Support
[Bug] Short sound effect breakdown while TimeBox departs (FIXED)
This bug seems to be very old but I never got around to report it so far.
It is also present in 0.9.22.
When a TimeBox has just begun to depart (turning invisible), other sound effects don't seem to be able to play for a while. The TimeBox sound as well the music work ok, it is just that for a moment, new sound effects aren't added when they should play in that moment.
For instance, if the TimeBox just departs, and the next turn starts and you immediately fire a bazooka, you will probably not hear the bazooka launch sound nor its explosion. And probably some other related sounds.
When the TimeBox is done with everything, sound turns back to normal.
I am not entirely sure when exactly the sound breaks down. Maybe it also happens when the TimeBox began to appear, but I haven't seen a reliable pattern yet.
[Bug] “Yoohoo” sound for seduction is missing (FIXED)
I haven't heard the “Yoohoo!” sound that plays when you activate seduction since ages. It does not work in 0.9.22 for me. I am pretty sure seduction made a sound in earlier versions.
What happened?
Untranslated strings in Qt frontend
Hi!
I am using the German translation of Hedgewars 0.9.22, but there are some strings which are not translated in the Qt frontend. I am pretty sure the problem is not in the German translation itself, since I worked hard to complete it to nearly 100% and I know the strings in question were not available for translation.
I don't know which of those are actually a mistake of Hedgewars itself or if it is a problem with a system installation (Qt). My guess is that is is probably a mix of both.
- FIXED: Context menu after you rightclick a text field
- FIXED: Context menu of a scroll bar
- FIXED: Buttons of dialog windows (mostly error messages and “Yes”/“No” questions, e.g. when you want to delete a team)
- FIXED: File selection dialog when loading or saving a hand-drawn map (buttons, column titles, context menus, labels)
- FIXED: Window titles of: Feedback dialog, theme selection dialog, hat selection dialog (it's always just “hedgewars”, seems to be a default value or something)
- FIXED: Titles of campaigns and campaign missions
- Names of schemes and styles (scripts)
- Names of maps, hats, forts, voicepacks, graves and flags (would probably be overkill to try to translate anyways
)
If anyone has translated (non-English) strings for any of the widgets I mentioned above, please tell me, as this would proof that the problem lies (at least partly) on my side.
[Bug] [Fixed] Low gravity utility does not work in Gravity script
If you use the Gravity script and set the gravity (e.g. “g=75”) and then start the game, using the “Low gravity” utility does nothing.
The gravity is simply unchanged, thus making Low gravity useless.
I know the Gravity script works by setting the gravity again and again, which of course means that the effect of the Low gravity utility is instantly overwritten.
My proposed fix would be for the script to store when a Low gravity utility has been used (for the rest of the turn), from that point on (until the next turn starts) the gravity the script would normally set is multiplied by 0.5 (current Low gravity factor).
The idea is to make the Low gravity utility work on top of the existing gravity modification.
For instance, if you have “g=75” set as script parameter, the gravity is set to 75%. As soon the low gravity utilty is used, the script instead sets it to the half of that, resulting in an absolute gravity of 37.5% for the rest of the turn. When the next turn starts, it goes back to 75%.
For the weird random or osciallating mode, this should go similar: Just multiply the gravity the script would normally set by 0.5 after the player activated low gravity.
[Bug] Air mines + Crazy wind → Turn may never end (FIXED)
In Hedgewars 0.9.22, the game can get stuck when crazy wind and air mines are enabled.
If you have crazy wind (Wind influences almost everything) enabled, the air mines will be affected by the wind as well. This is problematic for open maps. If just one air mine manages to excape the island, it will be blown away all the way out of the visible part of the land/Sea and will fly forever away. The problem is, the mine is never destroyed, yet it still moves and the turn never ends.
Another funny thing: As soon as the air mine is outside of the visible area, it routinely makes an collision sound.
Similar problems happen with the other world edge types (ocean, wrap-around, bouncy walls).
Proposed partial bugfix:
Maybe air mines should just self-destruct when they got too far away from the main land and they aren't following anything.
However, this bugfix won't work for the “bouncy walls” and “wrap-around” world edge types since the air mines never escape the visible area.
