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Fix zombie sequence mess #17225

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merged 3 commits into from Oct 14, 2019

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abc013 commented Oct 12, 2019

Closes #15633.

  • Removed black points and the line as described in #15633
  • Adjusted the die sequence lengths, which are apparently a frame longer
  • Duplicated frame 72 (duplicate is frame 75); Every attack facing had 4 frames but the one to the left
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reaperrr commented Oct 12, 2019

Duplicated frame 72 (duplicate is frame 75); Every attack facing had 4 frames but the one to the left

Wouldn't that shift the Start frame of later sequences by 1?

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abc013 commented Oct 12, 2019

Attack frames begin at 64. They go till 64 + 8*4 which means 96. That's where idle1 starts, which is correct. So actually, the offset was wrong by one before the fix. You can check this by looking into the asset browser if you want.

abc013 and others added 3 commits Oct 11, 2019
Added missing zombie attack frame
and other fixes.
@reaperrr reaperrr force-pushed the abc013:zombiefix branch from 508baa2 to b2f5f43 Oct 13, 2019
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Changes look good to me

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reaperrr commented Oct 13, 2019

The changes were fine, but I took the liberty to make the following adjustments:

  • Merged 3rd commit into 1st, with a short commit message.
  • Added two fixes of my own: stand2 sequence made the zombie randomly turn around its axis because it had Length: 8 when it should have been Facings: 8, and run sequence tick rate is now adjusted to match other infantry.

Someone should confirm that those changes are fine before we merge this.
Besides, with Halloween upcoming I think we should pick this to prep.

@reaperrr reaperrr added this to the Next Release milestone Oct 13, 2019
@abcdefg30 abcdefg30 merged commit 33bba98 into OpenRA:bleed Oct 14, 2019
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abcdefg30 commented Oct 14, 2019

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