Mutation animations are hardcoded to be on the unit~~~.pals

Bug #896339 reported by YR M0ddEr
6
This bug affects 1 person
Affects Status Importance Assigned to Milestone
Ares
Triaged
Medium
Unassigned

Bug Description

Instead of forcing an animation to use anim.pal, it will force it to use unitsno.pal(cant confirm it actually is unitsno but I am pretty sure ti is).

[MUTANIMTOMB]
MakeInfantry=6
AnimPalette=yes
Rate=400

Animation is also listed in [Animations] (for the record, its not required).

I also have this problem in an other case(were its not related to mutations).

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cranium (cranium) wrote :

AnimPalette= and AltPalette= both work fine for me.

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YR M0ddEr (yr-m0dder) wrote :

retested in trunk, still having this problem. I must investigate deeper into this.

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Krozalid (krozalid) wrote :

Maybe it's because it's a mutation anim?

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cranium (cranium) wrote :

Isn't it AltPalette= that calls for the unitsno, unitem, and uniturb pals? Hmmm, I dont know if it really matters, but you could try adding AltPalette=no to your code as well? If that does nothing, I have to say it's something to do with it being a mutation anim.

What palette is the anim made with?

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YR M0ddEr (yr-m0dder) wrote :

Replacing AnimPalette=yes with CustomPalette=anim.pal does not work either.

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cranium (cranium) wrote :

Hmmmm, I dont know. I dont seem to be having any troubles using any palette method, whether it be AltPalette=, AnimPalette=, or Palette=

Have you tried using just Palette= ? Make animsno, animtem, and animurb palettes, the just add Palette=anim "this method may be just for buildings, but I dont remember"

Later tonight, I'll make a mutation anim and see if it does the same thing for me.

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cranium (cranium) wrote :

Seems, you are correct. Any animation that uses MakeInfantry= will not change it's palette. Only after removing the MakeInfantry= tag will the palette change.

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Krozalid (krozalid) wrote :

This happens with Ares right? Does this happens with vanilla YR? You could test that. I'm not at my pc atm.

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reaperrr (reaperrr) wrote :

>"Does this happens with vanilla YR?"

Can't test right now, but I bet it does.

WW often used hardcoding when something was only meant for a specific useage scenario. In this case the mutation from one infantry type to another infantry type. I guess it made sense to WW to force MakeInfantry anims to use unit*.pal.

So I don't think it's a bug, it's rather a limitation.

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YR M0ddEr (yr-m0dder) wrote :

I removed MakeInfantry and the game respected AnimPalette=.
Also this bug exist in original game.
Kinda wierd, it did not happen in NP :S

There are more bugs related to this. I dont know the cause yet.
^nv that.

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Graion Dilach (graiondilach) wrote :

Due to the above confirmation, I don't think this issue should have a high priority.

Especially since this is a YR bug.

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cranium (cranium) wrote :

Just to add to this, This also applies to Particle animations too.
Particle Animations seem to be hardcoded to use the Anim Palette and will not change using either AltPalette=yes, CustomPalette=, or Palette=.

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Graion Dilach (graiondilach) wrote :

That's 1513, Cranium. Also, since that report, I learnt from YR++ that Particle images are NOT animations.

EDIT: Clarified issue name, since it's not generally AnimPalette the issue, instead mutation.

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cranium (cranium) wrote :

"That's 1513, Cranium."

Yes, I know. Just thought I'd add it here since it was dealing with animations. And how is particles not animation? It still uses the Image/animation depicted in artmd.ini right? and I know particles draw the animation differently than normal, but it's still an animation isnt it? I'm confused on that one.

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Graion Dilach (graiondilach) wrote :

Particles are particles. It uses the Image=tag, but it specifies only an image and it isn't even used an animation. (Say this... you can set an infantry having an animation as image, that still will behave and accept infantry tags, not animation ones)

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YR M0ddEr (yr-m0dder) wrote :

this should get some status, as it is a confirmed bug.

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Graion Dilach (graiondilach) wrote :

True, true... but I don't want to acknowledge issues I can't do.

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WoRmINaToR (worminator) wrote :

Acknowledged means that the developers understand that there's an issue and that something should be done about the issue, but nobody's assigned to it and it's not certain yet who is going to work on the issue or when.

Long story short, you can set an issue to acknowledged even if you aren't certain about getting it done.

For now, it would be best to set this to acknowledged, since nobody has actually confirmed that this will be worked on.

Revision history for this message
Graion Dilach (graiondilach) wrote :

Hmmm... true. I slipped this. I shoulda read a "FAQs and how-tos about developer tools" now...

Changed in ares:
status: New → Triaged
assignee: nobody → DCoder DCoder (dcoder1337)
Changed in ares:
assignee: DCoder DCoder (dcoder1337) → nobody
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