Underfoot - Human Animations

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Bomb
Posts: 165

Underfoot - Human Animations

Post#1 » Fri Aug 26, 2011 2:10 am

Human animations tend to work, but they 'stick' in a sense. Like if you are walking forward and stop your character will be kind of stuck in a forward motion.

Have only noticed this with human models so far.

Not sure if this is a THF or emu issue however.
Saril - Zikor - Bomb
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Trevius
Posts: 71

Re: Underfoot - Human Animations

Post#2 » Fri Aug 26, 2011 8:07 am

I haven't heard of this issue, but I know on a default install of UF, the Drakkin animations are completely broken due to missing animation files for them. It could be that humans are missing some animation file as well that you just need to add to your UF install to correct. The other thing it could be is some missing update on THF to resolve the problem, but I don't believe it exists on the current EQEmu SVN.

aabamzen
Posts: 178

Re: Underfoot - Human Animations

Post#3 » Fri Aug 26, 2011 1:25 pm

I saw this on UF also. A stationary human always had the 'crucified' look if they hadn't moved since zoning in, which is the case for many human NPCs (think in the bazaar). I would also see the animations get 'stuck' like you mentioned. I didn't look too hard, but I didn't come across any solutions.
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Bomb
Posts: 165

Re: Underfoot - Human Animations

Post#4 » Fri Aug 26, 2011 2:08 pm

Will look around and see if theres a file I might be missing, but have put all files listed as being missing on the emu site for UF in already so would have to be something they don't have listed there.

EDIT : Was lazy about it and just copied over files and hit no to copy anything that was already there so that it made sure I had anything that wasn't previously there before. Did not change the human issue.

So assuming its either an existing file that isn't functioning properly that needs to be updated/changed or an issue with the server. I suppose I could try logging into another server and see if its a THF issue or whatever though not sure what other servers support UF/SoD.

EDIT 2 : Tried storm haven had the issue as well, assuming its a client or emu issue. Assuming I just need to play find the magic file that needs to be updated (have done all the files on the wiki already that say they need to be updated).

Either way not a huge deal overall the animations work they just tend to stick and ive only noticed it on humans. Just annoying =p
Saril - Zikor - Bomb
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Trevius
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Re: Underfoot - Human Animations

Post#5 » Mon Aug 29, 2011 12:23 pm

Not at home to check my EQ folder ATM, but since the fix for Drakkin animations is to copy the "dkm_anims.eqg" file, I would assume there should be a file named something like "hmn_anims.eqg" or "hum_anims.eqg"that you might want to copy from another client to see if that resolves it.

Bomb
Posts: 165

Re: Underfoot - Human Animations

Post#6 » Tue Aug 30, 2011 12:55 am

Following are the available anims files that I see in my other folders:

dkm_anims.epg
dkf_anims.epg
gus_anims.epg
fgt_anims.epg

-- Ill give copying those over a shot in a little bit to see if any of them resolve the issue. However nothing that i noticed in regards to human, hum, hmn, etc that might hint towards the human file.

Side note only seems to effect male humans, female humans seem to work fine.
Saril - Zikor - Bomb
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Bomb
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Re: Underfoot - Human Animations

Post#7 » Thu Sep 01, 2011 12:47 am

Tried all the anim files, none of them seemed to be it since it still has the issue. Will look into it more later on other files if I can.
Saril - Zikor - Bomb
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Bomb
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Re: Underfoot - Human Animations

Post#8 » Thu Sep 01, 2011 12:52 am

Not sure if i mentioned this or not, but this is for the old human models. Luclin models are the plague.
Saril - Zikor - Bomb
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Bomb
Posts: 165

Re: Underfoot - Human Animations

Post#9 » Thu Sep 01, 2011 5:28 pm

As an update today I decided id toy around on storm haven just for a change of pace. As a result I reverted my GlobalLoad, dbstr_us, and updated the spells_us to their version. After doing this original male human models function 100% correctly with no issues in underfoot.

This leads me to believe that the issue is somewhere in THF's custom global load file? Because those were the only changes made and unless I am wrong I am under the impression dbstr_us has to do with AA and spells_us obviously has to do with spells.

I know globalload has to do with models as thats what THF uses to get custom models on NPCs etc, so I am assuming there is an issue/error somewhere in that file that handles original human animations?
Saril - Zikor - Bomb
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Bomb
Posts: 165

Re: Underfoot - Human Animations

Post#10 » Thu Sep 01, 2011 6:20 pm

Was comparing the base globalload that is a part of UF to the THF globalload and heres what ive noticed so far will update as I mess w/ it some more.

THF GlobalLoad contains the following:

Code: Select all

1,1,TFFFC,hum.eqg,Loading Humans
1,1,TFFFC,hum_anims.eqg,Loading Humans
1,1,TFFFC,huf.eqg,Loading Humans
1,1,TFFFC,huf_anims.eqg,Loading Humans


These are not a part of the base globalload w/ UF, and as well the files do not seem to exist. I have checked my UF install that I use to play on EMU, as well as a live patched install folder, and a titanium folder. As far as I can tell these files do not exist? I also looked in the zip for the THF patcher and don't see these files anywhere.

Either way going to mess w/ it some more.

EDIT : I suppose these could be in a SoD install maybe? Which I don't have at the moment :/

EDIT2 : Though not sure why they would be needed as models function without them (old models, have not tried luclin).

EDIT3 : Looks like theres a few .epg files that are listed in the THF globalload that aren't in the default UF, however I am assuming thats due to custom things. Trying to pinpoint whats causing the animation atm though.
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