View Issue Details
ID | Project | Category | View Status | Date Submitted | Last Update |
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0002744 | The Dark Mod | Coding | public | 29.04.2011 06:33 | 06.05.2011 05:07 |
Reporter | greebo | Assigned To | greebo | ||
Priority | normal | Severity | normal | Reproducibility | always |
Status | resolved | Resolution | fixed | ||
Product Version | TDM 1.05 | ||||
Target Version | TDM 1.06 | Fixed in Version | TDM 1.06 | ||
Summary | 0002744: Still getting "Cannot find attachment X to destroy" error | ||||
Description | I'm reopening this, as I'm seeing the same behaviour with a new animation that I added. I added "frame 1 object_call syncLegsWithTorso " to it, but it still happens. The animation is idle_eat_carrot. When I run it in a small testmap, there doesn't seem to be any problems. However, when I run it in my mission, I consistently see at least one "cannot find attachment X to destroy" error after playing around for a minute or two. Oddly, seeing that error does not guarantee that the AI will have a carrot stuck in his hand when I get to him, as I would expect. If the code isn't destroying the carrot, it should still be there, and sometimes it's not. Don't know what to make of that. In fact, I would say MOST of the time the AI doesn't have a carrot stuck to him after seeing that error...I was going to ignore it, actually, but last night I did see him walking around with a carrot. | ||||
Steps To Reproduce | test/interleave_anim.map | ||||
Tags | No tags attached. | ||||
Fixed in source rev. 4832. | |
Greebo, what did you do to fix this problem? I was having the "destroy twice in same frame problem" with a tinderbox animation that Springheel made for relighting flames when the AI isn't carrying a torch. I updated to the latest code, and now I'm occasionally finding tinderbox models (the object that's destroyed, a curved piece of 'steel') lying around on the floor after an animation, but in places where they weren't used. |
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The problem was caused by interleaved thinking. Some animation code (ServiceAnims()) was still assuming the time between two think frames is 16 msecs. It was a simple fix by introducing a "lastThinkTime" member on idAnimatedEntity. You can see my exact changes by viewing the SVN logs of the source revision mentioned above. |
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Date Modified | Username | Field | Change |
---|---|---|---|
29.04.2011 06:33 | greebo | New Issue | |
29.04.2011 06:33 | greebo | Status | new => assigned |
29.04.2011 06:33 | greebo | Assigned To | => greebo |
29.04.2011 06:33 | greebo | Relationship added | related to 0002557 |
29.04.2011 06:33 | greebo | Steps to Reproduce Updated | |
04.05.2011 12:12 | greebo | Note Added: 0003831 | |
04.05.2011 12:12 | greebo | Status | assigned => resolved |
04.05.2011 12:12 | greebo | Fixed in Version | => TDM 1.06 |
04.05.2011 12:12 | greebo | Resolution | open => fixed |
06.05.2011 04:21 | grayman | Note Added: 0003832 | |
06.05.2011 04:23 | grayman | Note Edited: 0003832 | |
06.05.2011 05:07 | greebo | Note Added: 0003833 | |
06.05.2011 05:07 | greebo | Note Edited: 0003833 |