Official: Animation bug thread
Reading all of this subject about the problem with the animation bugs. The same happens when you character gets defeated by a knockdown power. It suppose to die in knockdown position and now it flips back then it does the common defeat animation. This wasn't that way before so i guest is the same bug happening.
It worst to see that is even affecting the Hover animation. I hope this get fixed some day.
Bug: Character randomly drops out of combat stance.
Character model: Female
Character powers: Martial Arts/Invulnerability
Relevant powers: All of them, I think, I'm not sure.
Description: At random points in battle, my character will suddenly become unable to stay in combat mode. Immediately after being attacked or attacking, she will return to idle mode with almost no transition and absolutely zero waiting time. The transition back to idle mode will sometimes even interrupt attacks. I suspect it's this return to idle mode that's interrupting the alternate version of Eagle's Claw, which I have actually seen play out completely on a few occasions, but it still interrupts the majority of the time.
As of yet, I have no idea what causes this to occur, or what reverts it. All of the Martial Arts attacks that I could customize, I have picked an alternate version for. I tried them all, but individually, none of them produce this bug. I suspect it might have something to do with dodge animations in response to enemy attacks. The alternate animations for Storm Kick, Crippling Axe Kick and Cobra Strike put my character into an alternate combat animation, one that looks more like what I get after using Brawl, which has different "dodge" animations. These looks like they interrupt my attacks sometimes, and I suspect these are what bugs my character temporarily.
When I lose the ability to stay in combat mode, this is temporary, but it persists for some time. In combat, my character will ALWAYS return to idle mode after an attack or a dodge. Even out of combat, I will be unable to initiate combat mode. Normally, pressing an attack without a target present puts the character in combat mode, but when she is bugged, pressing an attack does nothing. This problem actually makes using Martial Arts really weird, because the character keeps wanting to return to an idle stance, and that just looks bad.
*edit*
As soon as I finished posting this, I saw this bug occur after only a single use of Eagle's Claw (using the Bright Face Smasher theme). I activated the attack with an enemy attacking me at the same time, my animation interrupted a fraction of a second before it finished and then dumped me into idle stance for the rest of the battle and the next minute or so, I was unable to initiate combat mode with Martial Arts attacks. I WAS able to initiate combat mode just fine with the Undead Slaying Axe, but even after putting the axe away (by hitting Esc twice) I was still unable to re-enter combat mode. It took a minute before this fixed itself while I was typing this edit.
It's definitely something to do with stances, though. What causes my character to get locked out of Martial Arts combat stance I have no idea, but when she CAN stay in combat stance, all of her attacks, including Bright Face Smasher, play out just fine. Other than Bright Face Smasher not remembering its colours, though, and always reverting to white as soon as I leave Icon. I DO know that if I get locked out of Martial Arts combat mode, going into Nemesis Staff combat mode and activating a Martial Arts attack fixes this bug and prevents it from happening until I go idle for too long.
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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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. |
Add my voice to this bug, then. If it's the same as the one I saw before, it should be easy to replicate - it happens all the time when you have a run-speed-buffed female with a sword out running.
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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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. |
Hmm... That sounds like something I posted about some time back. When female models use Broadsword (or I think any right-handed weapon) and they have run speed buffs of any kind, when they start running, the first revolution of the run cycle will be at the speed the character would run if there were no run speed buffs, which will make her feel like she is gliding. After the first cycle (the first two steps) she would resume running with an animation as fast as she should be at the speed she is moving. It looks odd, yes, but I thought it had been fixed.
Add my voice to this bug, then. If it's the same as the one I saw before, it should be easy to replicate - it happens all the time when you have a run-speed-buffed female with a sword out running. |
As far as "gliding" goes, I'm not seeing that AT ALL. The best analogy I can make is with track and field -- if normal running with a sword drawn looks like a woman runner carrying a (ginormous and sharp) baton in a 400m relay, what I'm seeing is a female runner carrying a baton in the 400m HURDLES. But not really -- in the real world, real hurdles are placed every 8.5 meters or every few strides. In my animation it's more like EVERY stride for the first five or eight steps. "Jump jump jump jump jump jump run run run run run."
Replication should be easy enough: take a female with a sword, draw weapon while standing, then start running, watch hyperactive jumping action for a few strides. Alternatively, start running without sword drawn, draw while running, watch leaping animation.
"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
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. |
Petrifying Gaze and Cosmic Burst don't play the correct animations either
Petrifying Gaze tends to use the stunned animation
Cosmic Burst doesn't always play the stunned animation, the enemies just stand there like nothing happened.
As far as "gliding" goes, I'm not seeing that AT ALL. The best analogy I can make is with track and field -- if normal running with a sword drawn looks like a woman runner carrying a (ginormous and sharp) baton in a 400m relay, what I'm seeing is a female runner carrying a baton in the 400m HURDLES. But not really -- in the real world, real hurdles are placed every 8.5 meters or every few strides. In my animation it's more like EVERY stride for the first five or eight steps. "Jump jump jump jump jump jump run run run run run."
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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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Bug: Character randomly drops out of combat stance.
*edit* As soon as I finished posting this, I saw this bug occur after only a single use of Eagle's Claw (using the Bright Face Smasher theme). I activated the attack with an enemy attacking me at the same time, my animation interrupted a fraction of a second before it finished and then dumped me into idle stance for the rest of the battle and the next minute or so, I was unable to initiate combat mode with Martial Arts attacks. I WAS able to initiate combat mode just fine with the Undead Slaying Axe, but even after putting the axe away (by hitting Esc twice) I was still unable to re-enter combat mode. It took a minute before this fixed itself while I was typing this edit. |
However, I played a katana scrapper last night and never saw it. I was definitely being hit a lot so it is hard to believe I wasn't hit at the same time I attacked at least a few times.
This may be related to the run animation problem but I'm seeing it only when I hover. Moving forward in hover with my weapon out on my female Shield/Axe tank makes the character stutter. It's like her legs are moving back and forth and bumping into each other. As soon as the axe disappears the stutter stops.
I haven't tried it without the shield activated.
I saw a good hold animation last night. A level 50 blaster used Choke and the victim went into the normal choke animation instead of being stunned. I told her I was jealous, my fire controller and fire dominator's Choke's both give the stun effect.
I'm still occasionally seeing NPCs run in slow motion, like in a time warp.
I saw three glitches yesterday, related I think. An Outcast Shocker in Steel Canyon instead of jumping atop a raised area walked up a long invisible stairway starting in the middle of the street. And in the villain cape mission where you defeat all the Longbow agents, I ran across a Longbow Eagle that gained altitude also by walking up an invisible stairway. Shortly thereafter he walked instead of flew in midair.
Arc #40529 : The Furies of the Earth
Here's another one: Proton Volley doesn't root when flying.
Character model: Male
Character powers: Radiation Blast/Energy Melee Blaster
Relevant powers: Hover + Proton Volley
Bug description: This one is pretty simple. Why you fire Proton Volley while hovering, you can move as the shots are firing out of your arm. In essence, the animation doesn't root at ANY time at all. Here's how it goes - you activate the power, take aim, and then fire the first shot. At this point, if you're on the ground, you're rooted until all of the subsequent three shots have fired. In the air, however, you are free to hover anywhere you want.
This is easily repeatable. It happens every time you snipe while hovering. It simply never ever roots you.
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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Here's another one: Proton Volley doesn't root when flying.
Character model: Male Character powers: Radiation Blast/Energy Melee Blaster Relevant powers: Hover + Proton Volley Bug description: This one is pretty simple. Why you fire Proton Volley while hovering, you can move as the shots are firing out of your arm. In essence, the animation doesn't root at ANY time at all. Here's how it goes - you activate the power, take aim, and then fire the first shot. At this point, if you're on the ground, you're rooted until all of the subsequent three shots have fired. In the air, however, you are free to hover anywhere you want. This is easily repeatable. It happens every time you snipe while hovering. It simply never ever roots you. |
On another note, the Coralax halloween costume, when activated and you fly, still-hover animates properly (not moving) strafing from left to right or right to left animates properly. When moving forward you run through mid-air instead of playing the flying animation.
Moving backwards has the same effect however its jerky and the run animation never completes. As a bonus if you fly right up against the ground you can hear the footsteps sound but it stops the second you move away from the ground in flight.
Ummm, as long as I've played, this was never like this, (The rooting in mid-air) hence not a bug. its interruptible so if you move while charging then it will end before firing, if your already firing it can be useful for hiding around corners and such as you finish your shots because technically the power has already triggered and fired off.
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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 call it a bug because if the power roots you on the ground (and it does) it should root you in the air. That's how all other powers are set up. This won't be the first power that I've seen which doesn't animate or behave properly while flying (flying Lightning Clap was very wrong, I'm not sure if it still isn't), and I've no reason to believe this one is any different. Of course, it's up to BABs to decide.
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Personally I see it better off left in the game because it adds some extra thought and herding ability before you nuke the lot of em.
When i summon a Gun Drone on my Devices Blaster, if I have hasten running the Gun Drone has the hasten effect on it, although, of course it has no fists to glow so has this glowing ball sticking out of one side of the Gun Drone. if I summon a Gun Drone when hasten isn't running the Gun Drone looks normal.
By ap011a8571 at 2009-08-12 By ap011a8571 at 2009-08-12 |
Now, if I can just change it to a Nemesis Jaeger or have some other sort of option, that'd be grand!
oh, and if you could change time bomb to something at all, in any way, shape or form, useful, i'd also be happy.
Defiant 50's
Many and varied!
@Miss Chief
Hey BABS
At:Stalker
Primary:Katana
Secondary:Regeneration
Before issue 16 hide was a glowing aura, after issue 16 it looks like I have a cloud of smoke around me.
Before issue 16
After issue 16
@Struder
Struder 50 Regen/Broadsword Scrapper Kathy Blaze 50 Fire/Fire Brute
Raging Blue 50 Ice/Mace Tank Mrs. Killer 50 Regen/Katana Stalker
Frost face 50 Ice/Ice Blaster Raging Bane 50 All Bane
Raging Will 50 WP/SS TankDemonic-Death 50 SS/WP Brute
Opps, made a mistake, it's not Hide but Intergration toggled.
Sorry about that
@Struder
Struder 50 Regen/Broadsword Scrapper Kathy Blaze 50 Fire/Fire Brute
Raging Blue 50 Ice/Mace Tank Mrs. Killer 50 Regen/Katana Stalker
Frost face 50 Ice/Ice Blaster Raging Bane 50 All Bane
Raging Will 50 WP/SS TankDemonic-Death 50 SS/WP Brute
A AE bug that nobody has stumbled upon I would assume. Will end up posting this in my bug thread as well.
In Test mode in the AE, if you rez using a wakie and hit "Invincibility On" while you are rising, of course you end up in the stunned mode, however it NEVER wears off (till you die again) You will stagger around everywhere, you can still attack, you can fly at the stunned speed however your character bugs out and stays in the "stunned" animation. (even says Stunned under your hp/sp/xp bar)
I'm sure they would of taken care of it a long time ago because I've noticed blasters and defenders do the same thing with their animation. Me personally its just another tactic I employ. besides, even if it did root you, just at the start of the firing animation sequence you can shut off fly and drop down from the sky behind a fence or something as well creating the same effect.
Personally I see it better off left in the game because it adds some extra thought and herding ability before you nuke the lot of em. |
However, I think you're confusing dampening or air friction with rooting. It's very possible to continue to slide through the air while still being 'rooted' and use the tactic you outline above. IE, build up momentum and let your character slide behind an obstacle during the attack animation. That is currently working as intended (However, we reserve the right to change that behavior in the future).
Don't mistake a long standing bug for a feature...even if it's a beneficial bug.
One of the devs at the HeroCon banquet told me that this might be an animation bug, so...
Basically, custom mobs in Mission Architect almost never fly, and instead usually run along the ground. According to this dev (Synapse?), mobs with flight power in MA missions are always technically "flying" according to the game engine, but display the run animation if they are close to a floor. If that is the case, then can the animation be fixed in MA so that "flying" critters always use the flight animation? My winged villain group just doesn't look right running around like a bunch of ostriches...
After playing with my ice blaster a bit, I'm finding that frost breath is rooting me when on the ground, but does not when I'm hovering. I also found that Freeze Ray (haven't got Bitter Freeze Ray to test it) is making the target use the stunned animation, whereas I think it used to use the hands up movement-less animation. Although there's a chance me memory's on the fritz again.
This would be a bug. If a power roots while on the ground then it should root while flying. Also, turning off flight should not interrupt the part of the animation that's flagged as 'can't move'...the only thing that should be able to interrupt that part of an attack animation is another attack animation, which shouldn't be possible from the power system itself. That's really only there as a fail-safe. You will fall, but the attack animation should continue to play and you should be unable to move until it is done.
However, I think you're confusing dampening or air friction with rooting. It's very possible to continue to slide through the air while still being 'rooted' and use the tactic you outline above. IE, build up momentum and let your character slide behind an obstacle during the attack animation. That is currently working as intended (However, we reserve the right to change that behavior in the future). Don't mistake a long standing bug for a feature...even if it's a beneficial bug. |
Then again, I do have a couple interrupt reductions in there so its possibly making the whole root thing last shorter than the animation as well.
*pouts* well... that sucks. its about the only thing that keeps my corrupter alive with pulls at times, <flight><proton volley><slide out of LoS just as it starts firing>
Then again, I do have a couple interrupt reductions in there so its possibly making the whole root thing last shorter than the animation as well. |
That is WAI right now.
If this has been posted here before, please forgive me. I haven't read the entire thread.
I got on to my Invulnerability / Energy Melee Tanker today and noticed something odd. When I click on the "Invincibility" toggle, the character goes through the animation of activating it (flexing his arms, etc). But, no effects are present anymore (glowing aura that usually accompanies Invulnerability toggles).
Also, I got on my Necromancy / Pain Domination MM and noticed that there is no animation anymore for the first Pain Domination spell (the healing aura spell that affects all people around). The effect emanates from my toon's body, but she does nothing that looks like she is casting it.
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