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So the Infinity Animation update..


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#1 The Imp

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Posted 01 March 2019 - 05:43 AM

.. that was announced here. I was hoping that the update includes a rename to all the old latin letters to be regular letters... so the old problems with Ø and µ etc. won't re-up-themselves with foreign languages and other character sets, and hopefully you package everything in .zip's, rather than .rar's where the above problem is MORE pronounced, because the .rar uses standardized character sets set within the OS.. and you have to unpack the file after the restart rather than what the installer is set to do, which just sets the character codec to be the Latin during just the install.


Edited by Gwendolyne, 02 March 2019 - 04:17 AM.
link edited to the moved topic

Yep, Jarno Mikkola. my Mega Mod FAQ. Use of the BWS, and how to use it(scroll down that post a bit). 
OK, desert dweller, welcome to the sanity, you are free to search for the limit, it's out there, we drew it in the sand. Ouh, actually it was still snow then.. but anyways.


#2 Gwendolyne

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Posted 01 March 2019 - 06:01 AM

Done and done...

 

and more to come! ;)


Edited by Gwendolyne, 01 March 2019 - 06:01 AM.

CARPE DIEM ....
 

In progress : Menace sur le Royaume de Diamant Éternel there.

#3 Gwendolyne

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Posted 01 March 2019 - 06:58 AM

Yes, IA will be released in one single package.


CARPE DIEM ....
 

In progress : Menace sur le Royaume de Diamant Éternel there.

#4 khelban12

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Posted 01 March 2019 - 10:20 AM

Hello.

 

Firstly, thank you for updating the mod.

 

Now that i read the non-ascii filenames are changed, i thought to ask a question. I am not familiar with the engine code so maybe my question is stupid but do you know how does the engine know what speed to play each animation at ? Does the binary exe patch mention it somewhere ? Does it check something in the animation files themselves ?

 

I ask because while IA works perfectly on the vanilla engine, those of us who use gemrb on linux, had two problems. One is the non-ascii filenames which i am glad to read that it is resolved. The other problem is that gemrb, for lack of better implementation, uses the number of frames in the animation file as speed. So, when IA is installed, this results in creatures moving way too fast.

 

Because i can't play the game without IA, I tried to implement in germb a extspeed.2da file like the EE has and used the vanilla engine to discern visually the speed of certain animations. It works but a) i can't be sure it's the right speed, b) i can't do it manually for every animation. Do you know of a way to programmatically get the speed of the animations ?

 

Thank you for your time.



#5 The Imp

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Posted 01 March 2019 - 12:44 PM

I ask because while IA works perfectly on the vanilla engine, those of us who use gemrb on linux, had two problems. One is the non-ascii filenames which i am glad to read that it is resolved. The other problem is that gemrb, for lack of better implementation, uses the number of frames in the animation file as speed. So, when IA is installed, this results in creatures moving way too fast.

Erhm, does this approach take into account the fact that most of the file is empty filler ? ... aka as the animation file has multiple empty frames, that are meant to be the exact replica of the former frame. It's meant to just saves bit space.

 

@Gwendolyne. good, good.


Edited by The Imp, 01 March 2019 - 05:53 PM.

Yep, Jarno Mikkola. my Mega Mod FAQ. Use of the BWS, and how to use it(scroll down that post a bit). 
OK, desert dweller, welcome to the sanity, you are free to search for the limit, it's out there, we drew it in the sand. Ouh, actually it was still snow then.. but anyways.


#6 Miloch

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Posted 12 March 2019 - 02:22 PM

I ask because while IA works perfectly on the vanilla engine, those of us who use gemrb on linux, had two problems. One is the non-ascii filenames which i am glad to read that it is resolved. The other problem is that gemrb, for lack of better implementation, uses the number of frames in the animation file as speed. So, when IA is installed, this results in creatures moving way too fast.

 

Because i can't play the game without IA, I tried to implement in germb a extspeed.2da file like the EE has and used the vanilla engine to discern visually the speed of certain animations. It works but a) i can't be sure it's the right speed, b) i can't do it manually for every animation. Do you know of a way to programmatically get the speed of the animations ?

I think extspeed.2da became obsolete (though perhaps still supported) when we implemented the move_scale setting in the individual animation INI files. However, I believe both address the speed at which the creature moves but not the frame rate at which the animation plays. To be honest, I'm not sure if there is a setting for this or if it is hardcoded, possibly just a constant rather than a variable. But that would seem to be the case (at least in vanilla) at least by observation.

 

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