Official: Animation bug thread
Just a heads-up on this, a friend and I managed to isolate part of this bug in a reproducible manner. Low mag KB, essentially KD, causes this bug to manifest. However, it only occurs every other time you're hit with a KD power. In other words, you'll get flipped once, then knocked down, then flipped, then knocked down, etc. It's next to impossible to isolate in regular play because so few foes have guaranteed KD powers. The only reason we found it is because we were testing it in the Arena.
I sent Castle the information and steps to reproduce the bug, and with it being such a definitive pattern, I don't think it will be difficult for the developers to pinpoint the cause. Props go to @Dorkus for finding the first clue to the pattern. I had him spamming Force Bolt on my hovering Archery/Energy blaster, which wasn't triggering the bug, then he shot me in the face with Repulsion Bomb, knocked me down in mid-air and got us on the right track. |
I was just playing my Fire/Earth Dominator, and noticed that the hold animation for Char only played about 1 time in 10. The power worked, but they'd just stand in place. And when the animation did play, it looked more like a stun animation than the choking animation Char normally has.
Arc #40529 : The Furies of the Earth
I was just playing my Fire/Earth Dominator, and noticed that the hold animation for Char only played about 1 time in 10. The power worked, but they'd just stand in place. And when the animation did play, it looked more like a stun animation than the choking animation Char normally has.
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Branch 20 is Paragon's latest nemesis.
Using my forcefield character last night, I spotted another odd issue that popped up with i16.
Pre-i16, you would cast one bubble, and you would remain in the hunched over post cast stance for a bit. This made casting the next bubble more "flowing" than in post-i16. Now when you cast the first bubble, you return to a standing tall stance. It makes the casting of multiple bubbles look far more awkward and twitchy.
Liberty server
lvl50 Bot/FF mastermind.
Edit: Done. He's Fire/TA.
Using my forcefield character last night, I spotted another odd issue that popped up with i16.
Pre-i16, you would cast one bubble, and you would remain in the hunched over post cast stance for a bit. This made casting the next bubble more "flowing" than in post-i16. Now when you cast the first bubble, you return to a standing tall stance. It makes the casting of multiple bubbles look far more awkward and twitchy. |
Blue
American Steele: 50 BS/Inv
Nightfall: 50 DDD
Sable Slayer: 50 DM/Rgn
Fortune's Shadow: 50 Dark/Psi
WinterStrike: 47 Ice/Dev
Quantum Well: 43 Inv/EM
Twilit Destiny: 43 MA/DA
Red
Shadowslip: 50 DDC
Final Rest: 50 MA/Rgn
Abyssal Frost: 50 Ice/Dark
Golden Ember: 50 SM/FA
Numerous reports of various mez/hold animations not playing correctly. I know that this is something we've looked into before, and I suspect that this is another in a string of "was fixed, but got unfixed by the dastardly Branch 20"
Branch 20 is Paragon's latest nemesis. |
Martial Arts/Crane Kick's animation lasts a little too long on my (male body) scrapper. After my character puts his leg back down from the kick, I'm unrooted and can move around again, but there's close to a full second where he stays in the neutral stance before he'll start running again.
Arc #41077 - The Men of State
Arc #48845 - Operation: Dirty Snowball
Using my forcefield character last night, I spotted another odd issue that popped up with i16.
Pre-i16, you would cast one bubble, and you would remain in the hunched over post cast stance for a bit. This made casting the next bubble more "flowing" than in post-i16. Now when you cast the first bubble, you return to a standing tall stance. It makes the casting of multiple bubbles look far more awkward and twitchy. Liberty server lvl50 Bot/FF mastermind. |
HMO
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"They may be called Heroes, inasmuch as they have derived their purpose and their vocation, not from the calm regular course of things, sanctioned by the existing order; but from a concealed fount, from that inner Spirit, still hidden beneath the surface, which impinges on the outer world as on a shell and bursts it into pieces" - Some 20th Century person.
I haven't read the whole thread, so this may have been posted.
On my Earth/Earth Dom, using the crystal look on both powersets, when I cast Fossilize, instead of the "Hold" animation, the NPCs play the "Stun" animation instead.
Found a bug related to the custom colors.
On my Energy/Energy Blaster.
Different colors for Power Thrust, Energy Punch, and Bone Smasher.
Anytime I use Bone Smasher and then use Energy Punch, the Bone Smasher colors stay
active around my hands. (the actual little burst of color from the hit is in the correct color, but the "glowing circle mittens" stay in the bone smasher colors)
It doesn't occur if I cycle from Bone Smasher to Power Thrust or Power Thrust to either other power or Energy Punch to either other power, only on Bone Smasher to Energy Punch.
(blaster isn't high enough to test any of the other melee powers yet)
6000+ levels gained and 8 level 50's
Hello, my name is Soulwind and I have Alt-Itis.
Don't know if this has been brough up yet or not, but the animation for Steamy Mist does not play while hovering or flying.
Corruptor
Female model
Sonic Blast, the Shriek animation gets stuck on the last frame for approx. 3 seconds. If you move no animation plays you just slide across the ground.
EDIT: Blasters as well
I've been noticing this more lately: Sometimes walking NPCs, both enemies and civilians who are not aggroed will engage in a kind of crouching walk (very Groucho Marx like) for a few steps before reverting back to a normal upright walk.
I keep expecting a cigar and a wisecrack to follow, but I've been disappointed by both.
(84554) A Mid-Winter's Night Dream
(148487) Punk 'n' Pie
While hovering, Whirling Axe will sometimes play as the Whirlwind Animation.
Royal Knight/Headgear
Force Field/Psionics Defender - Sonics/Traps Corruptor
Guardian Server
Founder of:
The Order of Prometheus/
Bane of Prometheus
www.baneofprometheus.net
I know I'm probably repeating this here, and I don't know if this is now working as intended or not, but I just rolled a new empathy toon last night, female model, powers tinted the same across everything, and she does not play the Healing Aura animation. She just stands there and glows instead of the typical "crouch down and spread your arms" animation. If this is WAI then sorry to clutter the thread, it just looks ODD to me.
There are a few problems with the new Martial Arts animation for Eagle's Claw, now that I've played with them some more. To elaborate:
Character model: Female
Character powers: Martial Arts/Invulnerability Scrapper
Relevant powers: Eagle's Claw, alternate animation, bright version
Descriptions: The animation for Eagle's Claw ends VERY abruptly. Just as the punch connects, the animation cuts and the character steps back into combat stance. It is not fluid at all, and feels like the last bit of the animation where the hit connects and delivers the force of the impact just doesn't play.
The power also feels like it's faster than the old Eagle's Claw in general, though I haven't been able to think of a good way to actually time it. It seems to me that part of the animation is just getting truncated.
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.
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I know I'm probably repeating this here, and I don't know if this is now working as intended or not, but I just rolled a new empathy toon last night, female model, powers tinted the same across everything, and she does not play the Healing Aura animation. She just stands there and glows instead of the typical "crouch down and spread your arms" animation. If this is WAI then sorry to clutter the thread, it just looks ODD to me.
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On my female AR Blaster, I noticed today that when held (at least by a Gunslinger's ice shot, as I've not been held by anything else recently), Burst uses the Full Auto animation.
And you can't do anything else until it ends.
Edit: Doesn't do it when stunned or for the Titan missile hold, just the ice block so far.
I thought I saw something on this in another thread, but didn't really notice it myself until last night:
Female model, broadsword scrapper.
The run animation seems fine normally, but running with her sword drawn is just plain weird -- she seems to hop into the air with each of the first few steps, then settles down into a 'normal' run. If she stops and starts again, she again hops with the first few steps until she puts away the sword. (Haven't played her much since Issue 16, but I don't remember this AT ALL when I was levelling her to 50.)
I first noticed it while Speed Boosted, and it SEEMS like when SB'd that she hops with every running step and that it doesn't return back to normal -- I can try to experiment more.
After I pointed it out, others on my team could see it too, and had a few laughs at my expense. "Why am I running so -- funny?" "What do you mean? I don't....oh! Yeah, you are!" Logged back on this morning to check and she's still doing it.
Hopefully this is fixable -- it's certainly not game-breaking but like most everything else in this thread, it's annoying enough that I wanted to bring it up!
"But it wasn't anything some purples and oranges and lots of screaming in fear couldn't handle." -- Werner
30 level 50's: 12 scrappers, 7 other random melee types, 11 blaster/blapper/support squishies, two accounts, and a TON of altitis since 4/28/04
Don't know if it's already up but.
Power Set: Spines
Power: Quills
Visual Problem: Quills are no longer appearing to hit the enemies like they used to.
Audio Problem: Quills no longer make the sound of striking enemies also.
Is this a change I'm unaware of or a bug?
"Fascinating. I'm not bored at all, I swear." -Kikuchiyo