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ID | Project | Category | View Status | Date Submitted | Last Update | ||||||
0001952 | Dwarf Fortress | Adventure Mode -- General | public | 2010-05-18 12:48 | 2014-08-19 12:02 | ||||||
Reporter | Quietust | ||||||||||
Assigned To | Footkerchief | ||||||||||
Priority | normal | Severity | minor | Reproducibility | always | ||||||
Status | confirmed | Resolution | open | ||||||||
Platform | OS | OS Version | |||||||||
Product Version | 0.31.04 | ||||||||||
Target Version | Fixed in Version | ||||||||||
Summary | 0001952: After death, time only advances on keypress/mouseclick | ||||||||||
Description | The 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. | ||||||||||
Tags | SDL-only | ||||||||||
Attached Files | |||||||||||
Relationships | |||||||||||
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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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