Merge lp:~widelands-dev/widelands/bug1480928 into lp:widelands

Proposed by Jens Beyer
Status: Rejected
Rejected by: Jens Beyer
Proposed branch: lp:~widelands-dev/widelands/bug1480928
Merge into: lp:widelands
Diff against target: 64 lines (+5/-5)
5 files modified
tribes/atlanteans/woodcutter/conf (+1/-1)
tribes/barbarians/lumberjack/conf (+1/-1)
tribes/empire/lumberjack/conf (+1/-1)
world/immovables/trees/aspen/init.lua (+1/-1)
world/immovables/trees/oak/init.lua (+1/-1)
To merge this branch: bzr merge lp:~widelands-dev/widelands/bug1480928
Reviewer Review Type Date Requested Status
Jens Beyer Needs Resubmitting
Review via email: mp+270540@code.launchpad.net

Description of the change

Animation seems to loop to the first picture again.

Easy fix - remove 1ms of the animation ;-)

I believe it would not be good to remove the looping from animation in general. Other way would probably be tinkering with the fps, but I don't know if it takes fraction values like 10.001 or something.

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Revision history for this message
GunChleoc (gunchleoc) wrote :

I just tested it, and the oak is still getting up. Maybe we do need a switch in the animation after all to make sure that this is always clean (loop = true/false). I think we will need a second version of NumberGlob in graphics/animation.cc for this.

Revision history for this message
SirVer (sirver) wrote :

or a better timing information: "animate=falling once" or so.

Revision history for this message
Jens Beyer (qcumber-some) wrote :

Or, by cutting the animation one whole picture (=0.1s) earlier and making the lumberjacks idle more the same amount of time to prevent changing balancing.

Please test again if this is feasible approach. I have tested with different game FPS settings (99, 60, 25, 8) and I don't see the issue anymore.

I guess setting the animation duration just as long as there are images would be a practical approach of "once".

Revision history for this message
Jens Beyer (qcumber-some) :
review: Needs Resubmitting
Revision history for this message
GunChleoc (gunchleoc) wrote :

The trees are still getting up for me :(

Revision history for this message
TiborB (tiborb95) wrote :

Hey, I have created new branch https://code.launchpad.net/~widelands-dev/widelands/animation_loop , I am trying to address this from within C++ code, see there

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1=== modified file 'tribes/atlanteans/woodcutter/conf'
2--- tribes/atlanteans/woodcutter/conf 2014-03-17 17:23:26 +0000
3+++ tribes/atlanteans/woodcutter/conf 2015-09-10 13:51:19 +0000
4@@ -11,7 +11,7 @@
5 2=playFX ../../../sound/sawmill/sawmill 230
6 3=animation sawing 10000
7 4=object fall
8-5=animation idle 2000
9+5=animation idle 2100
10 6=createware log
11 7=return
12
13
14=== modified file 'tribes/barbarians/lumberjack/conf'
15--- tribes/barbarians/lumberjack/conf 2014-03-17 17:23:26 +0000
16+++ tribes/barbarians/lumberjack/conf 2015-09-10 13:51:19 +0000
17@@ -12,7 +12,7 @@
18 3=animation hacking 10000
19 4=playFX ../../../sound/spoken/timber 192
20 5=object fall
21-6=animation idle 2000
22+6=animation idle 2100
23 7=createware log
24 8=return
25
26
27=== modified file 'tribes/empire/lumberjack/conf'
28--- tribes/empire/lumberjack/conf 2014-03-17 17:23:26 +0000
29+++ tribes/empire/lumberjack/conf 2015-09-10 13:51:19 +0000
30@@ -12,7 +12,7 @@
31 3=animation hacking 10000
32 4=playFX ../../../sound/spoken/timber 156
33 5=object fall
34-6=animation idle 2000
35+6=animation idle 2100
36 7=createware log
37 8=return
38
39
40=== modified file 'world/immovables/trees/aspen/init.lua'
41--- world/immovables/trees/aspen/init.lua 2015-08-13 18:30:36 +0000
42+++ world/immovables/trees/aspen/init.lua 2015-09-10 13:51:19 +0000
43@@ -93,7 +93,7 @@
44 "seed=aspen_summer_sapling",
45 },
46 fall = {
47- "animate=falling 1200",
48+ "animate=falling 1100",
49 "transform=fallentree",
50 },
51 },
52
53=== modified file 'world/immovables/trees/oak/init.lua'
54--- world/immovables/trees/oak/init.lua 2015-08-13 18:30:36 +0000
55+++ world/immovables/trees/oak/init.lua 2015-09-10 13:51:19 +0000
56@@ -90,7 +90,7 @@
57 "seed=oak_summer_sapling",
58 },
59 fall = {
60- "animate=falling 1200",
61+ "animate=falling 1100",
62 "transform=fallentree",
63 },
64 },

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