Comments (6)
The attempts are not satisfactory. Though the very last one was the most promising, there was no absolute stable implementation.
For more information, see the commit message cbb03ff.
For possible interest in strafing a preserved the attempts (although some of them are unfortunately scattered in commits throughout the repo history) in the branch strafing.
The most recent commit cbb03ff in that branch holds the most stable version of strafing.
I welcome thoughts and attempts to fix this, better yet, different and more stable approaches.
This is what this branch is dedicated for.
from gothicfreeaim.
Outsourced the animations to #51 Strafing animations.
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So a possible solution to all of this is to create a strafing animation with only the leg bones and Bip01 and have the aiming animation only with arm bones and on layer two.
First tests worked (although it is not clear from it whether aiming still works while strafing). The next step is to create movement animation which is more closely to the final animation (use the walk-forward animation and reverse it, because it already exists) and see what happens with the aiming.
from gothicfreeaim.
An animation might be problematic, since it will have to be of all bones (since Bip01 controls model movement but is also the parent node of all other bones). Try to create an animation that is legs-only (excluding Bip01) and move the player model by script (synchronization issues imminent). Possibly helpful engine functions:
0x5117D0 (5314512) int __thiscall zCAIPlayer::CheckEnoughSpaceMoveLeft(int)
0x61B2E0 (6402784) void __thiscall zCVob::Move(float float float) // Check trafo script for similar (there is two more functions like this)
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A new animation is necessary. There is only one strafing animation in gothic, which turns the player model to the side, is too long and is to fast (running).
The animation should only comprise movement of the lower limbs. This way it may be played at the same time as aiming on another animation level.
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Checkout
0x57B070 (5746800) void __thiscall zCModel::StartAni(int int)
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Related Issues (20)
- NPC attack run turning bug is very prominent when free aiming
- Update project architecture diagram
- Finish wiki
- Decrease fine scattering angle HOT 1
- Decrease secondary modulation of accuracy HOT 1
- Crash on loading related to oCNpc::SetBodyState HOT 2
- Projectiles are not destroyed when reuse-feature is disabled in Gothic 1
- Simplify categorizing spells for drawing reticle in config
- Remove debugging visualizations (Draw3D) from default initialization
- Low FPS prevent aiming with crossbow T2 stance
- Crash when initializing GFA_SPELLS without GFA_STRAFING
- Focus mode is wrong when loading game in fight mode HOT 1
- Display reticle in virtual coordinates HOT 1
- Move "no focus no aim" to INI
- [Returning 2.0] Game crashes after intros while using Ninja GFA patch HOT 2
- Provide projectile pointer to config function HOT 1
- Add safety checks for common fixes HOT 1
- ITEM_FOCUS HOT 1
- New idea - free hiting
- [Gothic Multiplayer] AimRay intersection with player's camera bbox HOT 4
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