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The Royal Archives => Tech Support => TSL Public Demo => The Silver Age => Resolved and Non-Issues => Topic started by: TheReturnofDMD on July 30, 2006, 06:12:36 PM

Title: Walking
Post by: TheReturnofDMD on July 30, 2006, 06:12:36 PM

Demo version= RC1
Operating system:
RAM: 1 gigabyte
Video Card Manufacturer (i.e. NVidia or ATI):
Video Card Model:

Location: Village
Chapter: I
Isle: Isle of the Crown
Scene: Village Main
Cursor used (if applicable):
Action performed (Walking):

Result (pick one):
- Mistake [text, visual or audio error]
Graham's walking movements seem a bit weird, like, out of sync and also sometimes it seems like he's moving on air, he moves but his legs don't ''walk'' so to speak. The best I can describe it is like Malicia's movements in KQ7, that floating on air type of thing.
System:
Title: Re: Walking
Post by: Yonkey on July 31, 2006, 12:26:27 AM
I believe this has to do with the walk plan mesh being higher than the visible scene's mesh.  Or it's something wrong with Graham himself.

Thanks for pointing it out! ;D
Title: Re: Walking
Post by: Kimmie on July 31, 2006, 04:31:24 AM
yeh its quite amusing as he floats past a tree with his arms folder kinda like levitation lol!
Title: Re: Walking
Post by: Yonkey on July 31, 2006, 09:37:00 AM
Quote from: Kimmie on July 31, 2006, 04:31:24 AM
yeh its quite amusing as he floats past a tree with his arms folder kinda like levitation lol!
Perhapes Graham got possessed by Shamir? ???

;P
Title: Re: Walking
Post by: Storm on July 31, 2006, 02:03:04 PM
Quote from: Yonkey on July 31, 2006, 12:26:27 AM
I believe this has to do with the walk plan mesh being higher than the visible scene's mesh.  Or it's something wrong with Graham himself.

I think it's both, because he walks above the floor AND the walk animation stops sometimes (especially when he starts moving - it doesn't 'kick in' right away).
Title: Re: Walking
Post by: Yonkey on August 02, 2006, 12:55:06 AM
I don't think we've solved the "start and stop" one yet.  But the floating Graham issue has now been resolved and will be patched in TSL Public RC1 Patch v.1.0, which will be released tomorrow. :)