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todo [2017/09/16 11:06]
lynxlynxlynx [GUI/GUIScripts]
todo [2017/10/12 16:56] (current)
lynxlynxlynx [Animation/drawing related]
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 ==== Animation/​drawing related ==== ==== Animation/​drawing related ====
     * Arrows sometimes appear from behind the shooter, usually observed when he has apr > 1 (see also combat section)     * Arrows sometimes appear from behind the shooter, usually observed when he has apr > 1 (see also combat section)
-    * <wrap info>​RESEARCH</​wrap>​ missing chunk coloring, actor shadows((PCs,​ and NPCs based on PC avatars, generic monsters/​people are fine))((IIRC,​ CSHD is the standard shadow used for many character anims)), full footstep sounds(([[http://​www.shsforums.net/​topic/​48114-tobex-modder-reference/#​entry536588|this is how it works]], but some games lack the data and even in bgs we're not as smooth as the original)), actor speed(([[http://​gibberlings3.net/​forums/​index.php?​showtopic=28172#​entry246276|some research]], EEs also use <​animid>​.ini files ala pst — move scale)), hit sounds and casting height data (all hardcoded in the originals((one of the rare cases where pst is a positive exception))),​ close http://​sourceforge.net/​p/​gemrb/​feature-requests/​16/​ afterwards+    * <wrap info>​RESEARCH</​wrap>​ missing chunk coloring, full footstep sounds(([[http://​www.shsforums.net/​topic/​48114-tobex-modder-reference/#​entry536588|this is how it works]], but some games lack the data and even in bgs we're not as smooth as the original)), actor speed(([[http://​gibberlings3.net/​forums/​index.php?​showtopic=28172#​entry246276|some research]], EEs also use <​animid>​.ini files ala pst — move scale)), hit sounds and casting height data (all hardcoded in the originals((one of the rare cases where pst is a positive exception))),​ close http://​sourceforge.net/​p/​gemrb/​feature-requests/​16/​ afterwards
       * character speeds are therefore mostly too fast, especially in bg1 (also causing its boots of speed to have no effect ((sets the speed to the same value, instead of using a % modifier like in bg2)))       * character speeds are therefore mostly too fast, especially in bg1 (also causing its boots of speed to have no effect ((sets the speed to the same value, instead of using a % modifier like in bg2)))
     * no instachunks displayed when damaging petrified/​frozen actors. <wrap info>​RESEARCH</​wrap>​Which bam was used for this or for generating it?​((Chunking causes a permanent animation change (to one of the EXPLODING_ARM/​FOOT/​LEG/​TORSO animations) and a (hair/​skin/​major/​minor) color change (all to a red color). ​ It has to reset the animation of the creature. ​ Party members return to their proper animation(though still recolored), while others revert to the Human Cleric. Its controlled the same waya as CharGen. ​ The creature gets an animation assigned based on its Race/​Class/​Gender,​ with Human/​Cleric being the default.))     * no instachunks displayed when damaging petrified/​frozen actors. <wrap info>​RESEARCH</​wrap>​Which bam was used for this or for generating it?​((Chunking causes a permanent animation change (to one of the EXPLODING_ARM/​FOOT/​LEG/​TORSO animations) and a (hair/​skin/​major/​minor) color change (all to a red color). ​ It has to reset the animation of the creature. ​ Party members return to their proper animation(though still recolored), while others revert to the Human Cleric. Its controlled the same waya as CharGen. ​ The creature gets an animation assigned based on its Race/​Class/​Gender,​ with Human/​Cleric being the default.))
todo.txt · Last modified: 2017/10/12 16:56 by lynxlynxlynx