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iwd2: glacier melting cutscene inaccuracies #1510

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lynxlynxlynx opened this issue Jan 1, 2022 · 3 comments
Closed
12 tasks done

iwd2: glacier melting cutscene inaccuracies #1510

lynxlynxlynx opened this issue Jan 1, 2022 · 3 comments
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bug game: iwd2 research needed usually means testing in the original, to see how it behaved system: animations system: core core engine stuff system: projectiles system: scripting pertaining to scripts and dialogs
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@lynxlynxlynx
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lynxlynxlynx commented Jan 1, 2022

Original:
https://youtu.be/uENgjVDJiTw?t=110

This is the 41cnatew cutscene.

  • fades are still busted
  • casting glow is too long
  • there is no fake casting sound
  • the glacier is disintegrated too fast / timing doesn't add up narratively
    • the glow should fade before disintegration effects are visible
  • there is no disintegration visuals
  • there is a door opening sound
  • they are not wearing their helmets Helmet drawing regression  #1512
  • Ingrath should stop sooner, since he's using MoveToObjectUntilSee
  • Ingrath has an odd path and walks backwards
  • casting stance is too long (casting faked via PlaySequence) We need a simple way to draw a single cycle of a char animation #1513
  • the reinforcements should cluster around their leaders
@lynxlynxlynx lynxlynxlynx added bug game: iwd2 system: scripting pertaining to scripts and dialogs labels Jan 1, 2022
@lynxlynxlynx lynxlynxlynx self-assigned this Jan 1, 2022
lynxlynxlynx added a commit that referenced this issue Jan 1, 2022
restores some missing visuals in this and other scenes, eg. #1510
lynxlynxlynx added a commit that referenced this issue Jan 1, 2022
iwd1 does it manually, eg. Angaar in bcclgate.bcs
fixes Nathaniel's icewall melt making a sound #1510
lynxlynxlynx added a commit that referenced this issue Jan 2, 2022
…ilable #1510

potentially wrong, but fixes the sound timing in iwd2 41cnatew.bcs triggered by
SpellHitEffectPoint projectiles
lynxlynxlynx added a commit that referenced this issue Jan 2, 2022
fixes the too long range for #1510, matches the re confusion,
but could also break a lot of other stuff
perhaps it will need to be ifdefed or used with more complex logic
@lynxlynxlynx lynxlynxlynx added research needed usually means testing in the original, to see how it behaved system: animations system: core core engine stuff system: projectiles labels Jan 2, 2022
@lynxlynxlynx
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lynxlynxlynx commented Jan 2, 2022

Ingrath is now nicely placed, but his groupies will have to be checked on a clean save.

To test just run in ar4100: SetGlobal("41NateDestroySourceQuest","GLOBAL",4)
(and create the 11genden item if you want the same process as in the video)

lynxlynxlynx added a commit that referenced this issue Jan 2, 2022
part of #1510, since the icewall door is blocking when closed and
throws Ingrath away
@lynxlynxlynx lynxlynxlynx removed their assignment Jan 15, 2022
@lynxlynxlynx lynxlynxlynx added this to the 0.9.2 - TBN milestone Jul 2, 2022
@lynxlynxlynx lynxlynxlynx modified the milestones: 0.9.2 - TBN, 0.9.3 - TBN May 2, 2023
@lynxlynxlynx
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lynxlynxlynx commented Mar 29, 2024

His soldiers get there faster, so he can't enter the spot where he's supposed to be and 50letter.bcs gets stuck. Ok, that only happened once in a several tries, not so bad.
image
And if you don't have the item, it's easy to hit a severe corruption (canary dies), something probably related to #1913.

@lynxlynxlynx
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Ok, nevermind, was cheating the cutscene from the wrong context. So the last item can be ticked, but I noticed the skulltrap didn't trigger, so one more thing before closing ...

lynxlynxlynx added a commit that referenced this issue Mar 30, 2024
fixes ingrath letter bomb not going off immediately #1510
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bug game: iwd2 research needed usually means testing in the original, to see how it behaved system: animations system: core core engine stuff system: projectiles system: scripting pertaining to scripts and dialogs
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