Author
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Topic: Ok, i'm confused now......
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Incandescent One Honorary Warlord
   
Posts: 272 From: Great Britain Registered: Nov 2001 |
posted 15 December 2001 20:12
I've spent the better part of today trying to get my stormriders finished, seemed a complete success, found a fun way of working out the offsets & all seemed fine. I went back to my original plan of using the zakarumpriest (ZP) token as i would rather overwrite them than the council members. So..... i generated a load in the blood moors, they were quite happily running around casting their lightning & blizzards, all the framecounts are set correctly in animdata, no crashes. However, out of curiosity i thought i'd take a quick trip to travincal where they naturally spawn. When attacking (hand to hand) they were skipping frames & crashing, this didn't happen in the bloodmoors, i've checked levels.txt & i'm spawning the same populateID in both travincal & the bloodmoors, so i can't work out where it's finding a difference. Is there something i'm missing here, what would cause the game to change the anims between levels? I've just run the game again in a window, it's telling me: Assertion Failure Location : ablo2\Source\D2client\UNIT\CUnit.cpp, line#1436 Expression : (UINT)nAnimFrame <=tCelContext.dwCelsPerDirection But like i said, i'm only getting this in Travincal  If i'm no wiser in a couple of days i'll try mailing it to you Foxbat, congrats on the new job btw

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masakari Honorary Warlord
   
Posts: 549 From: Germany Registered: May 2001 |
posted 16 December 2001 04:15
Sorry for asking but i'll be sure: You say the zp causes in bloodmore no crash, ... even with hth?? Because you say only casts and in travical hth-attacks but not if zp attacks with hth, too.I think the errormessage Assertion Failure Location : ablo2\Source\D2client\UNIT\CUnit.cpp, line#1436 Expression : (UINT)nAnimFrame <=tCelContext.dwCelsPerDirection seems to mean that the animlenght is wrong or there are some frames missing (??) If i'm wrong please correct me. cu Masakari

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Incandescent One Honorary Warlord
   
Posts: 272 From: Great Britain Registered: Nov 2001 |
posted 16 December 2001 12:18
Hey Masakari, that's why it's so confusing, the animation works fine inside the bloodmoors, no problems, i can stand next to the creation & let it go nuts hand to hand (no crash) wander amongst them while they cast blizzards (no crash) same goes for lightning, wander amongst a pack & they're casting lightning all over the place, all directions (no crash). Yet, in travincal, nothing is different, i've even changed it so that populateID238 (cantor) is the only creature to spawn in both areas, but if i wander up to one of the stormrider replacements it tries to go hand to hand (crash!). I originally thought it was something to do with them casting blizzard, but that goes off fine. It's not only hand to hand either, i'm getting flickering monsters sometimes, as if it's pausing between animations (I don't know anything about the animflags yet, so haven't tried to correct it) & sometimes when i'm nowhere near a monster it crashes! So, i hope that makes it more clearer than my last post, it's almost as if it's not using the animdata file for the ones in travincal. That is really what i'm asking tho, what is it that can make a monster different between act1 and act3? My next step is to remake it like Nefarius is doing, match the number of frames of the target animation with the replacement. I mean correct me if anyone knows any different, but i checked thru the zakarumpriest skills & none of them are listed as using a sequence, so it shouldn't matter how many frames are being used as long as they're correct in animdata, but i'm gonna try it the other way just to see. Although, saying that, i think it might be quicker to try swapping the animations (attack, spell1, walk etc.) back one by one to see if i can work out what's screwing it up, i know this'll look awful, but if it is due to framecount differences then i should be able to track it down.

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Apocalypse Demon Moderator
   
Posts: 4023 From: Mississauga, Ontario Registered: Oct 2001 |
posted 16 December 2001 12:31
Hmm, have you tried the council in the durance or Bartuc's Council in Act 5? Do they crash as well?------------------ God gave me a brain to use but I miserably failed to use it to my advantage

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Incandescent One Honorary Warlord
   
Posts: 272 From: Great Britain Registered: Nov 2001 |
posted 16 December 2001 13:22
Hey apocalypse, stormriders worked ok as the council members, but i went back to using the zakarumpriest again, i'm still trying to make up my mind on what works best. I'm still learning as i go, i'm trying the easy route by using an existing monstertype that already has lightning, i'm sure there's probably an easier way of doing it tho. Hmmmmm.... i'm gonna try a few more things & see if i can't get the stormriders finished this week

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NefariusDX Honorary Warlord
   
Posts: 1392 From: The Hadal Abyss of Eternal Oblivion Registered: Jun 2001 |
posted 18 December 2001 01:32
Incandescent One, i had the same error and managed to fix it after a few hours, in monstats.txt they have skill seq leave these alone, but remember the skill ID number for all there skills, in skills.txt goto monanim and anim columns and change both to "attack" this should fix the problem.------------------ Ňëƒąřİű§ Official Modding since v1.02!!! ǾƒƒīçĺǎĻ МơÞÞ¦ħĝ §¡Nčē Λŀθ2 ------------------ XyRAXv21.00B Coming Soon!

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Incandescent One Honorary Warlord
   
Posts: 272 From: Great Britain Registered: Nov 2001 |
posted 18 December 2001 09:33
Hey Nefarius, i just tried it, i think i see what it does, uses the attack anim for the skill, it made the game last a lot longer before crashing anyway, they weren't casting blizzard at all either  So what determines the monster's level in an area, it's the only difference i can see between act1 bloodmoors where they work fine, and act3 travincal where they don't. Is there a location modifier that gets added to the monster's value in monstats? I'm gonna be more thorough next time, i could've sworn that i'd checked for any sequences before starting, adding frames to fix it isn't so bad, but to drop 32 frames from the casting anim is not something i want to do!!

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NefariusDX Honorary Warlord
   
Posts: 1392 From: The Hadal Abyss of Eternal Oblivion Registered: Jun 2001 |
posted 18 December 2001 09:42
the monlvl columns in levels.txt has NOTHING to do with spawned monster lvls only with map specifics i.e fallens that are map specific in camps will turn into dark ones at a monlvl of more then 20, try to change the seq to attack ot a1/a2 for all their skills that should fix it. the monlvl columns determin the dlvl (dungeon lvl) which means how much dmg traps do, how much gold drops from stashes and in a little rate what ilvl you will find here. ------------------ Ňëƒąřİű§ Official Modding since v1.02!!! ǾƒƒīçĺǎĻ МơÞÞ¦ħĝ §¡Nčē Λŀθ2 ------------------ XyRAXv21.00B Coming Soon![This message has been edited by NefariusDX (edited 18 December 2001).]

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Incandescent One Honorary Warlord
   
Posts: 272 From: Great Britain Registered: Nov 2001 |
posted 22 December 2001 12:36
Hey Nefarius, i just tried using the stormrider anims on the WilloWisp token, i had pretty much the same result as with the cantor, anims work fine in the bloodmoors, go to act3 swamp or somewhere you'd normally expect to find Gloams & it crashes SOMETIMES on casting lightning (not all the time, if i leave a character in the midst of monsters, eventually it will crash) I'm also interested in finding out how to adjust the offsets for the lightning animation, the stormrider casts right handed, whereas the normal offsets place the lightning centrally on the model. If i change the offsets for chain lightning, it may look better for the stormrider, but it'll screw it up for all the other lightning casting monsters & the sorceress! I'm sure there must be a way to alter missile offsets for individual monsters, for the height difference between the models at least. Going back to my lil problem tho, if i send u a link Nefarius, would you download it & have a look sometime? MERRY CHRISTMAS EVERYONE!!

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Apocalypse Demon Moderator
   
Posts: 4023 From: Mississauga, Ontario Registered: Oct 2001 |
posted 22 December 2001 12:47
Hmm, too bad, I really wanted them to have lightning. Oh, are you done with the horkspawn animations yet?------------------ God gave me a brain to use but I miserably failed to use it to my advantage

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wchilde Serf
Posts: 24 From: Registered: Dec 2001 |
posted 22 December 2001 23:03
I don't know if this helps or not. I had a similar problem and I looked in monstats and found the monster had a second skill it was trying to use but no anim for it and was crashing. So I set S2, ModeS2, etc, all to 0 and it fixed it.

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