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#5638 IHNM: Animations speed/sequence is off

I Have No Mouth
open
nobody
None
5
2011-04-05
2011-04-05
No

- Let Gorrister dig the grave. He stops digging, while the grave animation is still not completed (but it keeps playing fine to the end)
- As Benny, watch the mother getting tied to the cross. While she's still being dragged there, the sprite where she's already tied to it is visible
- As Benny, release the boy at the last sacrifice scene. When he shows compassion, 2 Benny sprites are shown, one where he faces the back and one to the right to face the boy

Discussion

  • Eugene Sandulenko

    Could you please provide the savegames?

     
  • Torbjörn Andersson

    Are we talking about animations which are only slightly off, or which are off by a lot? Because if it's only slightly off I've noticed that on the character selection screen, it doesn't always seem to finish the selection animation before the screen fades down.

    I added the following debug code locally to engines/saga/actor.cpp, just before calling drawOccluded() in drawActors():

    if (frameNumber > 5 && drawObject->_screenPosition.x == 499 && drawObject->_screenPosition.y == 454)
    printf("drawOccluded(..., %d, %d, %d...)\n", frameNumber, drawObject->_screenPosition.x, drawObject->_screenPosition.y);

    This tracks Nimdok's selection animation. Usually it stops on frame 25, leaving a tiny white speck where Nimdok was standing. Only sometimes does it include frame 26, where he's completely gone.