Re: [crossfire] New manhole archetype WIP (accepting help)
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 ___ crossfire mailing list crossfire@metalforge.org http://mailman.metalforge.org/mailman/listinfo/crossfire
Re: [crossfire] New manhole archetype WIP (accepting help)
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 ___ crossfire mailing list crossfire@metalforge.org http://mailman.metalforge.org/mailman/listinfo/crossfire
Re: [crossfire] New manhole archetype WIP (accepting help)
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 ___ crossfire mailing list crossfire@metalforge.org http://mailman.metalforge.org/mailman/listinfo/crossfire