Animation stupidity

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Expand view Topic review: Animation stupidity

Re: Animation stupidity

by Graf Zahl » Sun Apr 22, 2012 2:52 am

I just did some checks with an existing 'range' animation and wasn't able to see any problem whatsoever. No matter which texture I put on the wall, they all animated with the same speed, no jumps or other strangeness.

Re: Animation stupidity

by Xtyfe » Sun Apr 08, 2012 11:29 am

randy wrote:Sorry, but I think yours is just a case of being preempted in a multitasking environment. It doesn't fit the description in the OP's post.
Oh well, worth a shot

Re: Animation stupidity

by randi » Mon Mar 19, 2012 9:32 pm

Sorry, but I think yours is just a case of being preempted in a multitasking environment. It doesn't fit the description in the OP's post.

Re: Animation stupidity

by Xtyfe » Mon Mar 19, 2012 8:52 pm

randy wrote:Wad where, when?
Using the 2 files in this zip, goto map 30 and look at the slime falls. It should jump.

http://www.mediafire.com/?9lf35gzrmvvb7b5

I apologize for the size of this, :oops:

Re: Animation stupidity

by randi » Mon Mar 19, 2012 8:26 pm

Wad where, when?

Re: Animation stupidity

by Xtyfe » Mon Mar 19, 2012 11:50 am

If he is talking about texture animations using animdefs, then i might be able to help. I also see a similar issue with it jumping.

Re: Animation stupidity

by randi » Sat Mar 10, 2012 9:34 pm

I don't suppose anybody else grabbed this while it was available, did they?

Animation stupidity

by Guest » Mon Jun 20, 2011 10:49 pm

This one is weird. If you place an animation on your map, but don't use the first frame of it, the animation "jumps" at certain points. Here's a demonstration WAD. The computer on the left uses the fifth or sixth frame of the animation, but the one on the right uses the first.

http://www.sendspace.com/file/ncd709

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