View Issue Details
ID | Project | Category | View Status | Date Submitted | Last Update |
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0003166 | The Dark Mod | Coding | public | 04.07.2012 01:32 | 21.03.2013 17:55 |
Reporter | Springheel | Assigned To | grayman | ||
Priority | normal | Severity | normal | Reproducibility | have not tried |
Status | resolved | Resolution | fixed | ||
Product Version | TDM 1.08 | ||||
Target Version | TDM 2.00 | Fixed in Version | TDM 2.00 | ||
Summary | 0003166: After putting away sword AI still uses weapon_idle | ||||
Description | Check to see what's up with that...should only be used when sword is attached to the right hand. At least twice in Rightful Property I've seen AI ramp down from a search, put their sword away, and stay using the weapon_idle with one hand in a fist. | ||||
Tags | No tags attached. | ||||
The weapon has the correct replace spawnarg: "replace_anim_idle RightHand" "idle_weapon" Yet even when the weapon was no longer attached to the RightHand, "idle_weapon" was still replacing "idle". |
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Just saw this in test/walkcycle.map. Shoot a noise arrow into the corner. Wait for AI to return to their patrols. They put their weapons away, but they use the "alert walk" animation with their right hand in a fist. |
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This is a non-critical thing that can wait until after 1.08. | |
Found that unbinding a weapon doesn't account for the joint name when removing replacement anims, so none of the replacement anims were found in the replacement list, and so weren't being removed. After correcting this, AI that don't carry torches return to the correct idle animations. I'm currently testing with an armed wench carrying a torch and an armed builder carrying a torch. The wench correctly returns to the torch-carrying walking and idle anims (torch held up), but the builder doesn't (torch held down). Will need to see what the difference is between them. |
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The replacement anim system does a good job when an actor only wields one item. When an actor wields two items (weapon & torch), the system doesn't work. It can't support the combinations of idle/alert, armed/unarmed, torch/no torch, and fails when a torch-carrying actor sheathes his weapon, because the replacement anim removals aren't aware that the torch is still wielded. Essentially, the actor behaves as if he isn't carrying a torch. Rather than replacing the system, implement a workaround when an actor is carrying a torch. After a weapon is sheathed, the replacement anims from the torch are reloaded, making the system once again aware that a torch is present. |
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Unbinding weapons didn’t cause the replacement anims to be removed. Sheathing a weapon when carrying a torch requires reloading the torch’s replacement anims. Dropping a torch when carrying a weapon requires reloading the weapon’s replacement anims. rev. 5719: AI_events.cpp Actor.cpp Actor.h rev. 13367: tdm_ai_base.script tdm_moveable_weapons.def |
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This breaks Darkmod, get crash at start: --------- Game Map Shutdown ---------- --------- Game Map Shutdown done ----- ERROR:Error: file script\tdm_ai_base.script, line 2528: Unknown value "reloadTorchReplacementAnims" |
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In script/tdm_events.script, instead of "#if 0", do you have "#if 1" in the following section? // ===== THIS FILE ONLY SERVES FOR DOCUMENTATION PURPOSES, IT'S NOT ACTUALLY READ BY THE GAME ======= // ===== If you want to force this file to be loaded, change the line below to #if 1 ================ #if 0 |
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Assuming that was the problem, and you want to continue running with "#if 1", though it isn't necessary, you can update your darkmod folder and you'll receive a newly generated tdm_events.script file. You'll need to replace "#if 0" with "#if 1" if that's how you want to run. | |
Or perhaps you didn't delete darkmod/gamex86.dll before running the new update, and you're picking up an old Windows DLL? | |
I checked that file and it was set to #if 0, so I changed it to 1 but it still crashes with the same error. I did a SVN update just before running Darkmod, everything is showing as up to date. I'll try deleting gamex86.dll and checking out again. | |
Yeah it was the old dll, working now. I thought Darkmod was supposed to overwrite the gamex86.dll file in the main folder, if the one in the pk4 was newer? | |
taaaki knows about this problem, but hasn't submitted a change for it. | |
Date Modified | Username | Field | Change |
---|---|---|---|
04.07.2012 01:32 | Springheel | New Issue | |
04.07.2012 23:28 | Springheel | Note Added: 0004690 | |
24.07.2012 20:54 | Springheel | Note Added: 0004728 | |
14.08.2012 00:52 | Springheel | Note Added: 0004752 | |
20.03.2013 04:26 | grayman | Assigned To | => grayman |
20.03.2013 04:26 | grayman | Status | new => assigned |
20.03.2013 04:36 | grayman | Note Added: 0005222 | |
20.03.2013 18:05 | grayman | Note Added: 0005223 | |
20.03.2013 20:53 | grayman | Note Added: 0005224 | |
20.03.2013 20:53 | grayman | Status | assigned => resolved |
20.03.2013 20:53 | grayman | Resolution | open => fixed |
20.03.2013 20:53 | grayman | Fixed in Version | => TDM 2.00 |
20.03.2013 20:53 | grayman | Target Version | => TDM 2.00 |
21.03.2013 16:38 | AluminumHaste | Note Added: 0005227 | |
21.03.2013 16:49 | grayman | Note Added: 0005228 | |
21.03.2013 17:02 | grayman | Note Added: 0005229 | |
21.03.2013 17:05 | grayman | Note Added: 0005230 | |
21.03.2013 17:29 | AluminumHaste | Note Added: 0005231 | |
21.03.2013 17:30 | AluminumHaste | Note Added: 0005232 | |
21.03.2013 17:55 | grayman | Note Added: 0005233 |