Ticket #1577 (closed bug: fixed (in master))
Movement delay breaks movement
| Reported by: | myshkin | Owned by: | david3x3x3 |
|---|---|---|---|
| Milestone: | 3.4.0 | Keywords: | prefs |
| Cc: |
Description (last modified by myshkin) (diff)
Reported by macang on IRC: when movement delay is nonzero and the roguelike keyset is on, the hjkl movement keys only work every other keypress, and the yubn movement keys don't move at all. He reported this with 3.3.2 on OS X 10.6.6; I can reproduce it with v4 on OS X 10.6.8 with both the roguelike and standard keysets. I suspect it is not port-specific.
Change History
comment:1 Changed 19 months ago by myshkin
- Keywords prefs added; keyset removed
- Description modified (diff)
- Summary changed from Movement delay breaks the roguelike keyset to Movement delay breaks movement
comment:2 Changed 19 months ago by myshkin
On IRC, BreathesFire? confirms that it also occurs on 3.3.0 Windows:
Oh that's odd. Adding a movement delay disables num-keypad input, but the standard arrow keys work Working off a windows 10-3-2011 compile Actually, it forces you to hold down the key and wait for effect I'm thinking movement delay should only apply to auto-run with '.' It also stores the last movement key and waits for input after x-milliseconds, then uses the old direction so if you are holding down a movement key, release, then press a new direction, you will continue once more in the old direction Using the run command also requires holding down the key to get a running direction prompt Then the game delays for each space ran, but the screen is not updated between each sqaure movement The result is a long delay until @ appears at the end of his run. So yeah, movement delay is unplayable on 3.3.0 for windows
comment:3 Changed 19 months ago by myshkin
See also this oook thread. The bug is not as old as 3.2.0.
comment:5 Changed 13 months ago by fizzix
- Owner changed from myshkin to david3x3x3
- Status changed from confirmed to assigned
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