WIN7 x64 - Slaughterrfish animation (version independent)

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King of Worms
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WIN7 x64 - Slaughterrfish animation (version independent)

Post by King of Worms » Wed May 08, 2019 8:57 pm

The slaughter fish (cm 11 to spawn) has strange animation.



imo it plays the frames correctly

266_0-0
266_0-1
266_0-2
266_0-3
266_0-4
266_0-5

but than this particular mob should play it in reverted order. I tryed it and it creates a fluid movement

So 5, 4, 3, 2, 1, 0

Than it looks like this



Might it be possible that this mob has different code than other mobs for movement, and it was lost during the DFU transfer?

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Interkarma
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Re: WIN7 x64 - Slaughterrfish animation (version independent)

Post by Interkarma » Wed May 08, 2019 9:02 pm

Thank you. :) Yep, looks like the frames should be reversed again as you say for fluid movement.

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mikeprichard
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Re: WIN7 x64 - Slaughterrfish animation (version independent)

Post by mikeprichard » Wed Apr 15, 2020 8:37 am

Thought I'd test one more old bug report and figured this one might have been an "easy" fix from the discussion, but confirmed as still a (minor) issue in 10.22.

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Re: WIN7 x64 - Slaughterrfish animation (version independent)

Post by King of Worms » Wed Apr 15, 2020 9:57 am

Would be very cool if this mobs animations received some update, it looks glitched and the solution is there :)
And the Daedra Seducer transformation ;)

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pango
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Re: WIN7 x64 - Slaughterrfish animation (version independent)

Post by pango » Fri May 22, 2020 11:57 pm

It seems that attack animations are driven by the frameIterator counter, that makes currentFrame progrress thru each frame taken from StateAnimFrames array:
https://github.com/Interkarma/daggerfal ... it.cs#L496

However during idle/moving animations, currentFrame is directly incremented until it reaches the last frame:
https://github.com/Interkarma/daggerfal ... it.cs#L493
So as written, there's a lot less flexibility for idle/moving animations...
I think the most flexible fix would be to add a second AnimFrames array for current idle/moving animation (and maybe a separate counter, not sure).
When a measure becomes a target, it ceases to be a good measure.
-- Charles Goodhart

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King of Worms
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Re: WIN7 x64 - Slaughterrfish animation (version independent)

Post by King of Worms » Sun May 24, 2020 11:24 am

Thanks for update Pango,

I think if we could extend the animation frame count for this specific mob iddle and let those frames play backwards when it reaches the last frame of the current set, it might work properly and would work with vanilla as well.

Would be cool to have this kind of a universal solution, so it doesnt require a modder to support those "new" frames thus restricting this to the mod territory.

But I really dont understand the coding part behind it, so I will leave the possible solution (or decision to scratch it) up to the folks who actually know what they are doing :)

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