mikeman Report post Posted July 2, 2005 (edited) What I meant was, how many cycles will the animation play before a new idle is generated, which could be a different one or the same. So it's not like it's going to wag his tail always 10 times. It can happen 10,20,30,40 times. I'm just putting the minimum time the animation will play to ensure it will look natural. For the yawning, 1 cycle is natural. For the tail, it wouldn't look natural to wag once, then stop, then wag again once, then stop, then wag three times, again stop... It will look like a broken robot or something. Anyway, I'll just play around a bit, see what seems more natural and post the update. Apart from the fact that the anims don't look natural, is the client ok? Have you been able to update the actor defs? Edited July 2, 2005 by mikeman Share this post Link to post Share on other sites
Roja Report post Posted July 2, 2005 All the actor def's are updated with the exception of the random idle animations. Woudln't it be better to put the Max # of times the animation can cycle? There is still the turning in place/sliding bug in the client you gave me. Everything else looks good Edit:Just checked, the gargoyles are still going into their normal idle, instead of the special gargoyle idles i made for them. They need to go in their special idles when it is daytime, because during the day they are "asleep", they become inanimate-unless you attack them. Right now, if you attack them, and flee or die, they go into their normal idles-which they shouldn't. Share this post Link to post Share on other sites
mihaim Report post Posted July 5, 2005 A patch that can be applied to the lateest CVS is here: http://coord.tfm.ro/1/elc_cal3d.diff Instructions: 1 )The cal3d_wrapper.h that comes with cal3d is not working properly . You will have to overwrite /usr/include/cal3d/cal3dwrapper.h with the one provided by the patch. I tested it under linux. We will need feedback on compiling on the other platforms. 2) You will need the updated animations and tiles and etc etc etc. I will make tomorrow an archive with the needed files. Share this post Link to post Share on other sites
Learner Report post Posted July 5, 2005 A patch that can be applied to the lateest CVS is here:http://coord.tfm.ro/1/elc_cal3d.diff Instructions: 1 )The cal3d_wrapper.h that comes with cal3d is not working properly . You will have to overwrite /usr/include/cal3d/cal3dwrapper.h with the one provided by the patch. I tested it under linux. We will need feedback on compiling on the other platforms. 2) You will need the updated animations and tiles and etc etc etc. I will make tomorrow an archive with the needed files. 176794[/snapback] Why not modify how we compile to use the supplied one instead of over writting it? Share this post Link to post Share on other sites
mihaim Report post Posted July 5, 2005 New patch that used the embeded cal3d_wrapper.h and .cpp . No files needed to be overwritten anymore. http://coord.tfm.ro/1/elc_cal3d_1.diff Share this post Link to post Share on other sites
Roja Report post Posted July 5, 2005 mikeman, any news with the random idles yet? Share this post Link to post Share on other sites
Zep Report post Posted July 5, 2005 Quick Q, was testing it out, is there an anti human and dwarf conspiracy taking place here? lol. they apear as ghosts still, or am i missing somthing.... Share this post Link to post Share on other sites
Wytter Report post Posted July 6, 2005 Bug: When walking into a new area that holds dead animals, the dead animals would stand up. Share this post Link to post Share on other sites
Zep Report post Posted July 6, 2005 Another bug: If you enable #demigod while fighting, The creatue doesnt apear to die, Just stands up. but has 0 HP and is a "dead entity" hehe Share this post Link to post Share on other sites
mikeman Report post Posted July 6, 2005 Ok, I'm pretty close to get the new idles, and I'm looking at this bug you guys mentioned. Share this post Link to post Share on other sites
Wytter Report post Posted July 6, 2005 (edited) Committed Cal3D to CVS. So Mikeman, could you check out and port your bug fixes to this? Thanks. After an introduction to using CVS and EL programming standards etc. I'll of course give you access. Tyvm. Here's a preliminary update including all the files we've gathered for the upcoming update. http://el.tfm.ro/update_1.0.2-test2.tar.bz2 For bugs, please go to: http://www.eternal-lands.com/forum/index.php?showtopic=16127 Edited July 6, 2005 by Wytter Share this post Link to post Share on other sites
Zep Report post Posted July 7, 2005 (edited) mikeman, can you please make a pakage with your libs, and headers for win32 please. Been trying to do this all day, And it keeps dieing when trying to compile cal3dwrap.c on line 5 with, no matching function for call to `CalCoreModel::CalCoreModel() on the upside, The linux compile works perfectly =) Edited July 7, 2005 by Zep Share this post Link to post Share on other sites
Wytter Report post Posted July 7, 2005 Wait, are you trying to compile cal3dwrap.[ch]? They are obsolete, I'll remove them from the repository. Share this post Link to post Share on other sites
Roja Report post Posted July 26, 2005 Any progress on the random idles mikeman? Share this post Link to post Share on other sites
Roja Report post Posted August 23, 2005 ok, since we haven't heard from mikeman on the subject, let's just ditch it for now...the random idles that is. So, there will just be some standard boring idles with this update, until i make some new ones(non random). Share this post Link to post Share on other sites
mikeman Report post Posted August 24, 2005 Hey Roja, sorry for not being aroung, but I've been so busy I just have zero time for programming, and I won't have for atleast another month. As for the random idles, most of the functionality needed is there, I don't think it would be difficult for any of the other guys to finish it. Share this post Link to post Share on other sites