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 »

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 »

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 »

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
-2,147,483,648 little bugs in the code
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Eagle_11
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Re: Wesnoth 1.13.14 (1.14 Release Candidate 3)

Post by Eagle_11 »

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 »

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 »

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.
Tad_Carlucci
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Re: Wesnoth 1.13.14 (1.14 Release Candidate 3)

Post by Tad_Carlucci »

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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Celtic_Minstrel
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Re: Wesnoth 1.13.14 (1.14 Release Candidate 3)

Post by Celtic_Minstrel »

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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jyrkive
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Re: Wesnoth 1.13.14 (1.14 Release Candidate 3)

Post by jyrkive »

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 »

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.
krekling
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Re: Wesnoth 1.13.14 (1.14 Release Candidate 3)

Post by krekling »

Builds and runs fine on Debian testing.
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