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Remove props from cape animations
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Authored by Angen on Nov 20 2019, 5:25 PM.

Details

Summary

Some capes still use animations with defined props.
This is removing them by or using variants without them or creating new variant files especially for that cause.

Test Plan

Open scenario editor.
Select All actors
Filter capes.
Play gather, carry, build, slaughter, range attack animations and confirm there is no prop displayed.

Diff Detail

Repository
rP 0 A.D. Public Repository
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Automatic diff as part of commit; lint not applicable.
Unit
Automatic diff as part of commit; unit tests not applicable.

Event Timeline

Angen created this revision.Nov 20 2019, 5:25 PM
Owners added a subscriber: Restricted Owners Package.Nov 20 2019, 5:25 PM

Successful build - Chance fights ever on the side of the prudent.

Link to build: https://jenkins.wildfiregames.com/job/vs2015-differential/608/display/redirect

Successful build - Chance fights ever on the side of the prudent.

Link to build: https://jenkins.wildfiregames.com/job/docker-differential/1124/display/redirect

Angen added a reviewer: Stan.Nov 20 2019, 5:40 PM
Stan requested changes to this revision.Nov 20 2019, 8:43 PM

I guess we should use cape variants everywhere. So that if capes are changed in the future from this armature to the next we only have a handful of stuff. Sorry if that's what you meant earlier...

binaries/data/mods/public/art/actors/props/units/capes/rider/spearman_ready.xml
13 ↗(On Diff #10364)

Not sure but I guess it could deserve a cape template.

binaries/data/mods/public/art/actors/props/units/capes/rider/spearman_relax_shield_reverse.xml
18 ↗(On Diff #10364)

Any reason for the switch ?

binaries/data/mods/public/art/variants/biped/cape_attack_ranged_cavalry_javelin.xml
1 ↗(On Diff #10364)

Missing XML header.

This revision now requires changes to proceed.Nov 20 2019, 8:43 PM
Angen added inline comments.Nov 20 2019, 8:47 PM
binaries/data/mods/public/art/actors/props/units/capes/rider/spearman_ready.xml
13 ↗(On Diff #10364)

It would end up with the file using this one as parent and nothing new, i am not sure, but if you insist, let me know i ll do it

binaries/data/mods/public/art/actors/props/units/capes/rider/spearman_relax_shield_reverse.xml
18 ↗(On Diff #10364)

attack_slaughter_shield_*.xml defines props using attack_slaughter_shield.xml as parent for animations, I wanted to avoid a lot of files just with attack_slaughter_shield as parents

binaries/data/mods/public/art/variants/biped/cape_attack_ranged_cavalry_javelin.xml
1 ↗(On Diff #10364)

thnx

Angen updated this revision to Diff 10370.Nov 20 2019, 9:18 PM

xml headers + cape_ prefix

Successful build - Chance fights ever on the side of the prudent.

Link to build: https://jenkins.wildfiregames.com/job/docker-differential/1127/display/redirect

Successful build - Chance fights ever on the side of the prudent.

Link to build: https://jenkins.wildfiregames.com/job/vs2015-differential/611/display/redirect

Stan added a comment.Nov 21 2019, 10:18 AM

Open questions:

  • Should death_cape be renamed cape_death or conversely ? wiki:ArtFileNamingConventions
  • Should we create variants for the remaining ones
    • promotion_shield
    • death_shield
    • gather_praise
    • attack_slaughter
    • attack_capture
    • formation_X
binaries/data/mods/public/art/actors/props/units/capes/rider/spearman_relax.xml
18 ↗(On Diff #10370)

Here.

Angen planned changes to this revision.Nov 21 2019, 10:36 AM

missed attack_slaughter

I would not create more files just to have special prefix for them
Same I would not mix this diff with file renaming for death_cape, or cape_gather_*

for cape_ vs _cape, prefix is easier to find when looking files in explorer,
Question here is if cape is taken as type or some variation, ideally what we should do is for example carry_meat_no_props and in carry_meat we use that one as parent and so we would use *no_props variants for capes but again i think that is for another diff, because it is more like a lot of files renaming.

Stan added inline comments.Nov 21 2019, 11:23 AM
binaries/data/mods/public/art/actors/props/units/capes/rider/pers_spearman_e.xml
15 ↗(On Diff #10370)

Here as well.

binaries/data/mods/public/art/actors/props/units/capes/rider/spearman_relax.xml
18 ↗(On Diff #10370)

Still missing ?

Angen updated this revision to Diff 10373.Nov 21 2019, 6:19 PM

Successful build - Chance fights ever on the side of the prudent.

Link to build: https://jenkins.wildfiregames.com/job/vs2015-differential/613/display/redirect

Successful build - Chance fights ever on the side of the prudent.

Link to build: https://jenkins.wildfiregames.com/job/docker-differential/1129/display/redirect

Stan requested changes to this revision.EditedNov 24 2019, 12:40 PM
ERROR: CCacheLoader failed to find archived or source file for: "art/variants/biped/rider/cape_attack_slaughter.xml"
ERROR: Could not open path biped/rider/cape_attack_slaughter.xml

Other than that I couldn't find any oversight easily, but I'll check again.

This revision now requires changes to proceed.Nov 24 2019, 12:40 PM
Angen updated this revision to Diff 10405.Nov 24 2019, 3:04 PM

fix misstyped file name

Successful build - Chance fights ever on the side of the prudent.

Link to build: https://jenkins.wildfiregames.com/job/vs2015-differential/638/display/redirect

Successful build - Chance fights ever on the side of the prudent.

Link to build: https://jenkins.wildfiregames.com/job/docker-differential/1154/display/redirect

Stan accepted this revision.Nov 24 2019, 5:35 PM

Thanks for the patch.

This revision is now accepted and ready to land.Nov 24 2019, 5:35 PM
This revision was automatically updated to reflect the committed changes.