Official: Animation bug thread


Aces_High

 

Posted

Ok, here's an interesting animation glitch I've discovered in the last 48 hours. Make a "huge" body type character, and give them some nice simple leg gear so its easy to see. (I have on the baggy pants.) Take broadsword for your attack power. Attack something, and then watch your legs. After a couple of seconds they slide inward in a very unusual motion. It's like two stances aren't quite identical, so there's a very obvious transition between them.



...I forgot what experience means.

 

Posted

I sent this bug in-game as well.

The juggle family of emotes don't align well with the robotics henchmen. They appear aligned to the right hand of the model.

It appears to be that the emote doesn't 'detect' the shoulder width of the model, it just plays the default animation aligned to the right hand.

On the drones this is somewhat minor, but on the assault bot the animation occurs well off-center, playing on the right half of the midline of the body.


@Cannonfodder
Victory: The Hall of Justice Virtue: The Hall of Doom
Slash Commands, Binds and Macros, Oh My!, CoV Stat Booster Accolade Cheat-Sheet, Don't Let Me Make Money Off Your Ignorance!!!, Day Job Acquisition Guide, "Tricky" TA

 

Posted

Probably not exactly a bug, but would be nice if you could make custom lists of standard critters that could be used to generate random spawns.


 

Posted

I have invented...the BOW-TANA.

Basically, the character is a magic katana/invuln scrapper with the Bow and Arrow temp power from Croatoa. Without having the katana out, if you pull out the bow, the katana comes with it. I have a bunch of other weapon temp powers and it doesn't happen with them, but all the other ones draw with your right hand. I'm guessing it's because the katana and bow are both left-handed weapons. Tested without toggles on, and it happened every time.

Oh, and only tested with the original katana model, since I've never customized that on this character.


I'm just a holy fool, oh baby it's so cruel


Thessalia, by Darkchildx2k

 

Posted

The Mercs Mastermind Medic still has a faulty animation on his Aid Other. When he activates the power, the tricoder simply appears in the air roughly where his hand ends up mid-animation and stays there the entire time, pointing 90 degrees to the left. The "green ray" effect still plays off the tricoder, but does so to the left, as that's where the device is pointing.

This only happens with Aid Other and never with Stimulant, which plays the proper animation every time, and it happens every time the Medic uses Aid Other.

P.S. I would SO love to have the bow-tana as a new powerset


Quote:
Originally Posted by Arcanaville View Post
Samuel_Tow is the only poster that makes me want to punch him in the head more often when I'm agreeing with him than when I'm disagreeing with him.

 

Posted

Another quick post to bookmark the thread. I'm happy to report that most of the issues brought up will be addressed in Issue 16. So once again, thanks for taking the time to report bugs and give us the information we need to fix them.


 

Posted

Just found something buggy with the animation for Pocket D transporter...going to see if It duplicates

the animation restarts and seems jumpy. same bug with the super group teleporter.


 

Posted

Yes, several people have noted this in another thread, I believe the market transporter is also affected, it seems that the initial second or so of the animation repeats over and over, while the build up and eventual teleportation remains unaffected.

Can't for the life of me find the thread with those reports in..


 

Posted

Well it's a animation bug....shouldn't it be here?


 

Posted

Quote:
Originally Posted by Scootertwo View Post
Just found something buggy with the animation for Pocket D transporter...going to see if It duplicates

the animation restarts and seems jumpy. same bug with the super group teleporter.
Yeah, the problem also appears with the mission teleporter


 

Posted

It affects all teleportation powers that use that same animation. And it wasn't reported here because it was reported on test.


 

Posted

>.> i think the word I'm looking for is Okay...


 

Posted

This animation bug is pretty minor and actually sort of cool:
If you use the Drink Formula costume change emote while flying it defaults to a flying version of the neutral stance afterward and stays in the pose until you move. If you're just above the ground and turn off the flight power the character will continue bobbing just above the ground in that pose.


Dr. Todt's theme.
i make stuff...

 

Posted

Quote:
Originally Posted by Captain_Fabulous View Post
It affects all teleportation powers that use that same animation. And it wasn't reported here because it was reported on test.
Cheers, I must have stumbled upon and posted in a test thread because I spent ages looking through the other threads for those reports. Strange though that I can't find my post in that thread via the search function or through my User CP.


 

Posted

Quote:
Originally Posted by Croesis View Post
Cheers, I must have stumbled upon and posted in a test thread because I spent ages looking through the other threads for those reports. Strange though that I can't find my post in that thread via the search function or through my User CP.
I don't know if there was a thread about it in the training room forum. I bugged it in-game and sent BAB a PM about it not long after the patch hit the test server.


 

Posted

Well someone called it the "boogie bug" and I responded with what I said earlier in this thread. Hmm... according to the search function that thread has fallen off the end of the earth. Perhaps it was removed along with the latest patch.. /shrug never mind.


 

Posted

I have reported this in game but didn't see it here so I will give it a go. There is an irregular occurence of doors that do not open when clicked ( overhead rollups in warehouses, elevator doors in buildings and lateral sliding dbl doors in labs etc that do not activate. However players and npcs can and do both walk through them. There is also an increasing number of occurences where npcs get stuck in walls and ceilings. Ranged damage powers will not fire on them but they can fire upon players ( very frustrating for blasters trying to solo a mission) sometimes melee powers can get them sometimes not, AOE powers do seem to work most of the time. Let me add to the chorus that one shotted npcs continue in their existing state whether that was standing with a thumb in one ear or talking to another npc, it is relatively harmless but very weird and confusing if part of a large group because you then think they are still active. The COT Behemoths and Behemoth Lords, if hit with knockback frequently get hung up in the wall or stalagmite or ceiling and kind of thrash around even though they have more than half of their health bar still lit up. The archery animation sometimes shows the rain of arrows leaving the bow going backwards, I thought you had fixed this at one point but just noticed it again yesterday; the ranged shot animation has you fitting the arrow to the bow twice but it does not do it all the time and I have not been able to pin it down to a certain situation or foe; periodically the animation for a shot will simply not occur but the arrow flies to target anyway, I don't know that it occurs for all shots but certainly most of the different shots, though it too is irregular and does not happen all the time or even most of the time. If you fire a rapid sequence of archery shots sometimes the aimed shot will activate a second time (helpful sometimes annoying at others). Almost all of these glitches do not happen all the time but they do occur with enough frequency to be annoying and to detract from this shared fantasy we have.


Dancingbear

At certain times the forest serenades the stars and draws them nearer but they won't mind if we dance.

 

Posted

A few off the top of my head:

Headman Gunmen for the Lost have their Rikti Rifle power. The odd thing is that the gun will hum, but the blast itself makes no noise. Happens in Port Oakes all the time.

During ambushes in Arachnos Bases, the ambushers will sometimes get stuck and start sliding on the floor forward and backwards, almost like the powerslide animation. Happens with the ambush in Marshall Brass' second introductory mission involving the Gold Brickers, where you deliver the pack to that scientist.

Currently, Spectral Knights for CoT don't fade away when they die. They will go into their "death" pose, then become completely solid without transparency or dark "fuzz", then float mid-air rigid and dead, until the "body fadeout" occurs.

During Rikti zone events, when the Rikti teleport in, sometimes they will just appear in masse without the teleport sequence, become targetable, then fade back out, until they reappear moments later using the correct teleport sequence.

There's more, but I don't recall.


 

Posted

I dunno if it's just me, but the new Drink Potion costume change animation seems out of sync. The sound of the bottle smashing doesn't quite match the visual.


 

Posted

I'm sure that this has been reported elsewhere but the latest patch said that the animation for Ice Arrow and Entangling Arrow had been fixed. I don't know about Entangling arrow but the Ice Arrow animation is still firing off to early.


 

Posted

In addition to those I mentioned above there are frequent instances in which npcs flop around after being defeated and in Talos lots of instances where npcs (foes) disappear, reappear at some distance away or right in front of you or jus disappear altogether and the non opening doors continue tho I can walk through them but then so can the baddies (rats) Before you loose 16 on us can we get the damn thing working right please oh wait , I got it ! the release of 16 will mask the snafus with new snafus so we won't notice the old ones, very crafty.


Dancingbear

At certain times the forest serenades the stars and draws them nearer but they won't mind if we dance.

 

Posted

Not sure if this goes here, but...

AT: Mastermind
Powerset: Robotics

The unlockable weapon model "Crey Laser Rifle" now (for me) has two white "streams" running down both sides of the gun ending in 2 white "globes"

http://i567.photobucket.com/albums/s...8-20-39-01.jpg

This effect persists after the gun is gone.

http://i567.photobucket.com/albums/s...8-20-39-13.jpg

Also this seems to have some effect on sound fx playing. Sounds become delayed by as much as 2-3 minutes(the power activates and 2-3 minutes later the sound plays). I mention this because this delay only happens while the character is using a costume with the above weapon model, any other costume/weapon model and there is no problem.


Sometimes you get the bear; sometimes he get you, rips your head off, sucks out your eyes, pulls out your spleen, humps your leg and pees in your boots

 

Posted

Hi Babs!!!


Powers: Recall Friend, Pocket-D Teleport, Mission Transporter.

Description: They all seen to enter a interrupted loop when started, so it almost seens the toon is suffering seizures... The animations dont run the whole normal duration.

So far it happened to all the toons i tested. From Masterminds to Corruptors to Tankers.


** Guardian�s Crazy Catgirl **
************* 22 XxX 10 *************

Yes. I can get lost on a straight-line map.

 

Posted

Quote:
Originally Posted by Rabid_Metroid View Post
[ QUOTE ]
The powers Pocket D teleport, Base teleport, and Mission teleport are all getting interrupted somehow. In both animation and power execution. I will not be using anything, not even touching my mouse and the power will fail sometimes. Sometimes I can see the animations getting briefly interrupted and then quickly going back to continue the "casting teleport" animation.

[/ QUOTE ]

I believe that having someone summon or despawn an Oro portal nearby causes this.

Bug: Incorrect animation for Enervating Field.
Model: Male
AT: Defender. Rad/Rad
To create: Call up the Nemesis Staff Vet power, and target an opponent. While the staff is out, activate Enervating Field. The character will take the staff in both hands and use it to "fling" the energy at the target. The staff stays in the hands after the animation is finished.
Notes: This is a very cool animation. I wouldn't mind seeing this turn up somewhere else for us to use. Cool or not though, I think this is a bug.
This also happens when using Hot Feet after Nemesis Staff.


 

Posted

Quote:
Originally Posted by Dancingbear View Post
In addition to those I mentioned above there are frequent instances in which npcs flop around after being defeated and in Talos lots of instances where npcs (foes) disappear, reappear at some distance away or right in front of you or jus disappear altogether and the non opening doors continue tho I can walk through them but then so can the baddies (rats)
By flop around, do you mean ragdoll?

Not sure what exactly you mean by "in Talos lots of instances where npcs (foes) disappear, reappear at some distance away or right in front of you or jus disappear altogether". Running it by our designers and they're unfamiliar with what you describe as well. One of them was playing in Talos just yesterday and didn't see anything like that. We might need more information about what you're seeing.

I've heard multiple reports about issues with doors. I can't fathom what might have changed that makes them no longer functional, but I'm looking into it. Problem seems to be inconsistent, which means it's much much harder to pin down the cause. I'm also unclear on whether these are doors inside instanced missions, or doors to enter buildings/missions.

Quote:
Before you loose 16 on us can we get the damn thing working right please oh wait , I got it ! the release of 16 will mask the snafus with new snafus so we won't notice the old ones, very crafty.
This comment is totally unnecessary.