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IDProjectCategoryView StatusDate SubmittedLast Update
0001952Dwarf FortressAdventure Mode -- Generalpublic2010-05-18 12:482014-08-19 12:02
ReporterQuietust 
Assigned ToFootkerchief 
PrioritynormalSeverityminorReproducibilityalways
StatusconfirmedResolutionopen 
PlatformOSOS Version
Product Version0.31.04 
Target VersionFixed in Version 
Summary0001952: After death, time only advances on keypress/mouseclick
DescriptionThe same behavior observed in 0001907, only it happens when you've died while assuming control of a creature. Likely also happens in actual Adventurer mode.
TagsSDL-only
Attached Files

- Relationships
related to 0002967resolvedFootkerchief Wait key needs to be pressed constantly to advance time 
child of 0001951new Delay between performing wrestling move and time advancing 

-  Notes
(0011512)
monkeyfetus (reporter)
2010-08-04 21:49

Hasn't this always been the case, even in 40d? I thought that after death the pausing before after announcements was intentional.
(0011519)
Quietust (reporter)
2010-08-05 05:52

Certainly not - it's one thing for it to pause when you get a message, but right now it's paused constantly and doesn't actually run real time like it's supposed to.
(0011523)
dree12 (reporter)
2010-08-05 08:28

But... You're dead. Why should it run real time? I always thought you had to press "." continuously to have it run. Isn't that the way it's supposed to be?
(0011529)
Quietust (reporter)
2010-08-05 12:47

In all previous (non-SDL) versions (including plain 40d and even plain 23a), adventurer mode switched to realtime once you died, only pausing and prompting you to press Space whenever you got an announcement. The point is that if you had any companions, you could at least see how the battle would end.

See http://www.youtube.com/watch?v=4AI49dH-oAs [^] for an example - seek to about 5:00 and you can see the game running on its own with occasional pauses. (Bonus: seek to 3:54 and observe Noloc Clobberrake throwing my corpse at an Elf Bowman as his final attack before bleeding to death from arrow wounds).
(0011795)
Quietust (reporter)
2010-08-14 16:30

To clarify, after death in Adventurer mode, it's supposed to pause only on announcements, but it's currently pausing constantly, even when there aren't any announcements.
(0012414)
dree12 (reporter)
2010-09-04 18:31

Hmm, okay. I pressed "." in 40d too, so that must have been me stupid. Sorry.
(0014192)
Footkerchief (manager)
2010-11-24 11:37

Reminder sent to: Quietust

This is fixed, right? I haven't seen it in 0.31.18 SDL.
(0014194)
Quietust (reporter)
2010-11-24 14:53
edited on: 2010-11-24 15:00

I'm still seeing this in 0.31.18 SDL - if I get killed, the action does not resume unless I either press/hold a key (which causes it to advance once per registered keypress, increasing in rate as you hold it down) or click on the window (which causes it to run ridiculously fast). This is most evident if you happen to die near a waterfall and have SHOW_FLOW_AMOUNTS enabled (which is easy to do in Arena mode).

(0021923)
Quietust (reporter)
2012-03-30 17:53

A quick test confirms that this is still broken in version 0.34.07 SDL.

However, it works correctly in version 0.34.07 Legacy.
(0021931)
Footkerchief (manager)
2012-03-30 20:04

Reminder sent to: Baughn

Not sure if this one's in your arena or Toady's, but it might be worth a look.
(0023602)
Quietust (reporter)
2012-09-21 15:41

For what it's worth, this is still broken as of version 0.34.11. A quick test in a virtual machine confirms that it is also broken in the Linux version.
(0024807)
Quietust (reporter)
2014-06-11 10:09

The most likely cause for this problem is that Adventurer Mode "logic" is only ever done within viewscreen_dungeonmodest::feed(...), in response to keyboard/mouse input, rather than in viewscreen_dungeonmodest::logic(). Of course, this doesn't fully explain why it works correctly in the non-SDL builds...
(0029316)
Quietust (reporter)
2014-08-19 11:29
edited on: 2017-11-05 11:22

This bug has changed in several ways since version 0.40.01:
1. Time no longer passes *at all* after dying in Arena mode - it only advances in Adventurer mode.
2. When you die, you also become Blind and thus can no longer see anything happening around you, but you still get announcements about events (such as "Night is falling", "The cackling fades away", or other people talking).

This bug is definitely still present as of version 0.43.05.


- Issue History
Date Modified Username Field Change
2010-05-18 12:48 Quietust New Issue
2010-05-18 13:54 Footkerchief Relationship added child of 0001951
2010-05-18 14:02 Footkerchief Category Arena => Adventure Mode -- General
2010-06-21 12:37 Footkerchief Tag Attached: SDL-only
2010-08-04 21:49 monkeyfetus Note Added: 0011512
2010-08-05 05:52 Quietust Note Added: 0011519
2010-08-05 08:28 dree12 Note Added: 0011523
2010-08-05 12:47 Quietust Note Added: 0011529
2010-08-07 01:17 Footkerchief Relationship added related to 0002967
2010-08-14 16:30 Quietust Note Added: 0011795
2010-09-04 18:31 dree12 Note Added: 0012414
2010-11-24 11:37 Footkerchief Note Added: 0014192
2010-11-24 14:53 Quietust Note Added: 0014194
2010-11-24 14:53 Quietust Note Edited: 0014194 View Revisions
2010-11-24 15:00 Quietust Note Edited: 0014194 View Revisions
2012-03-30 17:53 Quietust Note Added: 0021923
2012-03-30 20:04 Footkerchief Issue Monitored: Baughn
2012-03-30 20:04 Footkerchief Note Added: 0021931
2012-09-21 15:41 Quietust Note Added: 0023602
2014-06-11 10:09 Quietust Note Added: 0024807
2014-08-19 11:29 Quietust Note Added: 0029316
2014-08-19 12:02 Footkerchief Assigned To => Footkerchief
2014-08-19 12:02 Footkerchief Status new => confirmed
2017-11-05 11:22 Quietust Note Edited: 0029316 View Revisions


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