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Author Topic: New Soldier model test pk3 / status of animation work  (Read 23102 times)

Offline Kildor

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Re: New Soldier model test pk3 / status of animation work
« Reply #30 on: April 11, 2010, 01:31:19 pm »
Dave, there is a script (md2.pl) in our contrib dir. It is usefull for fixing skins entries.

Offline Destructavator

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Re: New Soldier model test pk3 / status of animation work
« Reply #31 on: April 11, 2010, 01:39:49 pm »
Dave, there is a script (md2.pl) in our contrib dir. It is usefull for fixing skins entries.

Yes, I've known about that, but unfortunately I don't know pearl, and I've found from previous attempts to set up pearl on my Windows machine that it turns into a gigantic mess.  Someone who knows pearl and is comfortable with it would probably run the script easily, but I can't make heads or tails of it - I've tried (several times).  Therefore I have to use an alternative.

Offline Mattn

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Re: New Soldier model test pk3 / status of animation work
« Reply #32 on: April 11, 2010, 01:45:50 pm »
you know active perl? http://www.activestate.com/activeperl/

easy to setup afair - just an installer and there you go.

Offline Kildor

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Re: New Soldier model test pk3 / status of animation work
« Reply #33 on: April 11, 2010, 02:09:43 pm »
I`ve run it via minsys installation, which is bundled in the C::B package.

Offline Destructavator

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Re: New Soldier model test pk3 / status of animation work
« Reply #34 on: April 11, 2010, 02:29:44 pm »
Yeah, I've tried that installer before, but then I got lots of options I didn't understand, and after all that got done I couldn't figure out how to get the installed mess to simply run a local script.  I did manage to get some special command prompt window up, but it wouldn't cooperate because I don't know pearl, and therefore didn't know any of the commands.

What I really need is a simple, unambiguous guide on "How to run a simple pearl script, written in plain English for a casual Windows user who doesn't even know what pearl is or is used for and doesn't want to spend upwards of half a year learning to work with pearl and all of its ins and outs."  Unfortunately, no such guide exists.  I looked on the net extensively.

Offline H-Hour

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Re: New Soldier model test pk3 / status of animation work
« Reply #35 on: April 11, 2010, 02:37:53 pm »
I assume this is connected to the same paths issue, but I was getting the following assertion failed and had to abort when I had the pk3s in:

Code: [Select]
Assertion failed!

Program: C:\Program Files\UFOAI-2.3-dev\ufo.exe
File: C:\Users\Dave\Documents\UFOai\src\common\cmodel.c
Line: 2241

Expression: z >= 0 && z < PATHFINDING_HEIGHT

The "Dave" in the pathing gave it away. ;)

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Re: New Soldier model test pk3 / status of animation work
« Reply #36 on: April 11, 2010, 03:14:32 pm »
I assume this is connected to the same paths issue, but I was getting the following assertion failed and had to abort when I had the pk3s in:

Code: [Select]
Assertion failed!

Program: C:\Program Files\UFOAI-2.3-dev\ufo.exe
File: C:\Users\Dave\Documents\UFOai\src\common\cmodel.c
Line: 2241

Expression: z >= 0 && z < PATHFINDING_HEIGHT

The "Dave" in the pathing gave it away. ;)

Actually those PK3 test files contain no C code, just models, TAG data files, textures and .amn script files.  That path you listed isn't something I entered anywhere in anything with the models.

On the other hand, if you're using a test dev build I built and uploaded, that could perhaps cause the issue you ran into, which would be a bug in the game, but not in the new models.  I'm guessing that's the case here.

Edit:  Also, that looks like a bug having to do with pathfinding in one of the maps, which has nothing to do with the new test soldier models.

Offline H-Hour

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Re: New Soldier model test pk3 / status of animation work
« Reply #37 on: April 11, 2010, 03:21:41 pm »
It seemed to go away when I removed the pk3's, but I'll go run some tests to see. I initially thought it was a pathfinding bug with my map...

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Re: New Soldier model test pk3 / status of animation work
« Reply #38 on: April 11, 2010, 03:38:51 pm »
Yeah, I was just able to reproduce it without your pk3s.

Offline MCR

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Re: New Soldier model test pk3 / status of animation work
« Reply #39 on: April 11, 2010, 08:44:01 pm »
Sorry, if it is this one:
http://ufoai.svn.sourceforge.net/viewvc/ufoai/ufoai/data_source/models/characters/destructavator/test_pk3/
then please forget my last statement & question...

Offline Destructavator

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Re: New Soldier model test pk3 / status of animation work
« Reply #40 on: April 11, 2010, 09:17:46 pm »
Sorry, if it is this one:
http://ufoai.svn.sourceforge.net/viewvc/ufoai/ufoai/data_source/models/characters/destructavator/test_pk3/
then please forget my last statement & question...


Yup, that's where I put them.  I actually need to upload the very latest material, but yes, that's the place where they go.

Thanks for being willing to try them, I need as much feedback as possible on how they work (other than the "known issues" already mentioned in this thread).

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Re: New Soldier model test pk3 / status of animation work
« Reply #41 on: April 11, 2010, 09:47:34 pm »
Sure. No problem. I know what you mean & would be very glad also if you could test my animations soon  ;)

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Re: New Soldier model test pk3 / status of animation work
« Reply #42 on: April 11, 2010, 10:15:07 pm »
Do I need both of the pk3s ?
Because when testing just 9models9.pk3 most of the animations do not work...

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Re: New Soldier model test pk3 / status of animation work
« Reply #43 on: April 11, 2010, 10:21:08 pm »
@Dave: i've converted the skin zip file to xcf.bz2 - gimp is now able to open it directly and it's even smaller than the zip file. please try to use xcf.bz2 for further uploads instead of packing xcf files into zip files.

Offline Destructavator

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Re: New Soldier model test pk3 / status of animation work
« Reply #44 on: April 11, 2010, 10:42:12 pm »
...gimp is now able to open it directly...

Oh nice!  I didn't know GIMP was capable of that - I'll definitely keep that in mind in the future.  I agree that yes, smaller files are better, to save bandwidth and space.  I almost used 7zip's native format because it is better than .zip, but some people would complain about it because some people don't like 7zip for some odd reason.  (I try to tell these casual Windows users that these utilities are much better than bloated WinZIP software, but they don't believe me, or really know what "open source" means, for that matter.)