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.
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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.
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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).
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Ah, I understand. Thanks for the explanation.
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So what's the status of this patch? Should it still be applied?
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No
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No
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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.