#169517: "Active player clocks do not show that time remaining is decreasing during animations."
O čom je toto hlásenie?
Čo sa stalo? Prosím vyber z nasledujúcich
Čo sa stalo? Prosím vyber z nasledujúcich
Prosím skontroluj, či už existuje hlásenie na rovnakú tému
Ak je to tak, prosím HLASUJTE za toto hlásenie. Hlásenia s najviac hlasmi majú PRIORITU!
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Podrobný popis
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• Prosím skopíruj a vlož chybové hlásenie, ktoré si videl na obrazovke, ak sa nejaké vyskytlo.
In Carcassonne, scoring animations occur after a player completes features during their turn. In other words, the animations occur at the beginning of the following player’s turn. Unfortunately the time-remaining clock of the following player doesn’t reflect the fact that their time is being consumed while the animations are running.
Hitting refresh (F5) does fix the problem (during the current animation only), and it would no longer be a problem if players could disable animations (see suggestion here: boardgamearena.com/bug?id=169514 ), but hopefully there is also another way to address this predictable clock discrepancy that works well with animations.
Additional details:
The “time remaining clocks” of players and spectators do not count down while animations are occurring. This can be seen in two streaming video excerpts showing an 8 second delay and a 17 second delay (links pasted below). Although the active player’s clocks resume counting down once the animations have finished, they start with the time remaining that the player had before their turn started, rather than with the correct time remaining that also reflects the time it took for the animations to run. Because of this, even under the best connection circumstances, players and spectators see a clock that suggests that the active player has more time remaining than they actually have. Although the active player’s time remaining is “reset” to be consistent with the BGA server’s time once they’ve finished their turn, the time discrepancy persists throughout their turn, making it possible for them to run out of time without realizing it. The two video clips show that clock discrepancies due to animations can be as much as 17 seconds.
Examples:
8 second delay: www.youtube.com/clip/Ugkxa58R5JPxlensRsux1AWFtNnmj_h38GVm
17 second delay: www.youtube.com/clip/UgkxSoBfYPO4q_W3AFiMh3sxiDCX5ClGa7ZU -
• Prosím vysvetli, čo si chcel/a spraviť, čo si spravil/a a čo sa stalo
• Aký prehliadač používaš?
Google Chrome v136
-
• Skopíruj/vlož text zobrazený v angličtine namiesto tvojho jazyka. Ak máš screenshot (dobrý zvyk), môžeš použiť Imgur.com na jeho nahranie a skopírovať sem odkaz na neho.
In Carcassonne, scoring animations occur after a player completes features during their turn. In other words, the animations occur at the beginning of the following player’s turn. Unfortunately the time-remaining clock of the following player doesn’t reflect the fact that their time is being consumed while the animations are running.
Hitting refresh (F5) does fix the problem (during the current animation only), and it would no longer be a problem if players could disable animations (see suggestion here: boardgamearena.com/bug?id=169514 ), but hopefully there is also another way to address this predictable clock discrepancy that works well with animations.
Additional details:
The “time remaining clocks” of players and spectators do not count down while animations are occurring. This can be seen in two streaming video excerpts showing an 8 second delay and a 17 second delay (links pasted below). Although the active player’s clocks resume counting down once the animations have finished, they start with the time remaining that the player had before their turn started, rather than with the correct time remaining that also reflects the time it took for the animations to run. Because of this, even under the best connection circumstances, players and spectators see a clock that suggests that the active player has more time remaining than they actually have. Although the active player’s time remaining is “reset” to be consistent with the BGA server’s time once they’ve finished their turn, the time discrepancy persists throughout their turn, making it possible for them to run out of time without realizing it. The two video clips show that clock discrepancies due to animations can be as much as 17 seconds.
Examples:
8 second delay: www.youtube.com/clip/Ugkxa58R5JPxlensRsux1AWFtNnmj_h38GVm
17 second delay: www.youtube.com/clip/UgkxSoBfYPO4q_W3AFiMh3sxiDCX5ClGa7ZU -
• Je tento text dostupný v prekladovom systéme? Ak áno, bol preložený po dlhšie ako 24 hodín?
• Aký prehliadač používaš?
Google Chrome v136
-
• Prosím presne a stručne vysvetli svoj podnet, aby bolo čo najjednoduchšie pochopiť, ako to myslíš.
In Carcassonne, scoring animations occur after a player completes features during their turn. In other words, the animations occur at the beginning of the following player’s turn. Unfortunately the time-remaining clock of the following player doesn’t reflect the fact that their time is being consumed while the animations are running.
Hitting refresh (F5) does fix the problem (during the current animation only), and it would no longer be a problem if players could disable animations (see suggestion here: boardgamearena.com/bug?id=169514 ), but hopefully there is also another way to address this predictable clock discrepancy that works well with animations.
Additional details:
The “time remaining clocks” of players and spectators do not count down while animations are occurring. This can be seen in two streaming video excerpts showing an 8 second delay and a 17 second delay (links pasted below). Although the active player’s clocks resume counting down once the animations have finished, they start with the time remaining that the player had before their turn started, rather than with the correct time remaining that also reflects the time it took for the animations to run. Because of this, even under the best connection circumstances, players and spectators see a clock that suggests that the active player has more time remaining than they actually have. Although the active player’s time remaining is “reset” to be consistent with the BGA server’s time once they’ve finished their turn, the time discrepancy persists throughout their turn, making it possible for them to run out of time without realizing it. The two video clips show that clock discrepancies due to animations can be as much as 17 seconds.
Examples:
8 second delay: www.youtube.com/clip/Ugkxa58R5JPxlensRsux1AWFtNnmj_h38GVm
17 second delay: www.youtube.com/clip/UgkxSoBfYPO4q_W3AFiMh3sxiDCX5ClGa7ZU • Aký prehliadač používaš?
Google Chrome v136
-
• Čo sa objavilo na obrazovke, keď si bol zablokovaný (Prázdna obrazovka? Časť herného rozhrania? Chybové hlásenie?)?
In Carcassonne, scoring animations occur after a player completes features during their turn. In other words, the animations occur at the beginning of the following player’s turn. Unfortunately the time-remaining clock of the following player doesn’t reflect the fact that their time is being consumed while the animations are running.
Hitting refresh (F5) does fix the problem (during the current animation only), and it would no longer be a problem if players could disable animations (see suggestion here: boardgamearena.com/bug?id=169514 ), but hopefully there is also another way to address this predictable clock discrepancy that works well with animations.
Additional details:
The “time remaining clocks” of players and spectators do not count down while animations are occurring. This can be seen in two streaming video excerpts showing an 8 second delay and a 17 second delay (links pasted below). Although the active player’s clocks resume counting down once the animations have finished, they start with the time remaining that the player had before their turn started, rather than with the correct time remaining that also reflects the time it took for the animations to run. Because of this, even under the best connection circumstances, players and spectators see a clock that suggests that the active player has more time remaining than they actually have. Although the active player’s time remaining is “reset” to be consistent with the BGA server’s time once they’ve finished their turn, the time discrepancy persists throughout their turn, making it possible for them to run out of time without realizing it. The two video clips show that clock discrepancies due to animations can be as much as 17 seconds.
Examples:
8 second delay: www.youtube.com/clip/Ugkxa58R5JPxlensRsux1AWFtNnmj_h38GVm
17 second delay: www.youtube.com/clip/UgkxSoBfYPO4q_W3AFiMh3sxiDCX5ClGa7ZU • Aký prehliadač používaš?
Google Chrome v136
-
• Ktorá časť pravidiel nebola dodržaná v BGA adaptácii?
In Carcassonne, scoring animations occur after a player completes features during their turn. In other words, the animations occur at the beginning of the following player’s turn. Unfortunately the time-remaining clock of the following player doesn’t reflect the fact that their time is being consumed while the animations are running.
Hitting refresh (F5) does fix the problem (during the current animation only), and it would no longer be a problem if players could disable animations (see suggestion here: boardgamearena.com/bug?id=169514 ), but hopefully there is also another way to address this predictable clock discrepancy that works well with animations.
Additional details:
The “time remaining clocks” of players and spectators do not count down while animations are occurring. This can be seen in two streaming video excerpts showing an 8 second delay and a 17 second delay (links pasted below). Although the active player’s clocks resume counting down once the animations have finished, they start with the time remaining that the player had before their turn started, rather than with the correct time remaining that also reflects the time it took for the animations to run. Because of this, even under the best connection circumstances, players and spectators see a clock that suggests that the active player has more time remaining than they actually have. Although the active player’s time remaining is “reset” to be consistent with the BGA server’s time once they’ve finished their turn, the time discrepancy persists throughout their turn, making it possible for them to run out of time without realizing it. The two video clips show that clock discrepancies due to animations can be as much as 17 seconds.
Examples:
8 second delay: www.youtube.com/clip/Ugkxa58R5JPxlensRsux1AWFtNnmj_h38GVm
17 second delay: www.youtube.com/clip/UgkxSoBfYPO4q_W3AFiMh3sxiDCX5ClGa7ZU -
• Je možné vidieť porušenie pravidiel na zázname z hry? Ak áno, aké je číslo ťahu?
• Aký prehliadač používaš?
Google Chrome v136
-
• Aký herný ťah si chcel urobiť?
In Carcassonne, scoring animations occur after a player completes features during their turn. In other words, the animations occur at the beginning of the following player’s turn. Unfortunately the time-remaining clock of the following player doesn’t reflect the fact that their time is being consumed while the animations are running.
Hitting refresh (F5) does fix the problem (during the current animation only), and it would no longer be a problem if players could disable animations (see suggestion here: boardgamearena.com/bug?id=169514 ), but hopefully there is also another way to address this predictable clock discrepancy that works well with animations.
Additional details:
The “time remaining clocks” of players and spectators do not count down while animations are occurring. This can be seen in two streaming video excerpts showing an 8 second delay and a 17 second delay (links pasted below). Although the active player’s clocks resume counting down once the animations have finished, they start with the time remaining that the player had before their turn started, rather than with the correct time remaining that also reflects the time it took for the animations to run. Because of this, even under the best connection circumstances, players and spectators see a clock that suggests that the active player has more time remaining than they actually have. Although the active player’s time remaining is “reset” to be consistent with the BGA server’s time once they’ve finished their turn, the time discrepancy persists throughout their turn, making it possible for them to run out of time without realizing it. The two video clips show that clock discrepancies due to animations can be as much as 17 seconds.
Examples:
8 second delay: www.youtube.com/clip/Ugkxa58R5JPxlensRsux1AWFtNnmj_h38GVm
17 second delay: www.youtube.com/clip/UgkxSoBfYPO4q_W3AFiMh3sxiDCX5ClGa7ZU -
• Čo si skúsil aby si vyvolal túto akciu?
-
• Čo sa stalo keď si spravil túto hernú akciu (chybové hlásenie, hlásenie v stavovom pruhu, ...)?
• Aký prehliadač používaš?
Google Chrome v136
-
• Kedy v priebehu hry sa problém vyskytol (aká bola prebiehajúca herná inštrukcia)?
In Carcassonne, scoring animations occur after a player completes features during their turn. In other words, the animations occur at the beginning of the following player’s turn. Unfortunately the time-remaining clock of the following player doesn’t reflect the fact that their time is being consumed while the animations are running.
Hitting refresh (F5) does fix the problem (during the current animation only), and it would no longer be a problem if players could disable animations (see suggestion here: boardgamearena.com/bug?id=169514 ), but hopefully there is also another way to address this predictable clock discrepancy that works well with animations.
Additional details:
The “time remaining clocks” of players and spectators do not count down while animations are occurring. This can be seen in two streaming video excerpts showing an 8 second delay and a 17 second delay (links pasted below). Although the active player’s clocks resume counting down once the animations have finished, they start with the time remaining that the player had before their turn started, rather than with the correct time remaining that also reflects the time it took for the animations to run. Because of this, even under the best connection circumstances, players and spectators see a clock that suggests that the active player has more time remaining than they actually have. Although the active player’s time remaining is “reset” to be consistent with the BGA server’s time once they’ve finished their turn, the time discrepancy persists throughout their turn, making it possible for them to run out of time without realizing it. The two video clips show that clock discrepancies due to animations can be as much as 17 seconds.
Examples:
8 second delay: www.youtube.com/clip/Ugkxa58R5JPxlensRsux1AWFtNnmj_h38GVm
17 second delay: www.youtube.com/clip/UgkxSoBfYPO4q_W3AFiMh3sxiDCX5ClGa7ZU -
• Čo sa stalo keď si spravil túto hernú akciu (chybové hlásenie, hlásenie v stavovom pruhu, ...)?
• Aký prehliadač používaš?
Google Chrome v136
-
• Prosím popíš viditeľný problém. Ak máš screenshot (dobrý zvyk), môžeš použiť Imgur.com na jeho nahranie a skopírovať sem odkaz na neho.
In Carcassonne, scoring animations occur after a player completes features during their turn. In other words, the animations occur at the beginning of the following player’s turn. Unfortunately the time-remaining clock of the following player doesn’t reflect the fact that their time is being consumed while the animations are running.
Hitting refresh (F5) does fix the problem (during the current animation only), and it would no longer be a problem if players could disable animations (see suggestion here: boardgamearena.com/bug?id=169514 ), but hopefully there is also another way to address this predictable clock discrepancy that works well with animations.
Additional details:
The “time remaining clocks” of players and spectators do not count down while animations are occurring. This can be seen in two streaming video excerpts showing an 8 second delay and a 17 second delay (links pasted below). Although the active player’s clocks resume counting down once the animations have finished, they start with the time remaining that the player had before their turn started, rather than with the correct time remaining that also reflects the time it took for the animations to run. Because of this, even under the best connection circumstances, players and spectators see a clock that suggests that the active player has more time remaining than they actually have. Although the active player’s time remaining is “reset” to be consistent with the BGA server’s time once they’ve finished their turn, the time discrepancy persists throughout their turn, making it possible for them to run out of time without realizing it. The two video clips show that clock discrepancies due to animations can be as much as 17 seconds.
Examples:
8 second delay: www.youtube.com/clip/Ugkxa58R5JPxlensRsux1AWFtNnmj_h38GVm
17 second delay: www.youtube.com/clip/UgkxSoBfYPO4q_W3AFiMh3sxiDCX5ClGa7ZU • Aký prehliadač používaš?
Google Chrome v136
-
• Skopíruj/vlož text zobrazený v angličtine namiesto tvojho jazyka. Ak máš screenshot (dobrý zvyk), môžeš použiť Imgur.com na jeho nahranie a skopírovať sem odkaz na neho.
In Carcassonne, scoring animations occur after a player completes features during their turn. In other words, the animations occur at the beginning of the following player’s turn. Unfortunately the time-remaining clock of the following player doesn’t reflect the fact that their time is being consumed while the animations are running.
Hitting refresh (F5) does fix the problem (during the current animation only), and it would no longer be a problem if players could disable animations (see suggestion here: boardgamearena.com/bug?id=169514 ), but hopefully there is also another way to address this predictable clock discrepancy that works well with animations.
Additional details:
The “time remaining clocks” of players and spectators do not count down while animations are occurring. This can be seen in two streaming video excerpts showing an 8 second delay and a 17 second delay (links pasted below). Although the active player’s clocks resume counting down once the animations have finished, they start with the time remaining that the player had before their turn started, rather than with the correct time remaining that also reflects the time it took for the animations to run. Because of this, even under the best connection circumstances, players and spectators see a clock that suggests that the active player has more time remaining than they actually have. Although the active player’s time remaining is “reset” to be consistent with the BGA server’s time once they’ve finished their turn, the time discrepancy persists throughout their turn, making it possible for them to run out of time without realizing it. The two video clips show that clock discrepancies due to animations can be as much as 17 seconds.
Examples:
8 second delay: www.youtube.com/clip/Ugkxa58R5JPxlensRsux1AWFtNnmj_h38GVm
17 second delay: www.youtube.com/clip/UgkxSoBfYPO4q_W3AFiMh3sxiDCX5ClGa7ZU -
• Je tento text dostupný v prekladovom systéme? Ak áno, bol preložený po dlhšie ako 24 hodín?
• Aký prehliadač používaš?
Google Chrome v136
-
• Prosím presne a stručne vysvetli svoj podnet, aby bolo čo najjednoduchšie pochopiť, ako to myslíš.
In Carcassonne, scoring animations occur after a player completes features during their turn. In other words, the animations occur at the beginning of the following player’s turn. Unfortunately the time-remaining clock of the following player doesn’t reflect the fact that their time is being consumed while the animations are running.
Hitting refresh (F5) does fix the problem (during the current animation only), and it would no longer be a problem if players could disable animations (see suggestion here: boardgamearena.com/bug?id=169514 ), but hopefully there is also another way to address this predictable clock discrepancy that works well with animations.
Additional details:
The “time remaining clocks” of players and spectators do not count down while animations are occurring. This can be seen in two streaming video excerpts showing an 8 second delay and a 17 second delay (links pasted below). Although the active player’s clocks resume counting down once the animations have finished, they start with the time remaining that the player had before their turn started, rather than with the correct time remaining that also reflects the time it took for the animations to run. Because of this, even under the best connection circumstances, players and spectators see a clock that suggests that the active player has more time remaining than they actually have. Although the active player’s time remaining is “reset” to be consistent with the BGA server’s time once they’ve finished their turn, the time discrepancy persists throughout their turn, making it possible for them to run out of time without realizing it. The two video clips show that clock discrepancies due to animations can be as much as 17 seconds.
Examples:
8 second delay: www.youtube.com/clip/Ugkxa58R5JPxlensRsux1AWFtNnmj_h38GVm
17 second delay: www.youtube.com/clip/UgkxSoBfYPO4q_W3AFiMh3sxiDCX5ClGa7ZU • Aký prehliadač používaš?
Google Chrome v136
História hlásenia
Pridať niečo k tomuto hláseniu
- Iné ID stola / ID ťahu
- Vyriešil sa problém pomocou F5?
- Objavil sa problém viackrát? Zakaždým? Náhodne?
- Ak máš screenshot (dobrý zvyk), môžeš použiť Imgur.com na jeho nahranie a skopírovať sem odkaz na neho.
