Graphics occasionally sticking

Viper Snake

Member
Graphics occasionally become stuck on screen in the very first frame of animation. This only happens with effects that spawn from entities (fire, blood, hitspark, etc). I'm using build 4469, but this has been a problem for a couple builds. I'm not sure which one caused this to happen. Here are the entities in case I just need to update something I was not aware of:

flame effect
Code:
name flame_l
type		none
antigravity	100
palette         data/chars/effects/puff2/0.png
subject_to_wall 0
subject_to_platform 0
subject_to_obstacle 0
no_adjust_base 0
setlayer 9997
animationscript  data/scripts/script.c


anim	idle
	loop	0
	delay	1
	offset	30 60
	drawmethod	alpha 1
	frame	data/chars/effects/puff2/0.png
	@cmd	unbind
	frame	data/chars/effects/puff2/0.png
	delay	2
	frame	data/chars/effects/puff2/0b.png
	@cmd	dasher 0 1
	frame	data/chars/effects/puff2/1.png
	frame	data/chars/effects/puff2/1b.png
	frame	data/chars/effects/puff2/2.png
	frame	data/chars/effects/puff2/2b.png
	frame	data/chars/effects/puff2/3.png
	frame	data/chars/effects/puff2/3b.png
	frame	data/chars/effects/puff2/4.png
	frame	data/chars/effects/puff2/4b.png
	frame	data/chars/effects/puff2/5.png
	frame	data/chars/effects/puff2/5b.png
	frame	data/chars/effects/puff2/6.png
	frame	data/chars/effects/puff2/6b.png
	frame	data/chars/effects/puff2/7.png
	frame	data/chars/effects/puff2/7b.png
	frame	data/chars/effects/puff2/8.png
	frame	data/chars/effects/puff2/8b.png
	frame	data/chars/effects/puff2/9.png
	frame	data/chars/effects/puff2/9b.png
	frame	data/chars/effects/puff2/10.png
	frame	data/chars/effects/puff2/10b.png
	frame	data/chars/effects/puff2/11.png
	frame	data/chars/effects/puff2/11b.png
	frame	data/chars/effects/puff2/12.png
	frame	data/chars/effects/puff2/12b.png
	@cmd	suicide
	frame	data/chars/marianne/blank.png
blood effect
Code:
name particle
type		none
antigravity	100
palette         data/chars/effects/particle/0.png        	 #Alucard Sword
alternatepal 	data/chars/effects/particle/pal_gurthang.png #Gurthang
subject_to_wall 0
subject_to_platform 0
subject_to_obstacle 0
no_adjust_base 0
setlayer 64
animationscript  data/scripts/script.c



anim	death
	delay	1
	offset	14 90
	frame	data/chars/marianne/blank.png
		
anim	follow1
	offset	21 -6
	delay	2
	drawmethod	alpha 1
	frame	data/chars/effects/particle/0.png
	frame	data/chars/effects/particle/1.png
	frame	data/chars/effects/particle/2.png
	frame	data/chars/effects/particle/3.png
	frame	data/chars/effects/particle/4.png
	frame	data/chars/effects/particle/5.png
	frame	data/chars/effects/particle/6.png
	frame	data/chars/effects/particle/7.png
	frame	data/chars/effects/particle/8.png
	frame	data/chars/effects/particle/9.png
	frame	data/chars/effects/particle/10.png
	frame	data/chars/effects/particle/11.png
	@cmd	suicide
	frame	data/chars/marianne/blank.png
		
anim	follow2
	offset	21 -6
	delay	2
	drawmethod	alpha 1
	frame	data/chars/effects/particle/0.png
	frame	data/chars/effects/particle/1.png
	frame	data/chars/effects/particle/2.png
	frame	data/chars/effects/particle/3.png
	frame	data/chars/effects/particle/4.png
	frame	data/chars/effects/particle/5.png
	frame	data/chars/effects/particle/6.png
	frame	data/chars/effects/particle/7.png
	frame	data/chars/effects/particle/8.png
	frame	data/chars/effects/particle/9.png
	frame	data/chars/effects/particle/10.png
	frame	data/chars/effects/particle/11.png
	@cmd	suicide
	frame	data/chars/marianne/blank.png
		
anim	follow3
	offset	21 -6
	delay	2
	drawmethod	alpha 1
	frame	data/chars/effects/particle/0.png
	frame	data/chars/effects/particle/1.png
	frame	data/chars/effects/particle/2.png
	frame	data/chars/effects/particle/3.png
	frame	data/chars/effects/particle/4.png
	frame	data/chars/effects/particle/5.png
	frame	data/chars/effects/particle/6.png
	frame	data/chars/effects/particle/7.png
	frame	data/chars/effects/particle/8.png
	frame	data/chars/effects/particle/9.png
	frame	data/chars/effects/particle/10.png
	frame	data/chars/effects/particle/11.png
	@cmd	suicide
	frame	data/chars/marianne/blank.png
		
anim	idle
	offset	21 -6
      @script
    void self = getlocalvar("self");

    if( frame == 0){
      int r = rand()%25;
      if( r > 10){
        changeentityproperty(self, "animation", openborconstant("ANI_FOLLOW1"));
      } else if( r < -10){
        changeentityproperty(self, "animation", openborconstant("ANI_FOLLOW2"));
      } else if( r < 0){
        changeentityproperty(self, "animation", openborconstant("ANI_FOLLOW3"));
      }
    }
	@end_script	
	delay	1
	drawmethod	alpha 1
	frame	data/chars/marianne/blank.png
	delay	2
	frame	data/chars/effects/particle/0.png
	frame	data/chars/effects/particle/1.png
	frame	data/chars/effects/particle/2.png
	frame	data/chars/effects/particle/3.png
	frame	data/chars/effects/particle/4.png
	frame	data/chars/effects/particle/5.png
	frame	data/chars/effects/particle/6.png
	frame	data/chars/effects/particle/7.png
	frame	data/chars/effects/particle/8.png
	frame	data/chars/effects/particle/9.png
	frame	data/chars/effects/particle/10.png
	frame	data/chars/effects/particle/11.png
	@cmd	suicide
	frame	data/chars/marianne/blank.png
hitspark
Code:
name flash
type		none
antigravity	100
palette         data/chars/effects/hit/0.png
subject_to_wall 0
subject_to_platform 0
subject_to_obstacle 0
no_adjust_base 0
setlayer 9997
animationscript  data/scripts/script.c


anim	idle
	loop	0
	offset	32 32
	delay	4
	frame	data/chars/effects/hit/0.png
	frame	data/chars/effects/hit/1.png
	frame	data/chars/effects/hit/2.png
	@cmd	suicide
	frame	data/chars/marianne/blank.png

McqECX1.png
 
I had this same problem with one of my storm projectiles i changed subject_to platform subject to wall and all those to 1 and it stopped after
 
I have no idea about your error but just a few suggestions.


  • In your blood script use frame==1 not frame==0 as that caused me errors.
  • remove the drawmethod alpha and use alpha in the entity header.
  • my animations used to get stuck at the end when using [font=verdana, arial, helvetica, sans-serif]changeentityproperty to change animations try performattack instead.[/font]
  • [font=verdana, arial, helvetica, sans-serif]when using a script to force animation changes try freespecials instead of follow animations.[/font]

[font=verdana, arial, helvetica, sans-serif]besides the first one these are just suggestions.[/font]
 
msmalik681 said:
when using a script to force animation changes try freespecials instead of follow animations.

The other suggestions are OK, but not this one. It's just about the worst thing you can possibly do and has no effect at all on this bug.

I can't emphasize this enough. Unless you know exactly what you're doing and why, never use anything except Follow for scripted animations. The engine has direct access to all other animation types at all times and can swap them in a centisecond. You could get some odd behavior that isn't a bug at all, but will certainly cause some hair pulling frustration.

DC
 
msmalik681 said:
I have never had a problem using freespecials but ok follow animations it is.

You might not, but the potential is there. Why roll the dice?  Follow is a sure thing.

DC
 
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