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Project Q: Torch Anims - is this a bug or how its always been?


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20 réponses à ce sujet

#1
henesua

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I've only just now noticed that when my character is walking or running and has both a torch equipped and a one handed weapon that the torch is held low. It looks wrong to me, but I can not remember if this is how its supposed to be. Anyone have any opinions?

 

I'm thinking it would look better to hold the torch up high when running with a torch and weapon.

v_torch_s1hand.jpg

Standing, right hand empty.

v_torch_s2hand.jpg

Standing, Right hand holdng weapon.

v_torch_w1hand.jpg

Walking. Right hand empty.

v_torch_w2hand.jpg

Walking. Right hand with weapon.

 

Looks like I am going to start a grass fire or burn my hands or get smoke in my eye. It just doesn't make any sense. This certainly isn't Olympic caliber torch bearing.

 

What does everyone else think?


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#2
Michael DarkAngel

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I'm going to say that is how it's always been.  I don't have Project Q installed and I'm seeing much the same.  When running the torch is held somewhere in the middle.

 

icon_zdevil.gif

 MDA



#3
Pstemarie

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That's the way its always been. It is on my list of things to fix.


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#4
MerricksDad

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I personally think the torch should be held out away from the body, not just up. Arnold and Wilt hold torches well in Conan the Destroyer.


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#5
Pstemarie

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Its looking like the torch animation can't be overridden when a weapon is being held in the other hand without also affecting shields and weapons. I'm guessing there is some coding missing from whatever hardcoded function defines what animations to use for two weapons when a torch is held in the off-hand.


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#6
_six

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I personally think the torch should be held out away from the body, not just up. Arnold and Wilt hold torches well in Conan the Destroyer.

 

That would be easy enough to do, I suspect. And cool!

 

 

(isn't volunteering)


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#7
gutwrench66kg

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I personally think the torch should be held out away from the body, not just up. Arnold and Wilt hold torches well in Conan the Destroyer.

 

Agreed, though when we fix one thing, we have potential to break others inadvertently.

 

Violins, books, and holy symbols would all have potential to look really goofy if the torch anim is tweaked.


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#8
SHOVA

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could we get a right handed torch that is also a weapon?


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#9
henesua

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could we get a right handed torch that is also a weapon?

experiment with base items. I have not been able to make this work, but it may be possible.



#10
MerricksDad

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A right handed torch could be easily done as a club. Weapon models can have base VFX on the model in addition to applied VFX effects. You can make both of those at any time, however, they will use the weapon animations, not the torch up animations.



#11
SHOVA

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The only problem with using a club as the model is when a Halfling holds it, they will burn their ear off.


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#12
MerricksDad

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True. Halflings should never lay with fire...or the one ring.


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#13
MerricksDad

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* play! but lay is correct too.


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#14
Wall3T

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this isnt just for Project, its for neverwinter in general. It does this is for CEP as well and that doesnt really add mechanics like Q does (no animations, etc).

 

If it can be fixed that would be helpful, maybe its a included as a fix in the 1.70 community update



#15
Pstemarie

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I'm not seeing a way to fix this. The torch is linked to a single animation in the a_ba series which is hard-coded to function with the walk and pause animations. The minute you start moving faster than a walk or engage in combat the standard animations take over and the torch animation is ignored. 


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#16
MerricksDad

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I wonder if VirusMan has access to when the exe calls animations by name. I have to assume they are internally enumerated, but if the enumeration was editable, we could definitely add some functions to play animations by name that are outside the norm. It would seem, at that access level, overrides for the torch handling could be made. But that is totally something beyond this thread...probably.



#17
henesua

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thanks for looking into it, Pstemarie. This hill isn't worth dying on. I just wanted to raise the question.



#18
MannyJabrielle

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For what it's worth, I started paying close attention to my PC running around with a torch while playing through a module (the OC, with Q attached as a patch-hak and without), and..... I don't get that behavior.  The torch remains held up 'correctly' while running with just the torch or torch as a weapon.  NWN Diamond GOG version with 1.69 critical-rebuild applied,  Last time I remember remember even in passing of seeing the "torch held low" thing was years ago when I had the game installed via the original CDs when the game and subsequent expansions first came out.



#19
Pstemarie

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I just spent a long time checking transitions in my module and I don't get this behavior either.



#20
Jedijax

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The only thing that comes to mind is ACP. Some of the running stances for different fighting styles hold weapons down, and would behave the same way with a torch. Anything changing the animation for your PC could cause this.


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#21
MannyJabrielle

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The only thing that comes to mind is ACP. Some of the running stances for different fighting styles hold weapons down, and would behave the same way with a torch. Anything changing the animation for your PC could cause this.

Checked the various styles.. that's exactly what it is.

Demonblade, kensai, assassin, and bear-claw (or mighta been dragon claw) do the weird torch holding.

The levitating arcane style handles torches very off too... the torch floats off to the side, but the left arm is still up in the torch holding position even though it's "empty" (that is appearance wise, not actually 'slot' empty).