View Issue Details

IDProjectCategoryView StatusLast Update
0002212FSSCPuser interfacepublic2010-07-18 06:42
ReporterMahak Assigned ToThe_E  
PriorityimmediateSeverityminorReproducibilityalways
Status resolvedResolutionfixed 
Product Version3.6.12 RC2 
Target Version3.6.12 
Summary0002212: Interface animations start at frame 1, not 0
DescriptionIn the latest releases (after 3.6.10) all interface anims (i.e. main menu anims) start at frame 1 instead of frame 0. This may not be an issue for retail freespace anims, however shows up on customs anims. I also noted this in the Inferno build of 3.6.10.
Additional InformationIf this is an intentional change to the animation code, it might need to go up on the wiki. Can be fixed by the developer simply having frame 0 & frame 1 the same. (just means I have to go and re-export all my anims again - gah!)
TagsNo tags attached.

Activities

The_E

2010-05-28 23:19

administrator   ~0012012

Does the same happen if you use an EFF file instead of an ani?

Mahak

2010-05-31 00:26

reporter   ~0012030

This is occurring in mainhall animations. From the wiki:

"Please note that EFF cannot be used for streaming files (head animations, icons, mainhall, cbanis, ect.) and is meant ONLY for weapon/explosion effects and animated textures."

So unless there is a way to use the .eff technique for mouse-hover animations (like the tech room/exit/ready room doors in Retail FS2), I couldn't say whether it happens to .eff files or not. Sorry.

The_E

2010-05-31 01:47

administrator   ~0012031

Last edited: 2010-05-31 01:48

In .12 and later, EFFs can be used in any place where you can use an ani. Check http://www.hard-light.net/wiki/index.php/EFF#EFF for details.

Goober5000

2010-06-04 05:44

administrator   ~0012038

This could be a problem and we should definitely check this out pre-3.6.12. I am asking chief1983 to make sure this gets shepherded through to proper resolution. :)

Flaming_Sword

2010-06-04 12:22

developer   ~0012041

Does this affect door animations, misc animations or both? If this affects door animations, does the door animation come back to the right frame or the wrong frame?

Mahak

2010-06-05 05:14

reporter   ~0012042

From what I can tell, this affects door animations (if someone else could test this, that would be great - I do not currently have any misc animations set up). It appears to both start & finish animations at frame 1.

chief1983

2010-06-14 14:51

administrator   ~0012068

Ok but I am unassigning this from myself only because I don't want someone to get the idea that I'm actually taking care of it personally.

The_E

2010-06-15 12:48

administrator   ~0012072

Please check with this build:

http://blueplanet.fsmods.net/E/fs2_open_3_6_13d_INF_SSE2.exe

It's based on trunk + the attached patch

2010-06-15 12:49

 

genericanim.patch (1,101 bytes)   
Index: generic.cpp
===================================================================
--- generic.cpp	(revision 6212)
+++ generic.cpp	(working copy)
@@ -317,7 +317,7 @@
 	if((ga->direction & GENERIC_ANIM_DIRECTION_PAUSED) == 0) {
 		if(ga->direction & GENERIC_ANIM_DIRECTION_BACKWARDS) {
 			//keep going forwards if we're in a keyframe loop
-			if(ga->keyframe && (ga->anim_time > keytime)) {
+			if(ga->keyframe && (ga->anim_time >= keytime)) {
 				ga->anim_time += frametime;
 				if(ga->anim_time >= ga->total_time) {
 					ga->anim_time = keytime - 0.001f;
@@ -327,11 +327,11 @@
 			else {
 				//playing backwards
 				ga->anim_time -= frametime;
-				if((ga->direction & GENERIC_ANIM_DIRECTION_NOLOOP) && ga->anim_time < 0.0) {
+				if((ga->direction & GENERIC_ANIM_DIRECTION_NOLOOP) && ga->anim_time <= 0.0) {
 					ga->anim_time = 0;		//stop on first frame when playing in reverse
 				}
 				else {
-					while(ga->anim_time < 0.0)
+					while(ga->anim_time <= 0.0)
 						ga->anim_time += ga->total_time;	//make sure we're always positive, so we can go back to the end
 				}
 			}
genericanim.patch (1,101 bytes)   

The_E

2010-06-15 17:22

administrator   ~0012076

Patch committed in revision 6214. Leaving this open for feedback/testing.

chief1983

2010-06-15 18:34

administrator   ~0012078

Awesome, thanks. Hope Mahak comments on this but the fix looks sound to me.

Mahak

2010-06-16 01:52

reporter   ~0012079

Tricky - I can't run debug builds without fatal crashes, obviously I'm missing all sorts of extra bells and whistles... Or my mod is so buggy it hurts the code... If anyone knows what I may be missing, let me know, or if there is going to be a retail build in a little while I will just wait for that.

chief1983

2010-06-16 02:13

administrator   ~0012080

Well I'm just going to backport it then, so it will be in RC3 shortly.

The_E

2010-06-16 09:14

administrator   ~0012081

Mahak, if your mod is that buggy, and you don' know how to fix it, post the errors reported at HLP where we can help you.

chief1983

2010-06-16 14:50

administrator   ~0012082

Yeah he's right, if your mod is throwing lots of warnings and errors with a debug build, it's only going to cause headaches if you put off fixing them. Most of the warnings are usually clear enough that a modder can figure out what they mean, but if you need any help feel free to post in the modding forum at HLP.

Mahak

2010-06-19 16:45

reporter   ~0012093

I might post my errors in another forum - debug builds actually crash for me with no error messages, even when just running original SCP data... Will report back once I know for sure, but it sounds like you guys are on top of it. Way to go!

Woolie Wool

2010-06-21 17:39

reporter   ~0012106

This build does not make single-frame ANIs work for me.

iss_mneur

2010-07-18 04:49

developer   ~0012235

As there have not been any complaints about this issue, I am closing it. If this issue is not fixed please reopen this issue.

As for the single frame cbanims please see 0002230

Goober5000

2010-07-18 06:42

administrator   ~0012238

Last edited: 2010-07-18 06:42

At the present time, the convention is for fixed bugs to be "resolved" and tickets that are not bugs, or do not need to be fixed, to be marked "closed".

Issue History

Date Modified Username Field Change
2010-05-27 19:55 Mahak New Issue
2010-05-28 23:19 The_E Note Added: 0012012
2010-05-31 00:26 Mahak Note Added: 0012030
2010-05-31 01:47 The_E Note Added: 0012031
2010-05-31 01:48 The_E Note Edited: 0012031
2010-06-04 05:44 Goober5000 Note Added: 0012038
2010-06-04 05:44 Goober5000 Assigned To => chief1983
2010-06-04 05:44 Goober5000 Priority normal => immediate
2010-06-04 05:44 Goober5000 Status new => acknowledged
2010-06-04 05:44 Goober5000 Target Version => 3.6.12
2010-06-04 12:22 Flaming_Sword Note Added: 0012041
2010-06-05 05:14 Mahak Note Added: 0012042
2010-06-14 14:51 chief1983 Note Added: 0012068
2010-06-14 14:51 chief1983 Assigned To chief1983 =>
2010-06-15 12:48 The_E Note Added: 0012072
2010-06-15 12:48 The_E Status acknowledged => assigned
2010-06-15 12:48 The_E Assigned To => The_E
2010-06-15 12:49 The_E File Added: genericanim.patch
2010-06-15 17:22 The_E Note Added: 0012076
2010-06-15 18:34 chief1983 Note Added: 0012078
2010-06-16 01:52 Mahak Note Added: 0012079
2010-06-16 02:13 chief1983 Note Added: 0012080
2010-06-16 09:14 The_E Note Added: 0012081
2010-06-16 14:50 chief1983 Note Added: 0012082
2010-06-19 16:45 Mahak Note Added: 0012093
2010-06-21 17:39 Woolie Wool Note Added: 0012106
2010-07-18 04:49 iss_mneur Note Added: 0012235
2010-07-18 04:49 iss_mneur Status assigned => closed
2010-07-18 04:49 iss_mneur Resolution open => fixed
2010-07-18 06:42 Goober5000 Note Added: 0012238
2010-07-18 06:42 Goober5000 Status closed => resolved
2010-07-18 06:42 Goober5000 Note Edited: 0012238