Official: Animation bug thread


Aces_High

 

Posted

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Originally Posted by BackAlleyBrawler View Post
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.
If you want another annoying wrinkle to the door problem, it doesn't even effect everyone equally. I've commented on vent about a door being bugged** only to have a couple people remark "the doors are open on my end."

That boggled my mind pretty good.


** The specific door was in the LRSF right before you fight the Vindicators (Mynx, Malaise, Luminary, Swan, and Valkyrie). That'd be the fourth mission, iirc.


 

Posted

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Originally Posted by BackAlleyBrawler View Post
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.

This comment is totally unnecessary.

About the 'winking' NPCs... it's like the rubberbanding issues that players were having with their characters; now applied to NPCs.

The NPCs start from point A and on their way to point B, they appear to wink out momentarily (one or more times) before finally ending up at point B.

Sometimes, you can actually see the 'snapping' of the rubberband effect (placing the NPC outside of it's intended trajectory before getting snapped back into it's intended course)


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Posted

Quote:
Originally Posted by BackAlleyBrawler View Post
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.
Sounds like a few problems I've seen in the past couple of weeks or so. Yesterday, when my toon died, he laid on the ground and appeared to be swimming on the ground until I went to the hospital. And the NPCs disappearing sounds almost like the rubberbanding I've seen with villains -- they're in front of you one moment, 20 feet away another, then back in front of you.

Quote:
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.
This has only happened to me inside missions, with either the sliding glass doors in hallways or the wooden doors in caves. You push to click, but they don't open. But if you run at them, you can go through them usually after a few tries.

Another problem I've had that started around the same time is that the buttons in the powers tray occasionally either show they're active when they're not, or else show they're queued when they're active. This has made fighting a bit more difficult in the past weeks.

All these problems seemed to have started (for me, at least) just day or two before you guys had to revert that most recent build. I was experiencing all this as recently as last night, but this morning when I played a bit I didn't notice any of these problems, FWIW.

d


 

Posted

I think that both the door issues and the disappearing and reappearing enemy issues are rubberbanding/lag issues. I have seen the door thing happen as a once-and-awhile affair for years now. That said, I think the servers have been more laggy for the past couple weeks.


Sermon
@sermon
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Posted

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Originally Posted by Sarrate View Post
If you want another annoying wrinkle to the door problem, it doesn't even effect everyone equally. I've commented on vent about a door being bugged** only to have a couple people remark "the doors are open on my end."

That boggled my mind pretty good.


** The specific door was in the LRSF right before you fight the Vindicators (Mynx, Malaise, Luminary, Swan, and Valkyrie). That'd be the fourth mission, iirc.
Ugh...those kind of bugs are nigh-impossible to track down. Only happens sometimes, and only happens to some of the people who are there to witness it.

We might be with this one for a while...hopefully we'll get lucky and figure something out.


 

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The Pocket D VIP power snaps back to the starting animation repeatedly instead of maintaining the channeled animation through the cast


 

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Originally Posted by MrPlayskool View Post
The Pocket D VIP power snaps back to the starting animation repeatedly instead of maintaining the channeled animation through the cast
This is true of all powers sharing that animation (Base teleporters, Mission teleporter, Market teleporters). The problem appears to be occurring 100% of the time, regardless of the conditions (at least in my experience).



 

Posted

Quote:
Originally Posted by BackAlleyBrawler View Post
Ugh...those kind of bugs are nigh-impossible to track down. Only happens sometimes, and only happens to some of the people who are there to witness it.

We might be with this one for a while...hopefully we'll get lucky and figure something out.
That one mostly happens when there's a lot of spikes in the netgraph. I've always assumed that the data packet telling the client to play "open door" animation got lost somewhere, but as you can push through the door anyway I assumed that you guys thought it was a trivial thing.

At those times, there are often times when the server seems to forget to tell the client that a certain animation should be playing - not only doors, but other people's toons as well.


Still @Shadow Kitty

"I became Archvillain before Statesman nerfed himself!"

 

Posted

Yeah, try standing inside a building with lots of foot traffic (like Steel Canyon's icon). You'll eventually witness the following:

Door open sound. Character's name appears.

Door close sound. Character's name disapears.

Door open sound, then *both* doors open, and the character finally hops in.

I sat in icon watching this for a while... mostly cuz i like the new door sound.


-STEELE =)


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Posted

Quote:
Originally Posted by BackAlleyBrawler View Post
Ugh...those kind of bugs are nigh-impossible to track down. Only happens sometimes, and only happens to some of the people who are there to witness it.

We might be with this one for a while...hopefully we'll get lucky and figure something out.
I have had the same problem with this several times and for me it always seemed to be those double rounded lab doors. Others said they were open but I had to basically run through a closed door. I have not had any trouble with the wood or glass doors. Good luck BABs.


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Posted

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Originally Posted by EmperorSteele View Post
Yeah, try standing inside a building with lots of foot traffic (like Steel Canyon's icon). You'll eventually witness the following:

Door open sound. Character's name appears.

Door close sound. Character's name disapears.

Door open sound, then *both* doors open, and the character finally hops in.

I sat in icon watching this for a while... mostly cuz i like the new door sound.
Okay...that is really odd. Because the sound is part of the FX script in the sequencer and can only be triggered if the door is playing that animation. As is the flag that disables collision, allowing you to walk through the door.


 

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I don't know if this has been mentioned yet or not, but when you use the Pocket D teleport power, your arms start sort of flapping up and down at the elbow really fast - like you're trying to build up kinetic power to teleport yourself


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yeah i have seen this as well






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Originally Posted by bAss_ackwards View Post
I'm not sure if there is anything you can do about this, but I'll post it anyways:

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.

Sometimes I can do this over and over in a spot and the power will get interrupted, sometimes I can the teleport again and it will work fine. It seems like moving and then casting the teleport helps. It could be that the server thinks I've moved when I have not, or that any offensive auras that are not hitting anything are causing the interruption. A fellow player has said that they must turn off their toggles to get the teleports to work sometimes.
I have noticed this is well, especially in the presence of an AE building or large population. I start the animation and then the character looks like it is having a seizure. I stopped using my mastermind because he travels via teleport and the animation chokes and I start falling before i can pull the next one off. I do run in windowed mode so I wonder if extra information is being sent to the client like the old chat bug?

Also when I'm around allot of players, powers like reveal and costume changes also get shortchanged. Perhaps power surpression need to be added to the entire AE building, Auction house, and Black market, a few protective drones in trade would be a compromise to activate toggles when ready to leave the area.


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Posted

Quote:
Originally Posted by BackAlleyBrawler View Post
Okay...that is really odd. Because the sound is part of the FX script in the sequencer and can only be triggered if the door is playing that animation. As is the flag that disables collision, allowing you to walk through the door.
BABs I did notice that when I get close to a building where players are entering I actually can see TWO sets of doors.. They open the door...and go inside and I can see another closed door behind it ... it could be something with the draw distance of items overlapping ....sorta like if I am at the right distance from a Rogue Isles ferry they look exactly like the clean ones in Paragon City ... is this purely graphics or actually two items stacking depending on settings?


ArchRex Dojhrom x ?
* Sidus Loricatus: B-NRG2, S-BS/Reg, T-Fire/Ice, MM-Bots/FF, St-NRG2, Dom-Psi/NRG, Cor-Son/Traps, Cor-Ice/Kin, Ctrl-Fire/Kin, PB-LB/LA
* Arachnos Loricatus: Soldier, Widow
* Praetoria Loricatus: B-DP/Dev, Cor-Elec/Elec

 

Posted

Quote:
Originally Posted by Squeakersman View Post
yeah i have seen this as well
Quote:
Originally Posted by DojhromTRW View Post
I have noticed this is well, especially in the presence of an AE building or large population. I start the animation and then the character looks like it is having a seizure. I stopped using my mastermind because he travels via teleport and the animation chokes and I start falling before i can pull the next one off. I do run in windowed mode so I wonder if extra information is being sent to the client like the old chat bug?

Also when I'm around allot of players, powers like reveal and costume changes also get shortchanged. Perhaps power surpression need to be added to the entire AE building, Auction house, and Black market, a few protective drones in trade would be a compromise to activate toggles when ready to leave the area.
Location and proximity to other players has nothing to do with it. All of my VG mates and I have been encountering this glitch, regardless of where we use the various channeled teleport powers, and who is around when we use them. None of us are playing in windowed mode.

[insensitive *******]That said, it would make a dandy foundation to build an "Epileptic Fit" emote around. [/insensitive *******]


 

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Originally Posted by PapaSlade View Post
I have had the same problem with this several times and for me it always seemed to be those double rounded lab doors. Others said they were open but I had to basically run through a closed door. I have not had any trouble with the wood or glass doors. Good luck BABs.
This caused a LOT of faceplants on my kheldian in the sunstorm mish where you have to stop the weapons testing. The first set of doors in the double set that opens into the round mini-room opened, but the second set remained closed and I was able to draw aggro through it, but unable to target through it, and just my unluck a Q was on the other side and 3-2-1 faceplant. After 3-4 tries I was annoyed enough to log out so the mish would reset. I have four possibilities for this: 1. the lag with I14 coming out 2. a bug with I15 3. A bug with the new fx patch (????no clue on this one) 4. Or something completly random (also no idea).


 

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Originally Posted by Golden_Girl_EU View Post
I don't know if this has been mentioned yet or not, but when you use the Pocket D teleport power, your arms start sort of flapping up and down at the elbow really fast - like you're trying to build up kinetic power to teleport yourself
I've noticed this for all the zone teleport powers -- Pocket D, Mission Teleporter, Base Teleporter, and Wentworth's/Black Market Teleporter.


Global name: @k26dp

 

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I scanned through this entire thread and didn't see it mentioned, so I apologize if it's already been stated: my female Katana/Willpower Scrapper is no longer using the "Weapon Drawn" animations when her Katana is unsheathed. The Katana is visible, but the running, jumping, etc. animations are the same as if I had no weapon at all. I tried this on a male Scrapper and he was still using the Weapon Drawn animations, so it appears to be solely a female bug. As far as I can remember, this only appeared recently, after one of the post-i15 patches.


 

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I've been hit with the "Door opened but the graphic didn't update on my machine" bug before, just seems to be a latency thing or something where a packet got dropped... *shrug* When it happens, it still lets me click, but the door never opens because it's already open. Maybe have clicking on the door always get a response (even if the server says open) so if it is really open, the client knows to open it (and thus it goes away?).


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Posted

Since Issue 15 went live, the costume change emote "Spin" has lost it's sound.

It animates perfectly, but the sound never plays with the animation.

I'm posting it here because of other sound-related bugs mentioned in the thread.


 

Posted

Quote:
Originally Posted by MrPlayskool View Post
The Pocket D VIP power snaps back to the starting animation repeatedly instead of maintaining the channeled animation through the cast
Quote:
Originally Posted by Genesis_Man View Post
This is true of all powers sharing that animation (Base teleporters, Mission teleporter, Market teleporters). The problem appears to be occurring 100% of the time, regardless of the conditions (at least in my experience).
I've started calling it the "Choir Director" emote.


 

Posted

Quote:
Originally Posted by Genesis_Man View Post
This is true of all powers sharing that animation (Base teleporters, Mission teleporter, Market teleporters). The problem appears to be occurring 100% of the time, regardless of the conditions (at least in my experience).
Actually.. try flying high above the ground and activating it.. it seems to work perfectly when you're up high... but the severity increases with proximity of a surface to stand on... quite bizzar really.


 

Posted

Mezz animations seem playing the "stunned" animation incorrectly a lot.

Example:

Mesmerize -> Stun animation instead of sleep

Dominate -> Stun animation instead of gripping head

Gravity Distortion -> Stun animation instead of floating.

It doesn't seem to happen 100% of the time, but it does happen a lot.

As for the teleport to base animation bug, I'm guessing it is related to interruptable powers somehow, specifically ones which target yourself.