URL: <http://gna.org/bugs/?25397>
Summary: Animations immediately following a message get truncated Project: Battle for Wesnoth Submitted by: zookeeper Submitted on: Tue 20 Dec 2016 08:31:50 PM UTC Category: Bug Severity: 3 - Normal Priority: 5 - Normal Item Group: Graphics Status: None Privacy: Public Assigned to: None Originator Email: Open/Closed: Open Discussion Lock: Any Release: 1.13 Operating System: win 7 _______________________________________________________ Details: If a [message] is shown right prior to an animation, then the animation gets skipped or truncated somehow. It doesn't seem to matter whether the animation is one triggered by [animate_unit] or for example a regular combat animation. I'm also not entirely sure whether other things besides animations suffer from the same problem. One can workaround the problem by inserting a delay after the message (for example even [delay] time=0 [/delay] works). So, one possible fix was to add wesnoth.delay(1) to the [message] implementation, but vultraz didn't want that because it'd cause a brief flicker between successive messages. A simple test case: [event] name=attacker hits,attacker misses,defender hits,defender misses first_time_only=no {DEBUG_MSG "As long as this message is here, the following combat animations won't play correctly"} [/event] _______________________________________________________ Reply to this item at: <http://gna.org/bugs/?25397> _______________________________________________ Message sent via/by Gna! http://gna.org/ _______________________________________________ Wesnoth-bugs mailing list Wesnoth-bugs@gna.org https://mail.gna.org/listinfo/wesnoth-bugs