jtbalogh on 10/4/2006 at 06:05
Tests okay to disable the fidgets by setting to the same new anims. One less headache to worry about :)
Code:
In t3playeranims.ini,
[Fidget1]
Name=GAR_UA_IDL_breathe-new
--Name=GAR_UA_IDL_fidget1
[Fidget_Crouching1]
Name=GAR_UA_IDL_crouchbreathe-new
--Name=GAR_UA_IDL_crouchfidget1
Do the same for [Fidget1] to [Fidget6]
Do the same for [Fidget_Crouching1] to [Fidget_Crouching4]
Ignore other fidgets because it seems the original fidget anim will not be running to trigger it.
jtbalogh on 10/4/2006 at 06:16
The head turn has a use so careful about stripping it out. On a ladder or wall, we need a head turn. And maybe AIs use the same code, as Ziemanskye suggested. Does someone have an idea how get the YawLimit to work in the t3camera.ini, or where to hex edit it somewhere. Making yaw zero in first person could have potentially had the body move with the head. The first person and climbing could then have had different yaws to help us. I hope the code to use yaw was not ripped out of the game.
jtbalogh on 11/4/2006 at 02:05
Two issues with the bow and arrow anims in first and third person.
1. Pressing escape to cancel a drawn bow usually fires it 90% of the time after the last frame of the animation that undraws the bow, at least for me. Occurs with any type of arrow. Occurred in three different missions, with the new anims in the original T3 and the johnp/minimalist T3. Waiting to get tired and undraw the bow also fires the arrow. The vanilla TDS cancels okay when pressing escape.
2. In the widow morias house, there are dark passages to crouch through under the stairs where I use the fire arrow as a flare. Drawing the bow, crouching, and not moving puts garretts head through the ceiling. Pointing the arrow up is worse. Moving while crouched with a drawn bow is okay since the animation dips the body slightly, but stopping raises the body through the ceiling again. The vanilla TDS only puts the bow and arrow though the ceiling while the head is okay. Restoring the old t3playeranim while keeping the new kernel does not put the head through the ceiling as expected.
Maybe it is similar to the collision issue or something, where the body leans and puts the head through walls and doors.
ascottk on 11/4/2006 at 02:33
Quote Posted by jtbalogh
Two issues with the bow and arrow anims in first and third person.
1. Pressing escape to cancel a drawn bow usually fires it 90% of the time after the last frame of the animation that undraws the bow, at least for me. Occurs with any type of arrow. Occurred in three different missions, with the new anims in the original T3 and the johnp/minimalist T3. Waiting to get tired and undraw the bow also fires the arrow. The vanilla TDS cancels okay when pressing escape.
Those bow draw animations are a royal PITA :p I almost wrote off the whole project because of those.
Quote:
2. In the widow morias house, there are dark passages to crouch through under the stairs where I use the fire arrow as a flare. Drawing the bow, crouching, and not moving puts garretts head through the ceiling. Pointing the arrow up is worse. Moving while crouched with a drawn bow is okay since the animation dips the body slightly, but stopping raises the body through the ceiling again. The vanilla TDS only puts the bow and arrow though the ceiling while the head is okay. Restoring the old t3playeranim while keeping the new kernel does not put the head through the ceiling as expected.
Maybe it is similar to the collision issue or something, where the body leans and puts the head through walls and doors.
I'd have to look at the root and header bone positions. Those are the main ones to keep everything consistant.
Bho on 11/4/2006 at 03:04
I also get the de-nocking problems. In addition to this, I seem unable to lean properly whilst I have an arrow drawn. If I try to lean left, Garrett does a small turn to the left, while if I lean right he rotates the bow slightly so its held like a crossbow.
Theres another issue too, but I'm not 100% sure that its caused by the new animations or something else on my end. When I attempt to use the mechanical eye, The screen tint changes, but I cannot zoom in or out.
NB - These problems happen both with Vanilla T3 and the Evicted FM. Havent tried it out on anything else yet.
jtbalogh on 11/4/2006 at 03:12
Screen tint and zoom have not been a problem for me while leaning or with bow drawn. I tried it with vanilla TDS and after some custom tweaks. Leaning while firing bow may be more than you observe. :wot: Turning of the bow seems to throw off the aim by a mile. Firing an arrow while leaning, causes the arrow to deploy in the position that garrett is if not leaning. The poor bow anims ... L(
EDIT: firing bow ...
ascottk on 11/4/2006 at 03:50
I wish there was a way to separate the bow draw animations. It's used for both crouching and standing, so that complicates things. When I have time, I may look into it.
BTW, does anyone know anything about Inno Setup? I'm trying to limit install choices: it looks into the TDS directory for Uninstall_JohnP* or Uninstall_Minimalist*, so the installer knows which mods are installed. Here's part of the code section of the installer:
HTML:
function FindJohnP(): Boolean;
var
FindRec: TFindRec;
begin
//if FindFirst((WizardDirValue + '..\Uninstall_JohnP*'), FindRec) then begin
if FindFirst(({reg:HKLM\SOFTWARE\Ion Storm\Thief - Deadly Shadows,ION_ROOT|} + 'Uninstall_JohnP*'), FindRec) then begin
try
wizardform.componentslist.checked[1]:= false;
wizardform.componentslist.itemenabled[1]:= false;
finally
FindClose(FindRec);
end;
end else
Result := True;
end;
function FindMinimalist(): Boolean;
var
FindRec: TFindRec;
begin
if FindFirst(({reg:HKLM\SOFTWARE\Ion Storm\Thief - Deadly Shadows,ION_ROOT|} + 'Uninstall_Minimalist*'), FindRec) then begin
try
wizardform.componentslist.checked[2]:= false;
wizardform.componentslist.itemenabled[2]:= false;
finally
FindClose(FindRec);
end;
end else
jtbalogh on 11/4/2006 at 04:00
EDIT> Never mind. I was thinking of something else because I use NSIS
grinningman on 12/4/2006 at 05:56
Hi, the mod installs without any problems and works as advertised. I am seeing the same problems as several other people; arrows still firing after de-nocking, and weird bow aiming if firing when leaning. I didnt check how the mechanical eye looks...
STiFU on 12/4/2006 at 17:39
From my experience that screen tint problem is caused by a wrong texture definiton fot he mechanical eye zoom. I switched it to another texture once, just to see how it might look like and I got the error. Make sure you have the following line in the MechEyeOverlay Tag.
Texture=VisionBiomodBaseOverlay.dds