Teleport in graphical glitch

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SpenceLack
Posts: 113
Joined: January 22nd, 2007, 4:29 am

Teleport in graphical glitch

Post by SpenceLack »

It has been noted that If you place a unit and then immediately after make it animate the post_teleport animation, there’s a frame of the unit fully-visible before the animation begins. This occurs even in official campaigns like scenario 15 of Eastern Invasion.

Nothing will show in the game logs as this is a graphical glitch, not a crash.
Easiest way to see it is to play Eastern Invasion, use debug mode to skip to level 15, and pay attention to the silver mage Mefel when he teleports in. Probably best to turn off accelerated movement in Preferences as well, as that makes the glitch harder to see.



The Battle for Wesnoth version 1.18.2 arm64
Running on Apple macOS 14.6.1 arm64
Distribution channel: itch

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

Data dir: /Users/USER/Desktop/My folder/Games/Games/WESNOTH/The Battle for Wesnoth.app/Contents/Resources
User config dir: /Users/USER/Library/Containers/org.wesnoth.Wesnoth/Data/Library/Application Support/Wesnoth_1.18
User data dir: /Users/USER/Library/Containers/org.wesnoth.Wesnoth/Data/Library/Application Support/Wesnoth_1.18
Saves dir: /Users/USER/Library/Containers/org.wesnoth.Wesnoth/Data/Library/Application Support/Wesnoth_1.18/saves
Add-ons dir: /Users/USER/Library/Containers/org.wesnoth.Wesnoth/Data/Library/Application Support/Wesnoth_1.18/data/add-ons
Cache dir: /Users/USER/Library/Containers/org.wesnoth.Wesnoth/Data/Library/Application Support/Wesnoth_1.18/cache
Logs dir: /Users/USER/Library/Containers/org.wesnoth.Wesnoth/Data/Library/Application Support/Wesnoth_1.18/logs

Libraries
=========

Boost: 1.84
Lua: 5.4.6
libcurl: 8.6.0 (runtime 8.7.1)
Cairo: 1.18.0 (runtime 1.18.0)
Pango: 1.51.0 (runtime 1.51.0)
SDL: 2.28.5 (runtime 2.28.5)
SDL_image: 2.8.1 (runtime 2.8.1)
SDL_mixer: 2.6.3 (runtime 2.6.3)

Features
========

Lua console completion: yes
Cocoa notifications back end: yes

Current video settings
======================

SDL video drivers: [cocoa] offscreen dummy
Window size: 1920x1080
Game canvas size: 1920x1080
Final render target size: 1920x1080
Screen refresh rate: 75
Screen dpi: 81.00x81.00
Renderer: metal (hw)
Maximum texture size: 16384x16384
VSync: on

Current audio settings
======================

SDL audio drivers: [coreaudio] disk dummy
Number of channels: 2
Output rate: 44100 Hz
Sample format: signed 16 bit little-endian
Sample size: 1024 bytes
gnombat
Posts: 892
Joined: June 10th, 2010, 8:49 pm

Re: Teleport in graphical glitch

Post by gnombat »

I think that bug has been around for a while - I believe that it's the bug being discussed in this topic.

I made a video and slowed it down so that it's easy to see the issue.
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Spannerbag
Posts: 759
Joined: December 18th, 2016, 6:14 pm
Location: Yes

Re: Teleport in graphical glitch

Post by Spannerbag »

Hi,
There's a really ugly hack that might help or at least give you more ideas: create a unit with a teleport in recruit anim?

Cheers!
-- Spannerbag
SP Campaigns: After EI (v1.14) Leafsea Burning (v1.18, v1.16)
I suspect the universe is simpler than we think and stranger than we can know.
Also, I fear that beyond a certain point more intelligence does not necessarily benefit a species...
SpenceLack
Posts: 113
Joined: January 22nd, 2007, 4:29 am

Re: Teleport in graphical glitch

Post by SpenceLack »

Oh, if it has already been reported then disregard, I guess.

Spannerbag, yes I did find that forum post and it works to fix the problem! I used that clever solution to resolve the issue in my UMC.
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Spannerbag
Posts: 759
Joined: December 18th, 2016, 6:14 pm
Location: Yes

Re: Teleport in graphical glitch

Post by Spannerbag »

Glad it helped! :D
Cheers!
-- Spannerbag
SP Campaigns: After EI (v1.14) Leafsea Burning (v1.18, v1.16)
I suspect the universe is simpler than we think and stranger than we can know.
Also, I fear that beyond a certain point more intelligence does not necessarily benefit a species...
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