Original Building Site Graphic Is Visible During Construction Sequence

Bug #842960 reported by Chuck Wilder
12
This bug affects 2 people
Affects Status Importance Assigned to Milestone
widelands
Fix Released
High
Unassigned

Bug Description

In all building construction animation sequences including upgrades, the graphic for the original site is not removed until the completion of the build sequence.
If the graphic in the frame(s) of a new build sequence is not sufficiently large and have opaque areas to cover the existing site graphic, that existing graphic or parts of it are visible throughout the build sequence. This is not always desirable as it can yield an improbable image when elements that would be removed at the start of the build remain visible.
It is not always practical or desirable to design a build graphic with dimensions and elements that would naturally obscure the original.
It would be desirable to remove the original site graphic via a vertical wipe synchronized with the wipe to display the first build frame. This would provide the graphic artist the option to retain or remove elements as needed regardless of their position in the new or original image and not be fettered by the image that is being replaced.

Please see the attached graphic for examples.

Revision history for this message
Chuck Wilder (chuckw20) wrote :
summary: - Original Building Graphic Is Visible During New Build
+ Original Building Site Graphic Is Visible During Construction Sequence
Nasenbaer (nasenbaer)
Changed in widelands:
status: New → Confirmed
importance: Undecided → High
milestone: none → build17-rc1
Revision history for this message
Nasenbaer (nasenbaer) wrote :

The question is, what would be the best solution?
The problem simply is, that there must be the old building at the beginning, when there's actually only 0% build of the enhancement - so currently I believe the best would be to remove the old building animation after the first build segment was finished - this would keep the current animations of upgradeable buildings (with just one frame) as they are and should still be enough for better (multi frame) build animations.

What do you think?

Revision history for this message
Nasenbaer (nasenbaer) wrote :

okay I just checked the code - actually it is already the way I wrote above (constructionsite.cc:571 ff) - the main problem is, that the last image is always completely drawn at the beginning and the build animation is drawn on top (like a transparent layer).

So the fix should basically be like:
* the last animation frame (in first place the old building animation) is drawn completely
* once the next animation is drawn line by line, the line where the new animation is drawn should first be erased from the underlying old animation.

However I am not yet sure how to do this. Anyone of the graphic developers an idea?

Revision history for this message
Nasenbaer (nasenbaer) wrote :

nevermind about #3 - was a bit blind ;)

Fix is in bzr including a test animation for the citadel - looking forward to see it replaced :).

Changed in widelands:
status: Confirmed → Fix Committed
Revision history for this message
Chuck Wilder (chuckw20) wrote :

Thanks, Peter! I'm going to take that new code for a test run right away! :)

Revision history for this message
Chuck Wilder (chuckw20) wrote :

@Peter: When upgrading the barbarian fortress to a citadel, immediately after selecting the upgrade icon, the FIRST build frame of the fortress is displayed. This is not a logical progression, i.e. taking the construction site back that far in its history.

If a different frame is needed immediately at that point, I would suggest the LAST frame of the fortress build or the first frame of the citadel build.

To test, upgrade a fortress to a citadel with rev. 5972.

Revision history for this message
Chuck Wilder (chuckw20) wrote :

A third possibility is to display the "unoccupied" graphic of the first building as its occupants immediately are ejected.

To mitigate a drastic change in the fortress-citadel transition, I have accounted for the "dismantling" of the fortress in the first couple frames of the citadel build sequence. (see attached
I think that graphicians, by planning accordingly, should be able to resolve the transition from old to new without going back to "square #1" for the first building.

Revision history for this message
Chuck Wilder (chuckw20) wrote :
Revision history for this message
Chuck Wilder (chuckw20) wrote :
SirVer (sirver)
Changed in widelands:
status: Fix Committed → Triaged
Revision history for this message
Nasenbaer (nasenbaer) wrote :

Sorry for my late reply - actually I fixed that problem some days ago, but currently have no possibility to push it to trunk, as I am not at home.
It is a simpe one word change, so could someone of you please fix this :) ?

Fix is in http://bazaar.launchpad.net/~widelands-dev/widelands/trunk/view/head:/src/logic/constructionsite.cc#L583 (src/logic/constructionsite.cc line 583)

"build" must be replaced with "unoccupied"

Revision history for this message
Nasenbaer (nasenbaer) wrote :

alright. Fix is in trunk bzr rev. 5973 :)

Changed in widelands:
status: Triaged → Fix Committed
Revision history for this message
SirVer (sirver) wrote :

Released in build17-rc1.

Changed in widelands:
status: Fix Committed → Fix Released
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