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  1. #1
    The Dark Knight Member wlesmana's Avatar
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    Default Re: Oversize animations problems..

    If it is flagged an elephant then it will always be able to attack gates and wooden walls. This is hard-coded. If you'd like rebalance it, then make the gates much, much stronger and the siege engines also, so it would take a long time for elephant types to break through.

    Sorry but I was mistaken about my previous statement. What I mean was the elephant can only have secondary attack and NOT primary. Primary must be kept empty otherwise it would CTD once it comes in range.

  2. #2
    Axebitten Modder Senior Member Dol Guldur's Avatar
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    Default Re: Oversize animations problems..

    Make sure the DM mass is not too high either, this caused our mumakils to crash randomly in battle in the early days.

    Regarding sounds - some will cause CTDs. 16 bit audo size, 22 kHz sample rate, mono (1 channel), and 352 kbps is our current mumakil setting.

    As I said in my PM, feel free to use our troll as an example.

    Always make sure you have at least 2 riders too or it will ctd at start of battle (after doing weird things with the camera).

    I'm afraid I have not had time to look at your files yet :(
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  3. #3
    CeltiberoRamiroI Member Monkwarrior's Avatar
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    Default Re: Oversize animations problems..

    Sorry if my problems are different from yours, but after reading your posts I feel that all the possibilities are "possible"

    Sounds: we (at ITW) have sometimes random CTDs, that don't seem to have origin in the properties of the files but in the overlapping of too many files, for example in charge. If you are interested I can ask to our expert in sounds.

    Animations of riders: we had similar problems with chariots, as the second rider (general) had animations different from those of the first one. Did you find any correlation between having the "big unit" with or without a general?

  4. #4
    Finder of Little Oddities Senior Member Makanyane's Avatar
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    Default Re: Oversize animations problems..

    Quote Originally Posted by Monkwarrior
    Sounds: we (at ITW) have sometimes random CTDs, that don't seem to have origin in the properties of the files but in the overlapping of too many files, for example in charge. If you are interested I can ask to our expert in sounds.
    I'm not sure if it applies in this case but it would be interesting for every one to know about if you could get some information on that. I'm not sure yet what you mean, is it too many different text files calling the same sound.mp3, or one text file referring to too many different places/paths for the sound files?

    Animations of riders: we had similar problems with chariots, as the second rider (general) had animations different from those of the first one. Did you find any correlation between having the "big unit" with or without a general?
    We certainly had more problems when it acquired a general (captain) through being the lead unit in battle. I've not tried deliberately making it a bodyguard unit. We are in situation that wlesmana explained, as the skeleton doesn't have a bone for the riders to relate to, they are off somewhere in limbo so there animation shouldn't really be coming in to play.


    Having changed sound files back to using RTW originals for now, removing primary attack figures and generally fiddling stats around it seems to be behaving itself for now. Then again we didn't realise we had a problem with it for a long while...
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