I tried to reproduce that while fighting some fliers (Archangels), which take long time to cross the battlefield, and I got a pretty funny behavior actually. Here’s the full bug description, and I’m also giving it a log number:
#71 Pressing spacebar in battle during enemy’s turn may cause duplication of enemy animation, and always ends up in game crash. In my case, I pressed spacebar about 20 times while the Archangel flew across the battlefield to get to my Pikemen. The result was that after striking the Pikemen down, the animation was repeated fully about 20 more times (I guess as many as I previously pressed Spacebar): Archangel reappearing in original hex, Pikemen “alive” again, flying across, striking Pikemen down, and again same cycle over and over again. Eventually the game crashed, freezing the battle while Archangel was striking the Pikemen.
I’ve investigated that replay “feature”, but it’s not reproducible in the newest version - although I’ve encountered and fixed another bug while testing ;]. Anyway thanks for report.
Indeed.
If everything goes fine, I’ll post development build on Sunday. If no giant and disastrous bugs are find, the “big” release will go on 1 June.
All features I wanted to implement (artifact support system, map events) are done enough. Tow Dragon’s stack bonus system seems to be mostly functionable.
There still is a crashbug probably related to playing music that bothers me. I’ll soon post info on it in the sounds thread.
Uhm… it works… but not exactly in the way I’d like it to work. I’d like to move spell effects to this system. And then implementing many new spells and creature abilities would be trivial. I think I could finish most of it in one week. I hope it won’t introduce new bugs.
Some issues still pending from this thread (= unresolved bugs which are also not logged in SF or more recent topics, plus a couple of unclear items):
@pHOMM: It’s not very clear to me what #43 describes. Is it by any chance the same with what I reported long ago as 0.63b#15 ? If yes, then it’s not an issue anymore (now, in 0.72d)
#59 - Unresolved. Seems to be related to 0.71#51 above, which is the same with 0.72b#7. Once that is solved, this needs to be rechecked.
#60 - @Ivan: Are you sure it was the Centaur attacking the Skeleton, and not the Skeleton retaliation (in which case it would be a very known bug occurring when 2-hex creatures are attacked from certain angles)
#61 - The “Isles of Illusion” map attached to your post is full of unreachable objects. However I’m not sure if that’s the cause of the crash - especially now in 0.72d, when VCMI crashes (ALWAYS) when we scroll to it already, while in your bug description you mention it was crashing on startup (?)
#62 & #64 - Both seem fixed. @pHOMM - you can double check and confirm, in case I misunderstood the bug description (?)
#67 - The main bug is solved (being able to continue the battle during r-click). Only detail remaining is that cursor during r-click does not change to the neutral arrow as in H3. But I have mixed feelings about “fixing” this last bit: I kinda like that in VCMI the cursor of the possible action on that stack remains during r-click (maybe you can leave it until you get new reports about it).
#69 - Unresolved (in 0.72d). // EDIT: Ignore - this one is already logged in SourceForge.
I can confirm it’s fixed. I couple of weeks ago I scanned this thread to see if there are still bugs reported here which are neither fixed nor reported in SF. This was one of them. And I did my best to reproduce it but it didn’t happen again.