-
Notifications
You must be signed in to change notification settings - Fork 178
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
iwd2: glacier melting cutscene inaccuracies #1510
Comments
restores some missing visuals in this and other scenes, eg. #1510
iwd1 does it manually, eg. Angaar in bcclgate.bcs fixes Nathaniel's icewall melt making a sound #1510
…ilable #1510 potentially wrong, but fixes the sound timing in iwd2 41cnatew.bcs triggered by SpellHitEffectPoint projectiles
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
Ingrath is now nicely placed, but his groupies will have to be checked on a clean save. To test just run in ar4100: |
part of #1510, since the icewall door is blocking when closed and throws Ingrath away
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. |
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 ... |
fixes ingrath letter bomb not going off immediately #1510
Original:
https://youtu.be/uENgjVDJiTw?t=110
This is the 41cnatew cutscene.
they are not wearing their helmetsHelmet drawing regression #1512casting stance is too long (casting faked via PlaySequence)We need a simple way to draw a single cycle of a char animation #1513The text was updated successfully, but these errors were encountered: