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Re: dead tank commander bug...
Posted: Fri Feb 13, 2009 6:56 am
by spellir74
Re: dead tank commander bug...
As a novice, I might see something that closer eyes missed.
I assume it is the familiar computer issue: "which number to start with --00 or 01?". (same thing with MIDI: 0-127 or 1-128.)
When a destruction animation ends it all resets from end frame to first keyframe ('00'). I assume Keyframe 00 doesn't have a tank comm in it; 01 starts his appearance. But a new prog which counts numbers differently might have been used by PzC:Kharkov devs... Now when a destruction animation ends it all resets from end frame ('301') to new first frame '01' --the first keyframe for this different prog -- and consequently there is the tank commander.
Or something in that '01 or 00' realm.
????
RE: Re: dead tank commander bug...
Posted: Fri Feb 13, 2009 7:18 am
by Mraah
Interesting ...
But, Stridor told me that the bug only show's up on the AI's tanks, not the players ... so, I might think your theory is wrong? I dunno. [&:]
I did some more game play observations the other day and concluded that the bug appears 100% of the time IF the tank is destroyed via a one-shot-one-kill.
If the tank recieves any type of compartment damage (engine, main gun, crew member) a good FULL turn (maybe a phase) before it's totally destroyed then the bug won't appear. I was able to predict which tanks (at the end of the phase) were going to have the bug and which didn't.
My theory is .... If the tank receives compartment damage (preferably crew member) and it isn't destroyed in that phase then the compartment damage "data" is carried over into the next phase. So, every phase after this has the data ... When the tank is finally destroyed it contains the damage "data" and applies it the final animation death.
Basically, a one-shot-one-kill in the same phase doesn't contain damage data so it won't apply this to the final animation. If it does receive compartment damage in the same phase it's destroyed then it "might" contain the bug ... I say "might" because I wasn't able to predict the bug 100% of the time in the following phase.
Rob
EDIT --- Also, the bug appears for only the tank attributes, like .... lighttank,mediumtank,heavytank,assaultgun . It doesn't happen for the halftrack attribute .... Try it... Replace the attribute in the vehicles XML to a halftrack and run a quick scenario using that vehicle as the AI ... no tank commander bug [:)]. Oh, you won't see any animation for "buttoned" and "unbottoned" but it's just animation ... who knows, maybe the buttoned status is causing the bug .... it's a big mystery [:(] .... Try changing the attribute to read "scoutcar" ... might help with the button/unbutton look.
RE: Re: dead tank commander bug...
Posted: Fri Feb 13, 2009 11:55 am
by Mad Russian
ORIGINAL: Mraah
Interesting ...
But, Stridor told me that the bug only show's up on the AI's tanks, not the players ... so, I might think your theory is wrong? I dunno. [&:]
I did some more game play observations the other day and concluded that the bug appears 100% of the time IF the tank is destroyed via a one-shot-one-kill.
If the tank recieves any type of compartment damage (engine, main gun, crew member) a good FULL turn (maybe a phase) before it's totally destroyed then the bug won't appear. I was able to predict which tanks (at the end of the phase) were going to have the bug and which didn't.
My theory is .... If the tank receives compartment damage (preferably crew member) and it isn't destroyed in that phase then the compartment damage "data" is carried over into the next phase. So, every phase after this has the data ... When the tank is finally destroyed it contains the damage "data" and applies it the final animation death.
Basically, a one-shot-one-kill in the same phase doesn't contain damage data so it won't apply this to the final animation. If it does receive compartment damage in the same phase it's destroyed then it "might" contain the bug ... I say "might" because I wasn't able to predict the bug 100% of the time in the following phase.
Rob
EDIT --- Also, the bug appears for only the tank attributes, like .... lighttank,mediumtank,heavytank,assaultgun . It doesn't happen for the halftrack attribute .... Try it... Replace the attribute in the vehicles XML to a halftrack and run a quick scenario using that vehicle as the AI ... no tank commander bug [:)]. Oh, you won't see any animation for "buttoned" and "unbottoned" but it's just animation ... who knows, maybe the buttoned status is causing the bug .... it's a big mystery [:(] .... Try changing the attribute to read "scoutcar" ... might help with the button/unbutton look.
I play both vs the AI and PBEM.
I'll look more closely too and let you know. The nice part about playing PBEM is that I have the game files for every single turn played already saved.
Good Hunting.
MR
RE: Re: dead tank commander bug...
Posted: Fri Feb 13, 2009 12:03 pm
by Erik Rutins
Very interesting info on this bug, thanks.
RE: Re: dead tank commander bug...
Posted: Fri Feb 13, 2009 1:34 pm
by Mobius
ORIGINAL: Mraah
My theory is .... If the tank receives compartment damage (preferably crew member) and it isn't destroyed in that phase then the compartment damage "data" is carried over into the next phase. So, every phase after this has the data ... When the tank is finally destroyed it contains the damage "data" and applies it the final animation death.
Might this be just that a hit forces a tank to button up? TC animation envoked to disappear. Thus when the tank dies later the TC is buttoned up and his graphics is turned off. If the tank blows up the button up the TC animation setting is skipped.
One more TC animation bug. Hatches of Assaultgun vehicles (no turret) close when infantry are mounted on them. Even when the TC is still up in the hatch.