Jump to content

User talk:Neo: Difference between revisions

1,580 bytes added ,  30 November 2008
questions for the oNe...
(i wonder why no one reported this earlier)
(questions for the oNe...)
Line 174: Line 174:
==SNDD export bug==
==SNDD export bug==
I wouldn't know about AIFC export, but exported WAV are unusable as of v0.9.30. Looks like the data rate dword (typically 0x00002B93) is written at 0x1E instead of 0x1C  and the block alignment word is written at 0x22 instead of 0x20, overwriting the bits-per-sample word. Thus the block alignment is missing and the bits-per-sample are wrong. Please fix. --[[User:Geyser|geyser]] 19:57, 16 November 2008 (CET)
I wouldn't know about AIFC export, but exported WAV are unusable as of v0.9.30. Looks like the data rate dword (typically 0x00002B93) is written at 0x1E instead of 0x1C  and the block alignment word is written at 0x22 instead of 0x20, overwriting the bits-per-sample word. Thus the block alignment is missing and the bits-per-sample are wrong. Please fix. --[[User:Geyser|geyser]] 19:57, 16 November 2008 (CET)
----
Hi Neo,
I apologize for bothering, but I have two questions.
'''1)''' I tried to make some trick with TRAMs, details omitted.
;Subject - When character dies during some TRAM (throw), he cannot interpolate into another TRAM if there was set non-zero end interpolation.
Experiment:
*Take ''KONCOMthrow_bk_k_tgt''. Change its duration/number of frames to 0x69 and add end interpolation 0x10.
:*Now '''hurt''' (not kill) somebody with this backbreaker. Victim will interpolate into his fallen position.
:*next, '''kill''' him. Victim will get stuck in ending frame of ''KONCOMthrow_bk_k_tgt'' as his death position, he won't interpolate into his fallen TRAM.
*Now remove end interpolation 0x10 (set 0x00).
:*'''kill''' victim now. When ''KONCOMthrow_bk_k_tgt'' animation ends, victim "jerks" into his fallen TRAM as his final resting position.
Is there any easy way to solve this, please? I ask because it looks like when character is dead, engine craps away its ability to interpolate. 5 seconds delay of this whould be enough. Or removing this restriction completely.
'''2) Blue shield'''
:Blue shield absorbs both damage and knockback. Is there a way how to make it absorb only damage, so character would be affected by knockback even tough he has blue shield?
:I ask because then I could simulate throwing over obstacles with throws via PAR3. Now I cannot due to blue shield's knockback absorbtion.
:Or is there any "cleaner" solution of throwing over obstacles (such as dynamic root height)?
Thank you for patience, --[[User:Loser|Loser]] 07:45, 30 November 2008 (CET)
271

edits