Units animation bugs
Posted: Thu Aug 30, 2007 12:04 pm
1. TA:Excess v1.14.
Resource package: http://koti.mbnet.fi/wiitanen/TA_Excess_114.zip
Bugs noticed:
GOKRADAR - note erratic spinning of radar dishes - one of them spinning with constantly increasing speed, but another spins correct. - fixed
GOKLEVIATHAN - Tires. They look funny when spinning backwards.- fixed
GOKLABORDRONE - Nanospray missing from several builders.- fixed
GOKCONVERTOR, GOKSTORAGE and GOKTEMPEST - Textureless faces shown as black. (could actually be certain black color in TA, but shown as invisible ingame..?)- fixed
GOKHEAVYTANK - Note lack of most recoil motions during every second shot due to unfinished earlier orders. Also those little delays at the end of motions when walking.- fixed
GOKPILLAR - Minimum weapon reload delay should be somewhere around 0.05, resulting in visually continuous beam.
GOKSTARTANK, GOKSTARSILO and several others - These should have BURST weapons! Currently they somehow have photon torpedo.
GOKTORPEDO or any other unit with AA pulsar cannon - TOAIRWEAPON=1 is seemingly ignored and units fire to ground.
GOKGUARDIAN - Keeps it's interceptor missile silo open; seen it closed in some occasions though. - fixed
GOKCOM - As with all Commander units, their two weapons using same signal to stop aiming and COMMANDFIRE=1 being ignored, results in erratic firing. - fixed
GOKNEXUS, it's dishes (or whatever) turn wrong way.
GoK Metal Extractor animation don`t work.
2. TAWP version G
Resource package http://www.fileuniverse.com/?p=down&a=/ ... ip&id=4653
1. Seems fully working at present time.
3. Talon version 1.0 beta 2
Resource package http://cataclysm.tauniverse.com/Talon_v1.0.zip
1. Units with wheels have the same bug. Wheels are spinning wrong direction.- fixed
2. Some buildings have force-fields, that currently not supported in TA3D and looks like red-colored polygons. - fixed
3. Talon metal extractors doesn`t spin. But Talon armed metal extractor does. Don`t know what`s the difference - fixed
Anyway - I don`t think that we should try to reach full-compatibility with Talon mod. Whould be nice if Talon creater "tweak" their mod a little for full compartibility with ta3d.
Resource package: http://koti.mbnet.fi/wiitanen/TA_Excess_114.zip
Bugs noticed:
GOKRADAR - note erratic spinning of radar dishes - one of them spinning with constantly increasing speed, but another spins correct. - fixed
GOKLEVIATHAN - Tires. They look funny when spinning backwards.- fixed
GOKLABORDRONE - Nanospray missing from several builders.- fixed
GOKCONVERTOR, GOKSTORAGE and GOKTEMPEST - Textureless faces shown as black. (could actually be certain black color in TA, but shown as invisible ingame..?)- fixed
GOKHEAVYTANK - Note lack of most recoil motions during every second shot due to unfinished earlier orders. Also those little delays at the end of motions when walking.- fixed
GOKPILLAR - Minimum weapon reload delay should be somewhere around 0.05, resulting in visually continuous beam.
GOKSTARTANK, GOKSTARSILO and several others - These should have BURST weapons! Currently they somehow have photon torpedo.
GOKTORPEDO or any other unit with AA pulsar cannon - TOAIRWEAPON=1 is seemingly ignored and units fire to ground.
GOKGUARDIAN - Keeps it's interceptor missile silo open; seen it closed in some occasions though. - fixed
GOKCOM - As with all Commander units, their two weapons using same signal to stop aiming and COMMANDFIRE=1 being ignored, results in erratic firing. - fixed
GOKNEXUS, it's dishes (or whatever) turn wrong way.
GoK Metal Extractor animation don`t work.
2. TAWP version G
Resource package http://www.fileuniverse.com/?p=down&a=/ ... ip&id=4653
1. Seems fully working at present time.
3. Talon version 1.0 beta 2
Resource package http://cataclysm.tauniverse.com/Talon_v1.0.zip
1. Units with wheels have the same bug. Wheels are spinning wrong direction.- fixed
2. Some buildings have force-fields, that currently not supported in TA3D and looks like red-colored polygons. - fixed
3. Talon metal extractors doesn`t spin. But Talon armed metal extractor does. Don`t know what`s the difference - fixed
Anyway - I don`t think that we should try to reach full-compatibility with Talon mod. Whould be nice if Talon creater "tweak" their mod a little for full compartibility with ta3d.