Ah no, don't be so negativ :wink: . Only the gladius-animation is messed up, the others are working and are all excellent! Don't you agree?Originally Posted by century x
Ah no, don't be so negativ :wink: . Only the gladius-animation is messed up, the others are working and are all excellent! Don't you agree?Originally Posted by century x
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ya i get this bug too but not often it seems pretty random in my game but i can live with it as the rest of the animation pack is pure genius
Quote:
Originally Posted by century x
maybe were destined not to enjoy this animation pack.
Ah no, don't be so negativ . Only the gladius-animation is messed up, the others are working and are all excellent! Don't you agree?
Yup, everything else is beautiful. I wish we could find Signifier. He must be away or something, but I'm surprised he didn't inform the general public of his depature. Or perhaps he's sitting at his desk, working hard on the solution.
Problem is I was really looking forward to starting a new Roman campaign with these and Ferres's new skins. God, do you think I should roll back to the .65 or was that version buggier? (never tried it)
http://www.imgholder.com/uploads/200...22/Legions.JPG
This is my 4th or 5th edit, but I'm trying to make this as easy as possible for Signifier. Sig, I have a video of the problem, but it's 44.8 mb (even after compression, damn Fraps) so I obviously can't host it. I'll e-mail it to you if you'd like, along with my Hastati entry in descr_model_battle and my animations folder.
Last edited by BeastG33; July 06, 2005 at 04:36 PM.
oh yea I agree, so I guess I just take out that gladius animation.
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BeasttG33,
others have not reported bug because they are lurkers like me or think the romans are fly swatting.
Andrew
What format is it in?Originally Posted by BeastG33
-Simetrical
In hist first attempt to fix the bug, SigOne took out the smooth junction between the different idle animations. That, and the two new skeletons for fast swordsman and fast archer are the biggest difference between 0.65 and 0.7 (beside he inserted some horse skeletons with differnt speed....mhm....but I never tried it, don't need it *gg*).Originally Posted by BeastG33
So after he took out the smooth junctions, only the two new fast skeletons are left.
I switched back to 0.65, only disadvantage: All archers are no more fast (only the fs_fast_dagger is possible, or the old fast archer animation).
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Well I took out the animation for the roman infantry, I'll enjoy the rest of the mod, I PM SigniferOne and he said It will be fixed soon, so I will wait until then.
THANKS AGAIN everyone for your replies.
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Good, this 7.0 animation pack is really something to enjoy.Originally Posted by century x
Guys, this bug will be fixed very soon, so you can enjoy that Roman campaign you were talking about, Beast.
That's great news Signifier. I eagerly await the results.
Great news, I was concerned you could have been lost....in space....or somewhere elseOriginally Posted by SigniferOne
Thanks in advance for your effort!
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Hey! Let him breath! :sign_lameOriginally Posted by BeastG33
Ehrm....no luck SigniferOne? :sign_stup
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hahahaha. win the crowd, signifier, win the crowd.
Ok folks, give it a try! (I put the new idle animations back in, since I fixed the problem)
Hey, great. I'll test it immediately ^^
/edit: YESSS, it works perfectly now, the problem is gone, thank you SO MUCH SigniferOne!
Even though I got a request *gg*: Sometimes the legionaries (for instance) hold their shield as close to the body as possible. Then, to prepere the next stab, they hold it a little away from the body. Then, when the enemy is no more in range or already killed by another soldier, they hold the shield again as close as possible. The transition between those two shield-positions is very very quick. It's not like the bug that is solved now, but it still looks inhuman .
But I think without considering that the fs_s1_gladius animation is nearly perfect now .
Last edited by GODzilla; July 09, 2005 at 06:31 PM.
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Hmm keep in mind that any further increased fine-tuning of animations can only be done once we can parse descr_skeleton.txt, not until then.
Of course, you're absolutely correct......ehrm.....what are you talking about? . Nevermind, you don't have to explain it to me, I'll take it as it is :wink: .Originally Posted by SigniferOne
Ah and yes, I guess I found the reason why the romans still do cheering at startup of a battle:
You took it out for the fs_s1_gladius animation, BUT not for the fs_javelinman animation. And at startup the romans hold their pila....so they use the fs_javelinmen skeleton and this still got the cheering...
Correct me if I'm wrong, it's just a thought. And if I do tell you something you already know....then sorry
/edit2: Change your signature
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As I noted in the readme and on the first post of this thread, the new skeleton for elephant javelinmen is called: fs_s1_forest_elephant_javelinrider. As for cheering, maybe you are exactly right, thanks for the suggestion.