Re: [crossfire] New manhole archetype WIP (accepting help)

2008-01-05 Thread Kevin R. Bulgrien
 Hello.

 I just fixed the animation bug, from what I can see.

 The holes correctly open and close, both the archetypes.

 Part server bug, part archetype mistake, I think.

 All committed :)

 Note that, maybe, it could be possible to have both an animated hole and an
 opening animation - maybe by combining the facings and direction?


 Nicolas

Thanks... the animation was already working with the arch
tweaked so the faces of the non-head parts were blank as
noted in the README, but the hole didn't line up with the
arch head.  I do not see a change in behavior.  Yes, I did
update.  Maybe I should set up the test to show the various
test cases I've tried and more explicitly note in the map
what is wrong with each.

I untweaked the arch by setting the faces back to the proper
settings and the animation doesn't seem to work for me.  I'm
not sure what archetype mistake you might be referring to.
AFAIK, I am testing the arch the same way that the pit is set
up to work.

I see in IRC that you mention HOLE uses HP/WC, but pit.arc
does not have HP set, but does WC, which is the frame of the
anim that is shown as the static image before the item is
activated. maxsp is set too.  I think it means whether the
hole is open or shut by default.

Kevin

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Re: [crossfire] New manhole archetype WIP (accepting help)

2008-01-05 Thread Kevin R. Bulgrien
 Thanks... the animation was already working with the arch
 tweaked so the faces of the non-head parts were blank as
 noted in the README, but the hole didn't line up with the
 arch head.  I do not see a change in behavior.  Yes, I did
 update.  Maybe I should set up the test to show the various
 test cases I've tried and more explicitly note in the map
 what is wrong with each.

 I untweaked the arch by setting the faces back to the proper
 settings and the animation doesn't seem to work for me.  I'm
 not sure what archetype mistake you might be referring to.
 AFAIK, I am testing the arch the same way that the pit is set
 up to work.

 I see in IRC that you mention HOLE uses HP/WC, but pit.arc
 does not have HP set, but does WC, which is the frame of the
 anim that is shown as the static image before the item is
 activated. maxsp is set too.  I think it means whether the
 hole is open or shut by default.

Nevermind, I see hp = x, sp = y now.  By the way, is_animated is
0, as copied from pit.arc.  I don't know what that

Also note that now the console gives:

[Error]   Object lacks animation.
[Error]   arch manhole_closed_3a

I'm not sure the change is made in svn is correct.  is_animated
is 0 because it is not continually animated but triggered (I
think, and going by pit.arc).

The error message goes away if I put is_animated 1 in the arch,
even though pit arc doesn't use it that way, but the animation
still doesn't work.

I've committed an update to the world_105_115.patch and to the
arch files to better explain the different cases.  There are
six examples now.  None of them work correctly even though 4
of them have a functioning animation.

Kevin

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Re: [crossfire] New manhole archetype WIP (accepting help)

2007-12-30 Thread Kevin R. Bulgrien
 I have committed a work-in-progress archetype for a multi-tile manhole.
 To test the animation, and as a starter, the manhole is implemented as
 a HOLE (object type 94) so that I could learn how to do animations and
 could work off of a working example.

 The archetype is a 64 x 64 bit graphic.  I have also include a .xcf
 source file that is layered and has even more elements to produce
 additional manholes once the animation problem is able to be
 worked around.

 My archetypes are based on arch/trunk/connect/Hole/pit.arc, but I had
 to mangle the manhole_closed_1 archetype to get a working animation.

 This is all documented in arch/trunk/dev/wip/manhole/README, and a test
 case is set up as arch/trunk/dev/wip/manhole/world_105_115.patch.

 It appears I may be the first to try creating a multi-tile HOLE, and
 possibly the first to try to create any multi-tile connected animation.

 I could use some help determining if I have borked the .arc file in some
 way, or if perhaps the system just does not support such use of multi-
 tile graphics in animations.  Any takers?

Ryo pointed out I didn't actually say the animation did not work properly.

Say the anim is set up like this:

anim
manhole.111
manhole.112
manhole.113
manhole.114
mina

Then the only case where animation occurs is for the normally closed case
where the head face starts as manhole.114.

One would think that the non- head pieces should also be set to manhole.114
so that they form a correct picture, but when this is done, no animation is
possible.  The non-head pieces must be set to manhole.111 for the animation
to work.  Since the non-head pieces do not match the head, however, the
64 x 64 bit graphic is incorrect.

Also, say the head and hole are at x,y, when in the configuration where the
animation works, the head, and animated manhole, is displayed at at x-1,y-1
though the hole function still operates at x,y.  In cases where the animation
does not work, the hole function and the manhole are both at x,y.

I cannot seem to get the animation to work at all for the normally open
case where the head is manhole.111.

The test case in SVN does show both a functional normally closed hole with an
incorrect animation, and a functional normally open hole with no working
animation.

Kevin

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