WML request for 1.1.1
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WML request for 1.1.1
I was wondering if there could be a redraw after any unit or recall tag. I found that I am adding lots [redraw] tags manually because the units don't show up before they start talking, and they probably should be on the screen automatically.
Hope springs eternal.
Wesnoth acronym guide.
Wesnoth acronym guide.
- Elvish_Pillager
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No. That would make it awfully annoying to place a bunch of units at the same time, for instance...
It's all fun and games until someone loses a lawsuit. Oh, and by the way, sending me private messages won't work. :/ If you must contact me, there's an e-mail address listed on the website in my profile.
- Elvish_Pillager
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ONE UNIT APPEARS. THEN THE NEXT. Then you turn off CAPS LOCK. What you want is all the units to appear at the same time.
It's all fun and games until someone loses a lawsuit. Oh, and by the way, sending me private messages won't work. :/ If you must contact me, there's an e-mail address listed on the website in my profile.
Right now they don't show up at all before they start talking. Is that better?
Original reply revised: I forgot that there are people who play with accelerated mode off. Under accelerated mode, you realize, the time difference between one-at-a-time and all-at-once is trivial. I'll stick with [redraw] I suppose.
Original reply revised: I forgot that there are people who play with accelerated mode off. Under accelerated mode, you realize, the time difference between one-at-a-time and all-at-once is trivial. I'll stick with [redraw] I suppose.
Hope springs eternal.
Wesnoth acronym guide.
Wesnoth acronym guide.
I'm sorry, but I don't understand Elvish Pillager's explanation.
When I create a unit I expect that unit to appear on the screen before I do my next action.
I've been testing my events and I'm finding that there are a lot of cases where events that I thought worked fine in 1.0 are firing out of order in 1.1.1.
For example, create some units, then reveal the map so the player can see them, then have them have a conversation. In 1.1.1 the units start talking before they appear or the map is revealed to the player.
Even if I'm using accelerated mode, I shouldn't have to fill my code with [redraws] just to make the screen refresh inbetween commands happening.
When I create a unit I expect that unit to appear on the screen before I do my next action.
I've been testing my events and I'm finding that there are a lot of cases where events that I thought worked fine in 1.0 are firing out of order in 1.1.1.
For example, create some units, then reveal the map so the player can see them, then have them have a conversation. In 1.1.1 the units start talking before they appear or the map is revealed to the player.
Even if I'm using accelerated mode, I shouldn't have to fill my code with [redraws] just to make the screen refresh inbetween commands happening.
Creator of Under the Burning Suns
Does anything cause redraw before [/event]?Noyga wrote:IMO [redraw] could be automagically made before the unit is starting to talk or actions like that.
[move_unit_fake] definitely does... how does the engine currently decide when to redraw before [/event]?
Hope springs eternal.
Wesnoth acronym guide.
Wesnoth acronym guide.
I went back and tested the first scenario of UTBS under Wesnoth 1.0.2 to remind myself how dialogue used to happen.
In 1.0.2 in the encounter with Vecnu in scenario 1, the units are created, the map is revealed, then the conversation begins. The screen jumps back and forth as various units speak.
In 1.1.1 in the encounter with Vecnu in scenario 1, the conversation begins, the screen does not move to different speakers, only when the conversation is done do the new units appear and the map revealed.
My point is that the same WML code causes very different results in 1.0.2 and 1.1.1. I don't know if this is a bug or an intentional change, but I think the older method of always updating the screen make much more sense, mainly becuase having conversations when you can't see the participants is really annoying. And I fear the current state will make many campaigns look very ugly.
In 1.0.2 in the encounter with Vecnu in scenario 1, the units are created, the map is revealed, then the conversation begins. The screen jumps back and forth as various units speak.
In 1.1.1 in the encounter with Vecnu in scenario 1, the conversation begins, the screen does not move to different speakers, only when the conversation is done do the new units appear and the map revealed.
My point is that the same WML code causes very different results in 1.0.2 and 1.1.1. I don't know if this is a bug or an intentional change, but I think the older method of always updating the screen make much more sense, mainly becuase having conversations when you can't see the participants is really annoying. And I fear the current state will make many campaigns look very ugly.
Creator of Under the Burning Suns
- Elvish_Pillager
- Posts: 8137
- Joined: May 28th, 2004, 10:21 am
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Yes, but I expect to be able to create a group of units at the 'same time' before being interrupted by a redraw.quartex wrote:I'm sorry, but I don't understand Elvish Pillager's explanation.
When I create a unit I expect that unit to appear on the screen before I do my next action.
It's all fun and games until someone loses a lawsuit. Oh, and by the way, sending me private messages won't work. :/ If you must contact me, there's an e-mail address listed on the website in my profile.