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Providing the opportunity to play the given animation "carry_meat" for cavalry
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Authored by Mr.lie on Jul 26 2020, 1:22 AM.

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Summary

This patch let horses move on the animation "carry_meat". Therefore added an animation named "carry_meat" to the relevant "base_horse_*"-variants similar to the "camelry-variants".**

Test Plan
  • Iterate through all unit actors in atlas (except heroes and champions because they doesn't gather meat) to see it works
  • Start a game and let an cavalry actor gather meat to see it works without side-effects

Event Timeline

Mr.lie created this revision.Jul 26 2020, 1:22 AM
Stan added a subscriber: Stan.Jul 26 2020, 2:28 AM

I'm not sure to understand what this fixes. Do the horses currently glide ?

In D2910#126036, @Stan wrote:

I'm not sure to understand what this fixes. Do the horses currently glide ?

Currently in the atlas editor on the animation "carry_meat" the horses keep standing, they don't walk. The Camelry_archers walk on this animation

Mr.lie updated this revision to Diff 12940.EditedJul 27 2020, 3:29 PM

With this patch all animations "approach_*", "carry_* and formations (anti_cavalry_*, phalanx_*, syntagma_*, testudo_*) are playable (i.e. combine walk + anim)
Delete also the basket from "female_gather_meat" because they do not use it.
Attach the back_basket on "approach_fruit" because he is used for carrying

Stan added a comment.Jul 27 2020, 3:36 PM

Interesting. But you need to add more animations in atlas for it to work right? Also none of those animations are actually used in the game :/ (They are used but differently) which means this patch adds a lot of maintenance work...

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

Link to build: https://jenkins.wildfiregames.com/job/docker-differential/2793/display/redirect

In D2910#126188, @Stan wrote:

Interesting. But you need to add more animations in atlas for it to work right? Also none of those animations are actually used in the game :/ (They are used but differently) which means this patch adds a lot of maintenance work...

No, the "lists.xml" is untouched. This patch only make the given animations playable for atlas.

Silier added a subscriber: Silier.Jul 27 2020, 3:47 PM

This is incorrect and adding duplication to art files.
Every animation you have added is never going to be used by simulation.
The names are names of variants, and animations are idle, walk, run and so on.
Reason why you do not see them to play in atlas is because it is not picked correct animation variant to play them.

Same applies for https://code.wildfiregames.com/rP23904.
There is bunch of animations in list, which actually should not be there, because they are only variants.

That is why I requested changes on https://code.wildfiregames.com/D2042. Hopefully, after that one is implemented we will be able to remove the ones which should not be there among animations.

Just for clarifications. Formation related variants were animations and that is why they are in atlas animation list, but they were rewritten as variants.

In D2910#126194, @Angen wrote:

This is incorrect and adding duplication to art files.
Every animation you have added is never going to be used by simulation.
The names are names of variants, and animations are idle, walk, run and so on.
Reason why you do not see them to play in atlas is because it is not picked correct animation variant to play them.

Same applies for https://code.wildfiregames.com/rP23904.
There is bunch of animations in list, which actually should not be there, because they are only variants.

That is why I requested changes on https://code.wildfiregames.com/D2042. Hopefully, after that one is implemented we will be able to remove the ones which should not be there among animations.

Just for clarifications. Formation related variants were animations and that is why they are in atlas animation list, but they were rewritten as variants.

This is related to all animations, or just to the formations?