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Summary | 0000818: Devil & Arch Devil movement animation issues | ||
Revision | 2011-09-20 11:04 by Zamolxis | ||
Description | I've experienced two issues with Devil & Arch Devil's movement animations. The interesting part of it is that I had the first one for all morning today, while testing for another bug however, when I tried to focus on it to see if it's the same for small distances, the bug changed into another, which now is "again" always reproducible (while the first behavior is not reproducible anymore, even if I close and reopen the application). 1. Initially what I noticed that the Devil / Arch Devil movement animations had redundant representation of the creature midway. The should disappear in flames in their hex, and simply reappear again in flames in the destination hex. What I noticed is that VCMI was still showing them for a fraction of a second on the path to the destination hex. 2. When I tried to see if we have the same problem also if the (Arch)Devil moves only a few hexes, I ran into another bug, which seems to have taken over, and now VCMI always acts as such, regardless of how far I want to move the (Arch)Devil on the battlefield. What I did first time when it happened (see first screenshot) was the following: - took Xyron in the map from 0000815 and attacked Orange player - moved Azure Dragon & Archangel as in screenshot - (if relevant) Archangel got an extra move from Morale bonus, but I chose to Wait (or Defend?) - then I tried to move the Arch Devil behind the Archangel - the Arch Devil did the disappearance animation, but reappeared in the same hex (given the natural hate between these creatures, I guess he thought he may not resist the temptation of stabbing the Archangel in the back, while they're supposed to fight for the same army - j/k :P) - the destination hex however remained locked for other creatures (we see the Sultan Efreets which have their turn, but the hex is not shaded while it's within their range) - I've forced a crashdump immediately, as I thought it's not reproducible (attached under screenshot). However, after the above, I only had bug 0000002, even if I was restarting the application (I'll see if system reboot changes something). While reproducing the bug, I also had the following: - Gave Arch Devils command to attack the Griffins - They did disappear, but reappeared in the same place, had the attack animation in the start hex, Griffins had the damage receive animation and lost 2 from the stack (and battle log was also updated accordingly) - After this, the head of the Arch Devils disappeared behind the Devils (screenshot 2) - Used Defend on the other creatures to follow the development of the bug - When Griffins' turn came, they attacked the (invisible) Arch Devil next to them, triggering the graphic representation of the Arch Devil to move - not in the hex were they were, but 3 rows lower (as in screenshot 3); Griffins were killed in retaliation and Arch Devil remain on this new (wrong) spot - When Azure Dragon's turn came, they weren't able to access the hex where the Arch Devil was supposed to be (between Pikemen and dead Griffins), but were able to fly to hexes 184.185 (screenshots 3 & 4). - And so on... when Arch Devil's turn came, we see it surrounded by the yellow glow in the wrong hex, and even if it attacks, it remains in that hex |
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Revision | 2011-09-20 11:18 by Zamolxis | ||
Description | I've experienced two issues with Devil & Arch Devil's movement animations. The interesting part of it is that I had the first one a couple of days back, while testing for another bug, however, when I tried to focus on it to see if it's the same for small distances, the bug changed into another, which now is "again" always reproducible (while the first behavior is not reproducible anymore, even if I close and reopen the application, and EVEN if I reboot the computer). 1. Initially what I noticed was that the Devil / Arch Devil movement animations had redundant representation of the creature midway. They should disappear in flames in their hex, and simply reappear again in flames in the destination hex. What I noticed is that VCMI was still showing them for a fraction of a second on the path to the destination hex. Initially this was always reproducible, so my guess is you should all have it, unless you already have the below. 2. When I tried to see if we have the same problem also if the (Arch)Devil moves only a few hexes, I ran into another bug, which now "took over", regardless of how far I want to move the (Arch)Devil on the battlefield. What I did first time when it happened (see first screenshot) was the following: - took Xyron in the map from 0000815 and attacked Orange player - moved Azure Dragon & Archangel as in screenshot - (if relevant) Archangel got an extra move from Morale bonus, but I chose to Wait (or Defend?) - then I tried to move the Arch Devil behind the Archangel - the Arch Devil did the disappearance animation, but reappeared in the same hex (given the natural hate between these creatures, I guess he thought he may not resist the temptation of stabbing the Archangel in the back, while they're supposed to fight for the same army - j/k :P) - the destination hex however remained locked for other creatures (we see the Sultan Efreets which have their turn, but the hex is not shaded while it's within their range) - I've forced a crashdump immediately, as I thought it's not reproducible (attached under screenshot). So, after the above, I only had bug 2, even when restarting the app or the PC. While reproducing the bug, I also had the following: - Gave Arch Devils command to attack the Griffins - They did disappear, but reappeared in the same place, had the attack animation in the start hex, Griffins had the damage receive animation and lost 2 from the stack (and battle log was also updated accordingly) - After this, the head of the Arch Devils disappeared behind the Devils (screenshot 2) - Used Defend on the other creatures to follow the development of the bug - When Griffins' turn came, they attacked the (invisible) Arch Devil next to them, triggering the graphic representation of the Arch Devil to move - not in the hex were they were, but 3 rows lower (as in screenshot 3); Griffins were killed in retaliation and Arch Devil remain on this new (wrong) spot - When Azure Dragon's turn came, they weren't able to access the hex where the Arch Devil was supposed to be (between Pikemen and dead Griffins), but were able to fly to hexes 184.185 (screenshots 3 & 4). - And so on... when Arch Devil's turn came, we see it surrounded by the yellow glow in the wrong hex, and even if it attacks, it remains in that hex. Same issue for Devils. I have some more crashdumps & saved game, but I guess they are redundant (let me know if you need them though). |
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Revision | 2011-09-20 11:20 by Zamolxis | ||
Description | I've experienced two issues with Devil & Arch Devil's movement animations. The interesting part of it is that I had the first one a couple of days back, while testing for another bug, however, when I tried to focus on it to see if it's the same for small distances, the bug changed into another, which now is "again" always reproducible (while the first behavior is not reproducible anymore, even if I close and reopen the application, and EVEN if I reboot the computer). 1. Initially what I noticed was that the Devil / Arch Devil movement animations had redundant representation of the creature midway. They should disappear in flames in their hex, and simply reappear again in flames in the destination hex. What I noticed is that VCMI was still showing them for a fraction of a second on the path to the destination hex. Initially this was always reproducible, so my guess is you should all have it, unless you already have the below. 2. When I tried to see if we have the same problem also if the (Arch)Devil moves only a few hexes, I ran into another bug, which now "took over", regardless of how far I want to move the (Arch)Devil on the battlefield. What I did first time when it happened (see first screenshot) was the following: - took Xyron in the map from 0000815 and attacked Orange player - moved Azure Dragon & Archangel as in screenshot - (if relevant) Archangel got an extra move from Morale bonus, but I chose to Wait (or Defend?) - then I tried to move the Arch Devil behind the Archangel - the Arch Devil did the disappearance animation, but reappeared in the same hex (given the natural hate between these creatures, I guess he thought he may not resist the temptation of stabbing the Archangel in the back, while they're supposed to fight for the same army - j/k :P) - the destination hex however remained locked for other creatures (we see the Sultan Efreets which have their turn, but the hex is not shaded while it's within their range) - I've forced a crashdump immediately, as I thought it's not reproducible (attached under screenshot). So, after the above, I only had bug 2, even when restarting the app or the PC. While reproducing the bug, I also had the following: - Gave Arch Devils command to attack the Griffins - They did disappear, but reappeared in the same place, had the attack animation in the start hex, Griffins had the damage receive animation and lost 2 from the stack (and battle log was also updated accordingly) - After this, the head of the Arch Devils disappeared behind the Devils (screenshot 2) - Used Defend on the other creatures to follow the development of the bug - When Griffins' turn came, they attacked the (invisible) Arch Devil next to them, triggering the graphic representation of the Arch Devil to move - not in the hex were they were, but 3 rows lower (as in screenshot 3); Griffins were killed in retaliation and Arch Devil remain on this new (wrong) spot - When Azure Dragon's turn came, they weren't able to access the hex where the Arch Devil was supposed to be (between Pikemen and dead Griffins), but were able to fly to hexes 184.185 (screenshots 3 & 4). - And so on... when Arch Devil's turn came, we see it surrounded by the yellow glow in the wrong hex, and even if it attacks, it remains in that hex. - When the case, Morale and Luck animations occur in the hex where the creature should be, not where we see it. Same issue for Devils. I have some more crashdumps & saved game, but I guess they are redundant (let me know if you need them though). |
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