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Dantooine Star Map Ruins - Conversation/cutscene issues #105

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3 of 4 tasks
DarthParametric opened this issue May 9, 2019 · 6 comments
Closed
3 of 4 tasks

Dantooine Star Map Ruins - Conversation/cutscene issues #105

DarthParametric opened this issue May 9, 2019 · 6 comments
Labels
Minor Issue Aesthetic issue or other problem that isn't really a bug Module: Dantooine Issue occurs primarily on Dantooine Type: Conversation This issue is a DLG-specific bug/error Type: Scripting This issue is related specifically to a scripting bug/error

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@DarthParametric
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DarthParametric commented May 9, 2019

  • There's a delay between the door opening shot and the player and Bastila being jumped next to the droid. It should be done in the opening shot. Too much screwiness doing that
  • The Overseer droid's line about Nemo being unworthy needs a delay before switching to the camera angle showing the body.
  • Bastila's line after the droid's talking about Nemo is off-screen. The camera remains on Nemo. I don't think his corpse is interesting enough to warrant that much screen time.
  • When opening the Star Map door, there's a cutscene showing the player enter the room, then you have to manually walk forwards a few meters to trigger the cutscene of the Star Map opening. It should just be merged into one continuous scene.
@DarthParametric DarthParametric added Type: Conversation This issue is a DLG-specific bug/error Minor Issue Aesthetic issue or other problem that isn't really a bug Module: Dantooine Issue occurs primarily on Dantooine Type: Scripting This issue is related specifically to a scripting bug/error labels May 9, 2019
@DarthParametric
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DarthParametric commented Sep 19, 2019

  • Despite the previous changes, Bastila failed to obey and walk to her intended mark during the conversation with the overseer droid, instead staying where she was when the cutscene was triggered.

@DarthParametric
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DarthParametric commented Sep 28, 2019

This appears to be another case of a problem that occurred on XP that I cannot replicate on 10, like with the Murder Mystery corpse selection icon. Even when clicking through all the lines, Bastila still ended up walking into position as expected (albeit at high speed, which was humorous). I don't know why it would fail on XP though.

Edit: Tested on XP and I can't reproduce it on that either, whether letting it play out or clicking through. So maybe it was just some random one-off or something. I guess we'll call it closed unless some further info becomes available in the future.

@DarthParametric
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DarthParametric commented Oct 23, 2019

  • Might need to change all of Bastila and the Player's lines to set the droid as listener to prevent side-on camera angle 1s. Edit: No, that doesn't work. There are fundamental issues with the way the DLG is structured that are not really resolvable without completely rebuilding it and adding in a bunch of new nodes.
  • Nemo's camera angle needs adjustment.

@DarthParametric
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@auri0n - It's not perfect, but try this:

Dan_Ruins_Droid_Convo_Adjustment.zip

The player will look at Bastila on any node directly after one of her interjections, but there's no real fix for that apart from completely rebuilding the DLG as I said above, slipping in empty nodes in between with the droid as the speaker. The other alternative would be to lock the player's head orientation, but then you'd have them just blankly staring straight ahead the entire conversation, which I'm not sure is an improvement.

@auri0n
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auri0n commented Oct 25, 2019

I'd say that's an improvement, thanks for the quick fix.

@DarthParametric
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DarthParametric commented Nov 28, 2021

1.9.0 beta test observations:

  • Both the droid and star map scenes/convos need a ClearAllEffects on the player/Bastila to strip off Force Speed.
  • Player can freeze post-Star Map scene.
  • Bastila looks at the ground during the Star Map scene due to the map being the DLG owner.

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Labels
Minor Issue Aesthetic issue or other problem that isn't really a bug Module: Dantooine Issue occurs primarily on Dantooine Type: Conversation This issue is a DLG-specific bug/error Type: Scripting This issue is related specifically to a scripting bug/error
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