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Re: Wesnoth 1.13.14 (1.14 Release Candidate 3)

Post by Eagle_11 » April 23rd, 2018, 10:13 am

Units that do not have the sprites made for an north facing attack-animation will use one of the existing attack anims instead, that is not a bug.

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Re: Wesnoth 1.13.14 (1.14 Release Candidate 3)

Post by Tad_Carlucci » April 23rd, 2018, 1:07 pm

Well, not a bug in the programming code.

It is a bug in that it is a missing animation which could be truly missing or a configuration problem, so should be reported.
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Re: Wesnoth 1.13.14 (1.14 Release Candidate 3)

Post by Celtic_Minstrel » April 23rd, 2018, 1:14 pm

Even if they don't have a north-facing attack animation, they should still slide north when attacking to the north, even if the animation itself shows them stabbing to the south...
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Re: Wesnoth 1.13.14 (1.14 Release Candidate 3)

Post by jyrkive » April 23rd, 2018, 4:44 pm

Eagle_11 wrote:
April 22nd, 2018, 9:00 pm
this one came up during an AI vs AI.
watizdisagin.png
Fixed. Thanks for reporting! :)

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The_Gnat
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Re: Wesnoth 1.13.14 (1.14 Release Candidate 3)

Post by The_Gnat » April 23rd, 2018, 7:58 pm

Celtic_Minstrel wrote:
April 23rd, 2018, 1:14 pm
Even if they don't have a north-facing attack animation, they should still slide north when attacking to the north, even if the animation itself shows them stabbing to the south...
Yes, the only reason I reported it is because I remember it sliding north in previous versions and looking fine despite the lack of a north facing attack. I may just be imagining but I am fairly sure that last I played the Drake didn't go all out against the unused adjacent hex.

And it is not just a minor error that I am being picky about, the first time he attacked there was an allied unit standing next to him and the Thrasher went stabbing into the allied unit instead of the enemy!!

I believe all the animations except the attack in the SE direction are broken but I have not extensively tested. I am happy to do so if you would like.

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Re: Wesnoth 1.13.14 (1.14 Release Candidate 3)

Post by krekling » April 26th, 2018, 7:48 pm

Builds and runs fine on Debian testing.

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