Pack animals overlay carriers when both are idle

Bug #578387 reported by Chuck Wilder
8
This bug affects 1 person
Affects Status Importance Assigned to Milestone
widelands
Won't Fix
Low
Unassigned

Bug Description

Currently when both are idle, the animations for pack animals and carriers who share the same segment of road overlay one another. This can yield some rather peculiar visual results.

Please separate the resting spots for these two workers.

Revision history for this message
SirVer (sirver) wrote :

this is not trivial, as bobs always reside on fields and a road of length 2 has only one central field. Some non trivial code changes will be necessary for this.

tags: added: carrier graphics packed
Changed in widelands:
status: New → Confirmed
importance: Undecided → Low
Revision history for this message
Nicolai Hähnle (nha) wrote :

I don't know if it's worth doing for length-two roads; however, for longer roads we can do it. On odd-length roads it actually makes a lot of sense. We could even let the logic be to have carriers rest one field away from the flag that terminates the road when two carriers are present. It would be a reasonable thing to do if you had such a road system in real life.

Revision history for this message
SirVer (sirver) wrote :

but length-two roads are the norm and length-three roads are normally the longest I have. If this disturbs the graphicians, a solution for length-two roads must be found.

Revision history for this message
Hans Joachim Desserud (hjd) wrote :

As the pack animal is usually the largest, I thought it perhaps would help to always put the carrier in front of the animal. The strangest results I see is when the animal is covering the person to the point where you can only see the legs. I don't know how this is done in the code, but if there is a certain order for drawing workers this could be reorganized. Then the animal could be drawn first and the carrier on top, which would look less overlapping.

Revision history for this message
SirVer (sirver) wrote :

Setting to incomplete for bug sweeping.

Changed in widelands:
status: Confirmed → Incomplete
Revision history for this message
wl-zocker (wl-zocker) wrote :

This still happens in r6970 and looks quite odd. As suggested in #4, drawing the carrier onto the animal would probably look much better. For length-three roads (and longer ones) we can additionally but the carrier and the animal on different fields as suggested in #2, if this is not too complicated (code-wise). This would maybe even help the AI a bit which tends to build mor length-three roads than human players.

SirVer (sirver)
Changed in widelands:
status: Incomplete → Confirmed
Revision history for this message
SirVer (sirver) wrote :

Setting to incomplete for bug sweeping.

Changed in widelands:
status: Confirmed → Incomplete
Revision history for this message
Launchpad Janitor (janitor) wrote :

[Expired for widelands because there has been no activity for 60 days.]

Changed in widelands:
status: Incomplete → Expired
SirVer (sirver)
Changed in widelands:
status: Expired → Confirmed
GunChleoc (gunchleoc)
tags: added: graphic tribes
removed: carrier graphics packed
GunChleoc (gunchleoc)
tags: added: graphics
removed: graphic
Revision history for this message
GunChleoc (gunchleoc) wrote :
Changed in widelands:
status: Confirmed → Won't Fix
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