TombEngine
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Animation refactors tier 5
5th tier of refactors to the animation system. Tier 4 was skipped because I had to do more than originally planned. Requires new level format. For testing, please compile a level using the TE branch in the PR linked at the bottom.
Main changes:
- Complete removal of
g_Level.Anims
,g_level.Frames
,g_Level.Changes
,g_Level.Ranges
, andg_Level.Commands
. Data is now nested within appropriate objects. - Cleaner, more extendable system for handling animation commands.
- Simpler animation data handling.
To do:
- Fix crash when exiting the game. Something to do with savegame hubs.
- Fix aiming with single arm.
- Fix civvy behaviour (maybe, compare with
develop
). - Fix charging bull behaviour (maybe, compare with
develop
).
To test:
- All currently working creatures and interactable objects. If something is wrong, also compare behaviour with
develop
.
Associated TE PR: https://github.com/MontyTRC89/Tomb-Editor/pull/845
Test Package uploaded here
so far, the SWAT_PLUS enemy doesn't work from my test. I shall test everything else later
Objects Tested and confirmed working as expected
- ID_AIRLOCK_SWITCH
- ID_JUMP_SWITCH
- ID_MAPPER
- ID_RAISING_BLOCK1
-
- Successfully raises ID_PUSHABLE_OBJECT_CLIMBABLE
-
- Can also "ladder" climb up side of block if climbable flag is enabled in Tomb Editor
- ID_RAISING_BLOCK2
-
- Successfully raises ID_PUSHABLE_OBJECT_CLIMBABLE
-
- Can also "ladder" climb up side of block if climbable flag is enabled in Tomb Editor
- ID_SWITCH_TYPEX
-
- ID_SWITCH_TYPEX (OCB 0, Wall Lever)
-
- ID_SWITCH_TYPEX (OCB 1, Small Lever)
-
- ID_SWITCH_TYPEX (OCB 2, Small Button)
-
- ID_SWITCH_TYPEX (OCB 6, Reach in Hole switch)
Objects tested and not working as expected
- ID_SWORD_GUARDIAN
-
- Is not able to find Lara if she is a distance away from her (ie: does not hover over to her)
-
- Bug IS present in
develop
- Bug IS present in
Hi there, I did a run through the enemies:
Issues I could replicate:
- Crash when exiting the game. Something to do with savegame hubs.
- Aiming with single arm.
- Charging bull behaviour (it doesn't push Lara forward, and when it hits a wall, it gets stuck in an animation loop).
Issues I found:
- Couldn't run the game in Debug x64, only in Release x64
- Aiming with revolver when Lara is crouched, she aimed to the ground instead of the enemy.
- TR2_Mercenary_autopistol_2 can't use the animations from TR2_Mecernary_autopistol_1 anymore, causing crash when killed.
- TR4_Ninja_1 (the one with white robe) crashes the game while he is chasing Lara with the sword (maybe when he is trying to do an acrobatic jump ¿?).
- TR5_Mafia_1 and TR5_SWAT, got freeze in idle animation, it does not crash the game if killed.
- TR5_Cooker, TR5_Brown_Beast and TR5_Sea_Witch, haven't got death animation, in develop they get frozen, but in this branch, the game crashes if Lara kills them.
Issues I could not replicate:
- Fix civvy behaviour. (I don't know what the issue was).
- Fix silent and invisible baboon crash. (In my level, inv and silent baboons were edited with their own copy o the animations, so they don't use the normal baboons animations like in original). (My testing level did the same with Venice goons, they worked well in the test I've done with this branch)
- Fix SAS guy. (I don't know what the issue was).