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#66 Display overHeadText without clipping behind the actor

closed-wont-fix
nobody
None
5
2005-10-16
2005-09-22
Waywocket
No

Currently overHeadText is displayed in a box which
starts at a fixed offset above the base of an actor,
and drops down. This patch changes it to be displayed
at the bottom of a box which goes upwards, offset by
the height of the first frame of the actor's current
animation. It should therefore always end just above
the top of the actor.
This prevents part of the golem's speech being obscured
in the SoA opening cutscene.

Discussion

  • Waywocket
    Waywocket
    2005-09-22

     
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  • Laszlo Toth
    Laszlo Toth
    2005-09-23

    • status: open --> closed-accepted
     
  • Waywocket
    Waywocket
    2005-09-24

    • status: closed-accepted --> open-accepted
     
  • Waywocket
    Waywocket
    2005-09-24

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    user_id=1347201

    This change appears to have been partially committed to CVS,
    but with some omissions. I'm attaching a diff against
    current CVS, on the assumption that this was an oversight.

     
  • Waywocket
    Waywocket
    2005-09-24

     
    Attachments
  • Laszlo Toth
    Laszlo Toth
    2005-09-24

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    If i understand that patch correctly, it calculates with the
    size of the actor's avatar. I don't think it is in the
    original game, the original engine draws the text later so
    it is printed over the avatar.
    We cannot use anim->GetFrame(0) and similar calls without
    risking crashes anyway. (it would require a more careful
    approach).

     
  • Waywocket
    Waywocket
    2005-09-24

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    Ah, I understand. Thanks for the explanation.

     
  • Logged In: YES
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    So what's the status of this patch? Should it still be applied?

     
  • Waywocket
    Waywocket
    2005-10-16

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    No

     
  • Waywocket
    Waywocket
    2005-10-16

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    user_id=1347201

    No

     
  • Laszlo Toth
    Laszlo Toth
    2005-10-16

    • status: open-accepted --> closed-wont-fix
     
  • Laszlo Toth
    Laszlo Toth
    2005-10-16

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    user_id=885460

    Actually, i think the idea behind this fix should be used.
    We should see if the feet circle size is used in the
    original engine for the y offset of the floating text.