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New anim packet for Enhanced Client - Printable Version +- SphereCommunity (https://forum.spherecommunity.net) +-- Forum: Sphere 0.56d (/Forum-Sphere-0-56d) +--- Forum: General Help (/Forum-General-Help) +--- Thread: New anim packet for Enhanced Client (/Thread-New-anim-packet-for-Enhanced-Client) Pages: 1 2 |
New anim packet for Enhanced Client - karma - 10-09-2014 02:20 AM Hi all, this is a question to the devs ![]() Have you planned to make ANIM, BARK, SALUTE, etc, send the new anim packet if the EC is detected? Just to know, before i change all of that calls manually with a custom function ![]() RE: New anim packet for Enhanced Client - Coruja - 10-09-2014 09:02 AM do you know the anim values/packets? it's a new packet or just the same ANIM packet with just new values? maybe I can take a look on the source, but I can't guarantee you any change because I don't have EC here lol RE: New anim packet for Enhanced Client - karma - 10-09-2014 09:26 AM It is a new packet (E2). Long time ago i talked with XuN about this, he was working on it, but i don't know if he made progress. He gave me this function: Code: [FUNCTION newanim] First argument is the Action Group, the second is Action Type and the third is variation (different animations regarding the same action). As you can see, the structure is very different from the old packet (6E i think). The most annoying thing is that you cannot set the "speed" of the animation, and i think this is why XuN did not use this packet with the Classic Client (yes, it works also on the CC, moreover i remember that EA uses this packet since SA launch). In attachment there is a screenshot of an old xls i wrote, there are all the infos me and XuN gathered. RE: New anim packet for Enhanced Client - Ben - 10-09-2014 09:53 AM This packet is already in use for clients > 7.0.0.0... RE: New anim packet for Enhanced Client - karma - 10-09-2014 08:51 PM I tested it right now. With client 7.0.35.3, doing .anim 1 the packet sent is 6E. With the CC, both 6E and E2 work, but with the EC only E2 works. RE: New anim packet for Enhanced Client - Coruja - 10-10-2014 01:41 AM on the hardcoded behavior for the ANIM function it will always use this packet on enhanced clients and it will be send on classic clients too, but only if the char is a gargoyle Code: if ( EnhancedClient ) RE: New anim packet for Enhanced Client - karma - 10-10-2014 02:17 AM Hmm seems you are right. Anyways, the anim is not showed. That's why: Code: Packet structure: Doing .anim 1 or 2, the ARGN is used as an action type, but the action group (0FFFF) remains the same and 0FFFF is not a valid action group, so no anim is showed. Unfortunately, with E2 the anim data is not a sequential number like with 6E.. I'll make some tests and i'll write out which E2 anim corresponds with the 6E one. RE: New anim packet for Enhanced Client - karma - 10-10-2014 03:46 AM Weird thing: i'm pretty sure that in the past 6E did not work with the EC, and now, it is working °_° I use this function for testing. Code: [function oldanim] I'll continue doing tests, stay tuned lol Does anyone have a list describing which anim number corresponds to which type of animation? I'm testing with EC 4.0.35.1 and these are my conclusions right now: 1) 0x6E still works (with my great surprise, as i said before, time ago the only anim packet working in the EC was the 0xE2). The animation IDs seems to be the same as those in the CC, to be sure i need the list i asked above (yes i can test it manually but it is a bit long and boring to do, maybe i'll do it tomorrow). 2) 0xE2 shows only few animations in the EC. Action group 9 and 10 are the new gargoyle flying anims. Using 9 and 10 with body = c_man don't do anything. 3) 0x6E works with humans, elfs and gargoyles. 4) With 0x6E, setting different frame count, repeat times, forward/backward, no repeat/repeat or delay is irrelevant: the anim showed use default, non-changeable parameters. The only thing you can change, of course, is the action. Can any dev make a build where the anim packet sent to the EC is 0x6E and not 0xE2, so i can test it? Obviously, the gargoyle flying anims need 0xE2. RE: New anim packet for Enhanced Client - Ben - 10-10-2014 09:14 AM We are not gonna make some special build to test something that is already working fine. I'm not sure what you are trying to accomplish here, but I'm pretty sure you're wasting your time... RE: New anim packet for Enhanced Client - XuN - 10-10-2014 06:05 PM What I did was convert all the animations in the UpdateAnimate function to the new style when proceed, each time this function is called it now generates 2 animation sets for the character calling it: one is generating the new animation (with some exceptions that i'll write later) and another one with the old and default behaviour. In combat, I set Variation = 1, I can't remember why or if it made any difference, but its there for some reason. I'm not converting the Bow and Salute animations because they were broken, so I had to do some workarounds to show the old one instead, which were still working . Death animations are also converted. Now the real trick of this subjet comes, this is how the packets are selected (scripted example to help understand): Code: forclients <serv.clients> So, as you can see, new anims are being sent to everyone using Enhanced Client and only Gargoyles in Classic Client, AFAIR only gargoyles were using correct animations in Classic Clients plus the fact that new animation packet is not using delay anymore (and looks sooooooo ugly) was the reason because I made it this way. |