[Bug] Drow Transformation + regenerations
SpaceInvader
Member Posts: 2,125
I would be grateful if you could manage to fix the animation bug that causes the char to stop every few seconds if it is under the effect of any kind of regeneration.
Thanks & congratulations for the project
Thanks & congratulations for the project
Post edited by Balquo on
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your request will have many more chances of being considered / addressed if you are more specific / detailed the description of the issue and how to replicate it. Also, you should follow @CameronTofer's guidelines for reporting bug to make things easier for the developers. You can find there here.
So: if a character is under the effect of any kind of regeneration (Ring of Gaxx/Regeneration, the Regeneration spell, Axe of Unyielding and so on...) while affected by the animation change due to Adalon's Drow Transformation, this char will interrupt the current action every regeneration tick as if interacting with something.
The regeneration ticks shouldn't cause interferences.
i think it was referred to as "stuttering bug". extremely annoying. unfortunately i cannot remember the exact circumstances but maybe it is related to mods? may be worthwhile to google it...
edit- @spaceinvader: is this what you were talking about? http://www.gamespot.com/baldurs-gate-ii-shadows-of-amn/forum/i-keep-standing-and-stopping-for-some-reason-42667283/
I'm unsure if that will also fix the issue where polymorphed avatars can occasionally stop animating (they'll appear to just float along when moving, for instance).
@devSin Unfortunatly not, I always play with ToBEx and still have this bug. The only thing that prevents it seems to be the "fix" that removes the animation-change part of the spell (you count as a Drow but you still have your normal animation)
@sarevok57 right, it happens because it changes the normal animation and gives you a regeneration rate
I haven't encountered this issue and I had the drow transformation twice in my current BWP-megamod game while wearing massive amounts of magic items including regenerating ones.
TobEx fixes this effect opcode so that adjustments to child effect parameters 1 to 4 are saved in unused internal structures of this opcode and restored to the child effect on next application. This fixes stutter issues associated with the Polymorph (parameter 2 value 1) opcode and is required for the changes to the Dexterity Modifier (parameter 2 value 3), Poison, Strength Modifier (parameter 2 value 3), Disease, Regeneration, and Apply Repeating EFF opcodes to work correctly when used as child effects of this effect.
TobEx also fixes memory deallocation issues associated with containers and doors that use this effect opcode in their trap scripts
TobEx fixes a bug with parameter 2 values of 1 (Appearance only) where changes to the character's colour would either not work, or revert back to normal colours on refreshing the character. The Use EFF File opcode is fixed to prevent stuttering associated with using Polymorph opcode as a child effect.
Though I think both are from v24 which may still be beta~ still the engine bugs are reported already and will likely be dealt with.
Edit: I've also found this... http://www.shsforums.net/topic/54780-tobex-megamod-install/
Anyway the topic of this thread is dealt with by tobex bug fixes which @ScottBrooks is looking into.
The "infamous stutter bug" mentionned in that 2nd thread is one related to modded games and the variables they add filling the hashmap (whatever that is) resulting in stutter. Also reported
Edit: @Ascension64 and good job btw