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0001952Dwarf FortressAdventure Mode -- Generalpublic2010-05-18 12:482014-08-19 12:02
Quietust 
Footkerchief 
normalminoralways
confirmedopen 
0.31.04 
 
0001952: After death, time only advances on keypress/mouseclick
The same behavior observed in 0001907, only it happens when you've died while assuming control of a creature. Likely also happens in actual Adventurer mode.
SDL-only
related to 0002967resolved Footkerchief Wait key needs to be pressed constantly to advance time 
child of 0001951new  Delay between performing wrestling move and time advancing 
Issue History
2010-05-18 12:48QuietustNew Issue
2010-05-18 13:54FootkerchiefRelationship addedchild of 0001951
2010-05-18 14:02FootkerchiefCategoryArena => Adventure Mode -- General
2010-06-21 12:37FootkerchiefTag Attached: SDL-only
2010-08-04 21:49monkeyfetusNote Added: 0011512
2010-08-05 05:52QuietustNote Added: 0011519
2010-08-05 08:28dree12Note Added: 0011523
2010-08-05 12:47QuietustNote Added: 0011529
2010-08-07 01:17FootkerchiefRelationship addedrelated to 0002967
2010-08-14 16:30QuietustNote Added: 0011795
2010-09-04 18:31dree12Note Added: 0012414
2010-11-24 11:37FootkerchiefNote Added: 0014192
2010-11-24 14:53QuietustNote Added: 0014194
2010-11-24 14:53QuietustNote Edited: 0014194bug_revision_view_page.php?bugnote_id=0014194#r5420
2010-11-24 15:00QuietustNote Edited: 0014194bug_revision_view_page.php?bugnote_id=0014194#r5421
2012-03-30 17:53QuietustNote Added: 0021923
2012-03-30 20:04FootkerchiefIssue Monitored: Baughn
2012-03-30 20:04FootkerchiefNote Added: 0021931
2012-09-21 15:41QuietustNote Added: 0023602
2014-06-11 10:09QuietustNote Added: 0024807
2014-08-19 11:29QuietustNote Added: 0029316
2014-08-19 12:02FootkerchiefAssigned To => Footkerchief
2014-08-19 12:02FootkerchiefStatusnew => confirmed
2017-11-05 11:22QuietustNote Edited: 0029316bug_revision_view_page.php?bugnote_id=0029316#r14876

Notes
(0011512)
monkeyfetus   
2010-08-04 21:49   
Hasn't this always been the case, even in 40d? I thought that after death the pausing before after announcements was intentional.
(0011519)
Quietust   
2010-08-05 05:52   
Certainly not - it's one thing for it to pause when you get a message, but right now it's paused constantly and doesn't actually run real time like it's supposed to.
(0011523)
dree12   
2010-08-05 08:28   
But... You're dead. Why should it run real time? I always thought you had to press "." continuously to have it run. Isn't that the way it's supposed to be?
(0011529)
Quietust   
2010-08-05 12:47   
In all previous (non-SDL) versions (including plain 40d and even plain 23a), adventurer mode switched to realtime once you died, only pausing and prompting you to press Space whenever you got an announcement. The point is that if you had any companions, you could at least see how the battle would end.

See http://www.youtube.com/watch?v=4AI49dH-oAs [^] for an example - seek to about 5:00 and you can see the game running on its own with occasional pauses. (Bonus: seek to 3:54 and observe Noloc Clobberrake throwing my corpse at an Elf Bowman as his final attack before bleeding to death from arrow wounds).
(0011795)
Quietust   
2010-08-14 16:30   
To clarify, after death in Adventurer mode, it's supposed to pause only on announcements, but it's currently pausing constantly, even when there aren't any announcements.
(0012414)
dree12   
2010-09-04 18:31   
Hmm, okay. I pressed "." in 40d too, so that must have been me stupid. Sorry.
(0014192)
Footkerchief   
2010-11-24 11:37   
Reminder sent to: Quietust

This is fixed, right? I haven't seen it in 0.31.18 SDL.
(0014194)
Quietust   
2010-11-24 14:53   
(edited on: 2010-11-24 15:00)
I'm still seeing this in 0.31.18 SDL - if I get killed, the action does not resume unless I either press/hold a key (which causes it to advance once per registered keypress, increasing in rate as you hold it down) or click on the window (which causes it to run ridiculously fast). This is most evident if you happen to die near a waterfall and have SHOW_FLOW_AMOUNTS enabled (which is easy to do in Arena mode).

(0021923)
Quietust   
2012-03-30 17:53   
A quick test confirms that this is still broken in version 0.34.07 SDL.

However, it works correctly in version 0.34.07 Legacy.
(0021931)
Footkerchief   
2012-03-30 20:04   
Reminder sent to: Baughn

Not sure if this one's in your arena or Toady's, but it might be worth a look.
(0023602)
Quietust   
2012-09-21 15:41   
For what it's worth, this is still broken as of version 0.34.11. A quick test in a virtual machine confirms that it is also broken in the Linux version.
(0024807)
Quietust   
2014-06-11 10:09   
The most likely cause for this problem is that Adventurer Mode "logic" is only ever done within viewscreen_dungeonmodest::feed(...), in response to keyboard/mouse input, rather than in viewscreen_dungeonmodest::logic(). Of course, this doesn't fully explain why it works correctly in the non-SDL builds...
(0029316)
Quietust   
2014-08-19 11:29   
(edited on: 2017-11-05 11:22)
This bug has changed in several ways since version 0.40.01:
1. Time no longer passes *at all* after dying in Arena mode - it only advances in Adventurer mode.
2. When you die, you also become Blind and thus can no longer see anything happening around you, but you still get announcements about events (such as "Night is falling", "The cackling fades away", or other people talking).

This bug is definitely still present as of version 0.43.05.