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IDProjectCategoryView StatusDate SubmittedLast Update
0001016VCMIGUI - Battlespublic2012-06-20 00:312014-05-30 17:41
ReporterHardy 
Assigned ToTow 
PrioritynormalSeveritycrashReproducibilityalways
StatusclosedResolutionfixed 
PlatformPCOSWindowOS VersionWindow XP
Product Version0.89 
Target VersionFixed in Version0.9 
Summary0001016: The frame's freezed in combat
DescriptionWhen in combat, I'm skip all my creatures waitting for AI turn. then, The frame's freezed. My English is not too well. So check out my attached file. I've uploaded my savegame before combat and a pic.
TagsNo tags attached.
Attached Filesrar file icon games.rar [^] (103,232 bytes) 2012-06-20 00:31
jpg file icon Hardy_01.JPG [^] (241,296 bytes) 2012-06-20 00:32

- Relationships

-  Notes
(0002959)
Zamolxis (viewer)
2012-08-31 16:22

Could you give more details? I wasn't able to reproduce using your saved game. I assume you attack the cerberi. Then by 'skip', I guess you mean Wait. As only 2 of your creatures are supposed to move before the Cerberi, does it mean you use Wait only twice, then the game freezes?
(0002961)
Hardy (reporter)
2012-08-31 16:40

Yes, I attack the cerberi. I meant I use Wait twice, then the game freezes on Naga Queen's turn, just only music is playing.

I have tried again not using wait button,I confirm that the game freezes on Naga Queen's turn.
(0002963)
Tow (developer)
2012-08-31 16:50

It's a tricky one.
To cause the freeze I had to move cursor to the front hex of second Cerberi.
(0002964)
Zamolxis (viewer)
2012-08-31 16:54
edited on: 2012-08-31 16:57

It seems it's reproducible for Tow as he marked it as "confirmed". Strangely though, at my side I am able to carry on with the battle without a problem.

EDIT: After I wrote this I saw Tow's note. Indeed, if I hold the cursor above the Cerberi, they still move, but the battle freezes afterwards.

(0002967)
Hardy (reporter)
2012-08-31 17:21

Is that how the game freezes ? I was thought Naga Queen is the cause >"< Thanks Tow !
(0003072)
Tow (developer)
2012-09-28 19:21

For some reason the VCMI wasn't able to decide from which hex the attack should be suggested. I believe that it was already fixed by the recent battle callback rewrite but to be fully assured I also added condition precluding that freeze to happen [r2943].

- Issue History
Date Modified Username Field Change
2012-06-20 00:31 Hardy New Issue
2012-06-20 00:31 Hardy File Added: games.rar
2012-06-20 00:32 Hardy File Added: Hardy_01.JPG
2012-08-31 16:22 Zamolxis Note Added: 0002959
2012-08-31 16:22 Zamolxis Severity block => crash
2012-08-31 16:40 Hardy Note Added: 0002961
2012-08-31 16:48 Tow Assigned To => Tow
2012-08-31 16:48 Tow Status new => confirmed
2012-08-31 16:50 Tow Note Added: 0002963
2012-08-31 16:54 Zamolxis Note Added: 0002964
2012-08-31 16:54 Zamolxis Note Edited: 0002964 View Revisions
2012-08-31 16:57 Zamolxis Note Edited: 0002964 View Revisions
2012-08-31 17:21 Hardy Note Added: 0002967
2012-09-28 19:21 Tow Note Added: 0003072
2012-09-28 19:21 Tow Status confirmed => resolved
2012-09-28 19:21 Tow Fixed in Version => 0.9
2012-09-28 19:21 Tow Resolution open => fixed
2014-05-30 17:41 beegee Status resolved => closed

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