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Thread: Beta Dragon Casting Animation Fix

  1. #1

    Default Beta Dragon Casting Animation Fix

    Edit the file Horizons\Resources\definitions\characters\dragon\d ragon_u_anim_magic.def to be the following:


    -------



    TAnimStateList
    {
    TAnimState list animStateList =
    {
    //magic_combat_directional_prepare
    {
    string name = "magic_combat_directional_prepare"
    float easeInTime = 0.0
    float easeOutTime = 0.0
    TAnimation list animList =
    {
    {
    string name = "dragon_u_idledirectional_prepare_n_n.gr2"
    }
    }
    }
    //magic_combat_directional_hold
    {
    string name = "magic_combat_directional_hold"
    float easeInTime = 0.0
    float easeOutTime = 0.0
    bool loop = true
    TAnimation list animList =
    {
    {
    string name = "dragon_u_idledirectional_hold_n_n.gr2"
    }
    }
    }
    //magic_combat_directional_release
    {
    string name = "magic_combat_directional_release"
    float easeInTime = 0.0
    float easeOutTime = 0.2
    TAnimation list animList =
    {
    {
    string name = "dragon_u_idledirectional_release_n_n.gr2"
    }
    }
    }
    //magic_combat_directional_failed
    {
    string name = "magic_combat_directional_failed"
    float easeInTime = 0.2
    float easeOutTime = 0.2
    TAnimation list animList =
    {
    {
    string name = "dragon_u_impact_mid.gr2"
    }
    }
    }
    //1hp_magic_combat_directional00_prepare
    {
    string name = "1hp_magic_combat_directional00_prepare"
    float easeInTime = 0.0
    float easeOutTime = 0.0
    TAnimation list animList =
    {
    {
    string name = "dragon_u_idledirectional_prepare_n_n.gr2"
    }
    }
    }
    //1hp_magic_combat_directional00_hold
    {
    string name = "1hp_magic_combat_directional00_hold"
    float easeInTime = 0.0
    float easeOutTime = 0.0
    bool loop = true
    TAnimation list animList =
    {
    {
    string name = "dragon_u_idledirectional_hold_n_n.gr2"
    }
    }
    }
    //1hp_magic_combat_directional00_release
    {
    string name = "1hp_magic_combat_directional00_release"
    float easeInTime = 0.0
    float easeOutTime = 0.2
    TAnimation list animList =
    {
    {
    string name = "dragon_u_idledirectional_release_n_n.gr2"
    }
    }
    }
    //1hp_magic_combat_directional00_failed
    {
    string name = "1hp_magic_combat_directional00_failed"
    float easeInTime = 0.2
    float easeOutTime = 0.2
    TAnimation list animList =
    {
    {
    string name = "dragon_u_impact_mid.gr2"
    }
    }
    }
    //1hp_magic_combat_directional01_prepare
    {
    string name = "1hp_magic_combat_directional01_prepare"
    float easeInTime = 0.0
    float easeOutTime = 0.0
    TAnimation list animList =
    {
    {
    string name = "dragon_u_idledirectional_prepare_n_n.gr2"
    }
    }
    }
    //1hp_magic_combat_directional01_hold
    {
    string name = "1hp_magic_combat_directional01_hold"
    float easeInTime = 0.0
    float easeOutTime = 0.0
    bool loop = true
    TAnimation list animList =
    {
    {
    string name = "dragon_u_idledirectional_hold_n_n.gr2"
    }
    }
    }
    //1hp_magic_combat_directional01_release
    {
    string name = "1hp_magic_combat_directional01_release"
    float easeInTime = 0.0
    float easeOutTime = 0.2
    TAnimation list animList =
    {
    {
    string name = "dragon_u_idledirectional_release_n_n.gr2"
    }
    }
    }
    //1hp_magic_combat_directional01_failed
    {
    string name = "1hp_magic_combat_directional01_failed"
    float easeInTime = 0.2
    float easeOutTime = 0.2
    TAnimation list animList =
    {
    {
    string name = "dragon_u_impact_mid.gr2"
    }
    }
    }
    //1hs_magic_combat_directional00_prepare
    {
    string name = "1hs_magic_combat_directional00_prepare"
    float easeInTime = 0.0
    float easeOutTime = 0.0
    TAnimation list animList =
    {
    {
    string name = "dragon_u_idledirectional_prepare_n_n.gr2"
    }
    }
    }
    //1hs_magic_combat_directional00_hold
    {
    string name = "1hs_magic_combat_directional00_hold"
    float easeInTime = 0.0
    float easeOutTime = 0.0
    bool loop = true
    TAnimation list animList =
    {
    {
    string name = "dragon_u_idledirectional_hold_n_n.gr2"
    }
    }
    }
    //1hs_magic_combat_directional00_release
    {
    string name = "1hs_magic_combat_directional00_release"
    float easeInTime = 0.0
    float easeOutTime = 0.2
    TAnimation list animList =
    {
    {
    string name = "dragon_u_idledirectional_release_n_n.gr2"
    }
    }
    }
    //1hs_magic_combat_directional00_failed
    {
    string name = "1hs_magic_combat_directional00_failed"
    float easeInTime = 0.2
    float easeOutTime = 0.2
    TAnimation list animList =
    {
    {
    string name = "dragon_u_impact_mid.gr2"
    }
    }
    }
    //1hs_magic_combat_directional01_prepare
    {
    string name = "1hs_magic_combat_directional01_prepare"
    float easeInTime = 0.0
    float easeOutTime = 0.0
    TAnimation list animList =
    {
    {
    string name = "dragon_u_idledirectional_prepare_n_n.gr2"
    }
    }
    }
    //1hs_magic_combat_directional01_hold
    {
    string name = "1hs_magic_combat_directional01_hold"
    float easeInTime = 0.0
    float easeOutTime = 0.0
    bool loop = true
    TAnimation list animList =
    {
    {
    string name = "dragon_u_idledirectional_hold_n_n.gr2"
    }
    }
    }
    //1hs_magic_combat_directional01_release
    {
    string name = "1hs_magic_combat_directional01_release"
    float easeInTime = 0.0
    float easeOutTime = 0.2
    TAnimation list animList =
    {
    {
    string name = "dragon_u_idledirectional_release_n_n.gr2"
    }
    }
    }
    //1hs_magic_combat_directional01_failed
    {
    string name = "1hs_magic_combat_directional01_failed"
    float easeInTime = 0.2
    float easeOutTime = 0.2
    TAnimation list animList =
    {
    {
    string name = "dragon_u_impact_mid.gr2"
    }
    }
    }
    //2hs_magic_combat_directional00_prepare
    {
    string name = "2hs_magic_combat_directional00_prepare"
    float easeInTime = 0.0
    float easeOutTime = 0.0
    TAnimation list animList =
    {
    {
    string name = "dragon_u_idledirectional_prepare_n_n.gr2"
    }
    }
    }
    //2hs_magic_combat_directional00_hold
    {
    string name = "2hs_magic_combat_directional00_hold"
    float easeInTime = 0.0
    float easeOutTime = 0.0
    bool loop = true
    TAnimation list animList =
    {
    {
    string name = "dragon_u_idledirectional_hold_n_n.gr2"
    }
    }
    }
    //2hs_magic_combat_directional00_release
    {
    string name = "2hs_magic_combat_directional00_release"
    float easeInTime = 0.0
    float easeOutTime = 0.2
    TAnimation list animList =
    {
    {
    string name = "dragon_u_idledirectional_release_n_n.gr2"
    }
    }
    }
    //2hs_magic_combat_directional00_failed
    {
    string name = "2hs_magic_combat_directional00_failed"
    float easeInTime = 0.2
    float easeOutTime = 0.2
    TAnimation list animList =
    {
    {
    string name = "dragon_u_impact_mid.gr2"
    }
    }
    }
    //2hs_magic_combat_directional01_prepare
    {
    string name = "2hs_magic_combat_directional01_prepare"
    float easeInTime = 0.0
    float easeOutTime = 0.0
    TAnimation list animList =
    {
    {
    string name = "dragon_u_idledirectional_prepare_n_n.gr2"
    }
    }
    }
    //2hs_magic_combat_directional01_hold
    {
    string name = "2hs_magic_combat_directional01_hold"
    float easeInTime = 0.0
    float easeOutTime = 0.0
    bool loop = true
    TAnimation list animList =
    {
    {
    string name = "dragon_u_idledirectional_hold_n_n.gr2"
    }
    }
    }
    //2hs_magic_combat_directional01_release
    {
    string name = "2hs_magic_combat_directional01_release"
    float easeInTime = 0.0
    float easeOutTime = 0.2
    TAnimation list animList =
    {
    {
    string name = "dragon_u_idledirectional_release_n_n.gr2"
    }
    }
    }
    //2hs_magic_combat_directional01_failed
    {
    string name = "2hs_magic_combat_directional01_failed"
    float easeInTime = 0.2
    float easeOutTime = 0.2
    TAnimation list animList =
    {
    {
    string name = "dragon_u_impact_mid.gr2"
    }
    }
    }
    //h2h_magic_combat_directional00_prepare
    {
    string name = "h2h_magic_combat_directional00_prepare"
    float easeInTime = 0.0
    float easeOutTime = 0.0
    TAnimation list animList =
    {
    {
    string name = "dragon_u_idledirectional_prepare_n_n.gr2"
    }
    }
    }
    //h2h_magic_combat_directional00_hold
    {
    string name = "h2h_magic_combat_directional00_hold"
    float easeInTime = 0.0
    float easeOutTime = 0.0
    bool loop = true
    TAnimation list animList =
    {
    {
    string name = "dragon_u_idledirectional_hold_n_n.gr2"
    }
    }
    }
    //h2h_magic_combat_directional00_release
    {
    string name = "h2h_magic_combat_directional00_release"
    float easeInTime = 0.0
    float easeOutTime = 0.2
    TAnimation list animList =
    {
    {
    string name = "dragon_u_idledirectional_release_n_n.gr2"
    }
    }
    }
    //h2h_magic_combat_directional00_failed
    {
    string name = "h2h_magic_combat_directional00_failed"
    float easeInTime = 0.2
    float easeOutTime = 0.2
    TAnimation list animList =
    {
    {
    string name = "dragon_u_impact_mid.gr2"
    }
    }
    }
    //h2h_magic_combat_directional01_prepare
    {
    string name = "h2h_magic_combat_directional01_prepare"
    float easeInTime = 0.0
    float easeOutTime = 0.0
    TAnimation list animList =
    {
    {
    string name = "dragon_u_idledirectional_prepare_n_n.gr2"
    }
    }
    }
    //h2h_magic_combat_directional01_hold
    {
    string name = "h2h_magic_combat_directional01_hold"
    float easeInTime = 0.0
    float easeOutTime = 0.0
    bool loop = true
    TAnimation list animList =
    {
    {
    string name = "dragon_u_idledirectional_hold_n_n.gr2"
    }
    }
    }
    //h2h_magic_combat_directional01_release
    {
    string name = "h2h_magic_combat_directional01_release"
    float easeInTime = 0.0
    float easeOutTime = 0.2
    TAnimation list animList =
    {
    {
    string name = "dragon_u_idledirectional_release_n_n.gr2"
    }
    }
    }
    //h2h_magic_combat_directional01_failed
    {
    string name = "h2h_magic_combat_directional01_failed"
    float easeInTime = 0.2
    float easeOutTime = 0.2
    TAnimation list animList =
    {
    {
    string name = "dragon_u_impact_mid.gr2"
    }
    }
    }
    //bow_magic_combat_directional00_prepare
    {
    string name = "bow_magic_combat_directional00_prepare"
    float easeInTime = 0.0
    float easeOutTime = 0.0
    TAnimation list animList =
    {
    {
    string name = "dragon_u_idledirectional_prepare_n_n.gr2"
    }
    }
    }
    //bow_magic_combat_directional00_hold
    {
    string name = "bow_magic_combat_directional00_hold"
    float easeInTime = 0.0
    float easeOutTime = 0.0
    bool loop = true
    TAnimation list animList =
    {
    {
    string name = "dragon_u_idledirectional_hold_n_n.gr2"
    }
    }
    }
    //bow_magic_combat_directional00_release
    {
    string name = "bow_magic_combat_directional00_release"
    float easeInTime = 0.0
    float easeOutTime = 0.2
    TAnimation list animList =
    {
    {
    string name = "dragon_u_idledirectional_release_n_n.gr2"
    }
    }
    }
    //bow_magic_combat_directional00_failed
    {
    string name = "bow_magic_combat_directional00_failed"
    float easeInTime = 0.2
    float easeOutTime = 0.2
    TAnimation list animList =
    {
    {
    string name = "dragon_u_impact_mid.gr2"
    }
    }
    }
    //bow_magic_combat_directional01_prepare
    {
    string name = "bow_magic_combat_directional01_prepare"
    float easeInTime = 0.0
    float easeOutTime = 0.0
    TAnimation list animList =
    {
    {
    string name = "dragon_u_idledirectional_prepare_n_n.gr2"
    }
    }
    }
    //bow_magic_combat_directional01_hold
    {
    string name = "bow_magic_combat_directional01_hold"
    float easeInTime = 0.0
    float easeOutTime = 0.0
    bool loop = true
    TAnimation list animList =
    {
    {
    string name = "dragon_u_idledirectional_hold_n_n.gr2"
    }
    }
    }
    //bow_magic_combat_directional01_release
    {
    string name = "bow_magic_combat_directional01_release"
    float easeInTime = 0.0
    float easeOutTime = 0.2
    TAnimation list animList =
    {
    {
    string name = "dragon_u_idledirectional_release_n_n.gr2"
    }
    }
    }
    //bow_magic_combat_directional01_failed
    {
    string name = "bow_magic_combat_directional01_failed"
    float easeInTime = 0.2
    float easeOutTime = 0.2
    TAnimation list animList =
    {
    {
    string name = "dragon_u_impact_mid.gr2"
    }
    }
    }
    //cbow_magic_combat_directional00_prepare
    {
    string name = "cbow_magic_combat_directional00_prepare"
    float easeInTime = 0.0
    float easeOutTime = 0.0
    TAnimation list animList =
    {
    {
    string name = "dragon_u_idledirectional_prepare_n_n.gr2"
    }
    }
    }
    //cbow_magic_combat_directional00_hold
    {
    string name = "cbow_magic_combat_directional00_hold"
    float easeInTime = 0.0
    float easeOutTime = 0.0
    bool loop = true
    TAnimation list animList =
    {
    {
    string name = "dragon_u_idledirectional_hold_n_n.gr2"
    }
    }
    }
    //cbow_magic_combat_directional00_release
    {
    string name = "cbow_magic_combat_directional00_release"
    float easeInTime = 0.0
    float easeOutTime = 0.2
    TAnimation list animList =
    {
    {
    string name = "dragon_u_idledirectional_release_n_n.gr2"
    }
    }
    }
    //cbow_magic_combat_directional00_failed
    {
    string name = "cbow_magic_combat_directional00_failed"
    float easeInTime = 0.2
    float easeOutTime = 0.2
    TAnimation list animList =
    {
    {
    string name = "dragon_u_impact_mid.gr2"
    }
    }
    }
    //cbow_magic_combat_directional01_prepare
    {
    string name = "cbow_magic_combat_directional01_prepare"
    float easeInTime = 0.0
    float easeOutTime = 0.0
    TAnimation list animList =
    {
    {
    string name = "dragon_u_idledirectional_prepare_n_n.gr2"
    }
    }
    }
    //cbow_magic_combat_directional01_hold
    {
    string name = "cbow_magic_combat_directional01_hold"
    float easeInTime = 0.0
    float easeOutTime = 0.0
    bool loop = true
    TAnimation list animList =
    {
    {
    string name = "dragon_u_idledirectional_hold_n_n.gr2"
    }
    }
    }
    //cbow_magic_combat_directional01_release
    {
    string name = "cbow_magic_combat_directional01_release"
    float easeInTime = 0.0
    float easeOutTime = 0.2
    TAnimation list animList =
    {
    {
    string name = "dragon_u_idledirectional_release_n_n.gr2"
    }
    }
    }
    //cbow_magic_combat_directional01_failed
    {
    string name = "cbow_magic_combat_directional01_failed"
    float easeInTime = 0.2
    float easeOutTime = 0.2
    TAnimation list animList =
    {
    {
    string name = "dragon_u_impact_mid.gr2"
    }
    }
    }
    //magic_combat_nondirectional_prepare
    {
    string name = "magic_combat_nondirectional_prepare"
    float easeInTime = 0.0
    float easeOutTime = 0.0
    TAnimation list animList =
    {
    {
    string name = "dragon_u_combatidlenondirectional_prepare_n_n.gr2 "
    }
    }
    }
    //magic_combat_nondirectional_hold
    {
    string name = "magic_combat_nondirectional_hold"
    float easeInTime = 0.0
    float easeOutTime = 0.0
    bool loop = true
    TAnimation list animList =
    {
    {
    string name = "dragon_u_combatidlenondirectional_hold_n_n.gr 2"
    }
    }
    }
    //magic_combat_nondirectional_release
    {
    string name = "magic_combat_nondirectional_release"
    float easeInTime = 0.2
    float easeOutTime = 0.2
    TAnimation list animList =
    {
    {
    string name = "dragon_u_combatidlenondirectional_release_n_n.gr2 "
    }
    }
    }
    //magic_combat_nondirectional_failed
    {
    string name = "magic_combat_nondirectional_failed"
    float easeInTime = 0.2
    float easeOutTime = 0.2
    TAnimation list animList =
    {
    {
    string name = "dragon_u_impact_mid.gr2"
    }
    }
    }
    //magic_idle_directional_prepare
    {
    string name = "magic_idle_directional_prepare"
    float easeInTime = 0.0
    float easeOutTime = 0.0
    TAnimation list animList =
    {
    {
    string name = "dragon_u_idledirectional_prepare_n_n.gr2"
    }
    }
    }
    //magic_idle_directional_hold
    {
    string name = "magic_idle_directional_hold"
    float easeInTime = 0.0
    float easeOutTime = 0.0
    bool loop = true
    TAnimation list animList =
    {
    {
    string name = "dragon_u_idledirectional_hold_n_n.gr2"
    }
    }
    }
    //magic_idle_directional_release
    {
    string name = "magic_idle_directional_release"
    float easeInTime = 0.2
    float easeOutTime = 0.2
    TAnimation list animList =
    {
    {
    string name = "dragon_u_idledirectional_release_n_n.gr2"
    }
    }
    }
    //magic_idle_directional_failed
    {
    string name = "magic_idle_directional_failed"
    float easeInTime = 0.2
    float easeOutTime = 0.2
    TAnimation list animList =
    {
    {
    string name = "dragon_u_impact_mid.gr2"
    }
    }
    }
    //magic_idle_nondirectional_prepare
    {
    string name = "magic_idle_nondirectional_prepare"
    float easeInTime = 0.0
    float easeOutTime = 0.0
    TAnimation list animList =
    {
    {
    string name = "dragon_u_idlenondirectional_prepare_n_n.gr2"
    }
    }
    }
    //magic_idle_nondirectional_hold
    {
    string name = "magic_idle_nondirectional_hold"
    float easeInTime = 0.0
    float easeOutTime = 0.0
    bool loop = true
    TAnimation list animList =
    {
    {
    string name = "dragon_u_idlenondirectional_hold_n_n.gr2"
    }
    }
    }
    //magic_idle_nondirectional_release
    {
    string name = "magic_idle_nondirectional_release"
    float easeInTime = 0.2
    float easeOutTime = 0.2
    TAnimation list animList =
    {
    {
    string name = "dragon_u_idlenondirectional_release_n_n.gr2"
    }
    }
    }
    //magic_idle_nondirectional_failed
    {
    string name = "magic_idle_nondirectional_failed"
    float easeInTime = 0.2
    float easeOutTime = 0.2
    TAnimation list animList =
    {
    {
    string name = "dragon_u_impact_mid.gr2"
    }
    }
    }
    }
    }
    Akhorishaan: 100/100/100 Adult Dragon, 25 million hoard
    Mizehra Ishcoda: 100 Druid, 100 Warrior, 100 Cleric, 100 Conjurer, 100 Healer
    Antuatha: 14/30 Dragoness with 300k hoard


  2. #2

    Default Re: Beta Dragon Casting Animation Fix

    Before:



    After:



    Pet the kitty!
    "We live only ONE REAL DAY, during which we recall false memories of living many more."
    Is it today?
    "No."

  3. #3

    Default Re: Beta Dragon Casting Animation Fix

    /em Cheers!

    I just downloaded this and checked it out in-game. I am SOOOOO glad to see this animation back. I remember it from beta and consider it WAY better then what has become the standard one. I've mentioned thatoff and on ever since they started using what has becomethe standard casting animation even while HZ was still in beta up to the present. This was WAY better and I'm glad to see it back. I hope they'll make it the standard dragon casting animation.

    So did you reconstruct it or were you able to dig it out of an old beta file?

  4. #4

    Default Re: Beta Dragon Casting Animation Fix

    Quote Originally Posted by Goriax
    So did you reconstruct it or were you able to dig it out of an old beta file?
    Thank everyone's favourite moo cow for that one! Though he had some help from one notable individual, Hadley Sajous. Of course the IRC crew were very glad to help out a bit too. [:)]

  5. #5
    Oz
    Guest

    Default Re: Beta Dragon Casting Animation Fix

    Will this file overright everytime there is a scan like pekkas Map?

  6. #6

    Default Re: Beta Dragon Casting Animation Fix

    Quote Originally Posted by Oz
    Will this file overright everytime there is a scan like pekkas Map?
    Not if you use the resources_override. The definition file should hit live for everyone eventually.
    "We live only ONE REAL DAY, during which we recall false memories of living many more."
    Is it today?
    "No."

  7. #7

    Default Re: Beta Dragon Casting Animation Fix

    So, can you just copy and paste this over the old file?
    100 Adventure/Crafter following the path of Helian

    Expert Lairshaper
    Grand hall complete.

  8. #8

    Default Re: Beta Dragon Casting Animation Fix

    Do as they say in the start page for community.istaria.com where they provide it as a download. Unzip it and copy it to the Horizons\resources_override folder. Supposedly that way it won't get blown away on the next patch. It definately works there. That's where I put it and it works great.

  9. #9
    Reshii
    Guest

    Default Re: Beta Dragon Casting Animation Fix

    Please! Keep this on and put it in the next update! ^.=.^

  10. #10
    Member
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    Default Re: Beta Dragon Casting Animation Fix

    Verry nice.... no more "thowing a pie" back to the neat looking animation
    Playing since release.
    4th to complete RoP.
    Purely Lunus.
    Dragor Firestrike - (Nobody to play with.)

  11. #11

    Default Re: Beta Dragon Casting Animation Fix

    WooooT!! I *loved* this animation, glad to see it is back!! *HATED* the spastic seizure animation that we have had to deal with for so long.

    "Everything should be made as simple as possible, but not simpler."
    - Albert Einstein

  12. #12

    Default Re: Beta Dragon Casting Animation Fix



    Awesome animation much better than the other one. Would a biped need to install this in order to see dragons cast this way?

  13. #13

    Default Re: Beta Dragon Casting Animation Fix

    I would assume so. This is after all a local resource, so I expect it works like all the other local tweaks like extra emotes and altered armor dyes; you need to install it before seeing it. Hopefully this makes it into official patches soon, as it looks much better.

    Wait, are you people saying the resources_override directory works again? I recall teh original reason why map paks and replacement sound files are installed straight into main HZ dir and not the override one was because it didn't work...

    Dragon adventurer 100 | Dragon crafter 100 | Dragon lairshaper 84

  14. #14
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    Default Re: Beta Dragon Casting Animation Fix

    Hmm....
    I wasn't here for beta, so I guess the find isn't as special for me, but I think that old animation is a bit too...passive?
    It's a very good animation for healing spells. Not so good for offensive, methinks.
    It'd be cool if there was a way to have one animation for healing and the other for attacking.

    .:Malestryx:.

    Aegis Shatterer - Scourge of the Scourge - Blight's Own Decay

  15. #15

    Default Re: Beta Dragon Casting Animation Fix

    Quote Originally Posted by Varangaard
    ....Wait, are you people saying the resources_override directory works again? I recall teh original reason why map paks and replacement sound files are installed straight into main HZ dir and not the override one was because it didn't work....
    Interesting thought. If the directory is indeed operational now, it would eliminate quite a bit of heartburn with the Horizons update stomping on our various tweaks. Of course, now someone has to go and put Pekka's package into \resources_override to find out.... Volunteers?
    [A]
    Regards;
    --------->Hasai

    "I feel like a fugitive from the Law of Averages."

  16. #16

    Default Re: Beta Dragon Casting Animation Fix

    Quote Originally Posted by Theolaerynn
    WooooT!! I *loved* this animation, glad to see it is back!! *HATED* the spastic seizure animation that we have had to deal with for so long.
    Oh yea. Every time I see the standard animation I wonder why my dragon doesn't break his forleg when casting.

  17. #17

    Default Re: Beta Dragon Casting Animation Fix

    Quote Originally Posted by oluviel

    Awesome animation much better than the other one. Would a biped need to install this in order to see dragons cast this way?
    Any player, dragon or biped, would need the modified def file to view the proper animation. Hopefully the modified def file will go to the live servers within a week or two, then no one will have to modify the game to see this.
    "We live only ONE REAL DAY, during which we recall false memories of living many more."
    Is it today?
    "No."

  18. #18
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    Default Re: Beta Dragon Casting Animation Fix



    I have no idea how it looks since I never played in beta, but I guess it is worth a try as soon as I find the time...
    Rvlion- LvL 100:100:100 - 59.3M - Lunus Ancient
    Gallinthus- LvL 100:42:41 - 6.9M - Hatchling
    Lohasbrand– LvL 4:3:0 – 1.0M - Hatchling
    Sslion- LvL 25 Mage, 25 Warrior, 10 Cleric, 6 Druid, 6 Monk and a few Craft Schools

  19. #19

    Default Re: Beta Dragon Casting Animation Fix

    it takes about 5 minutes to do it. Its not an amazing visual it's just cool rather than constipated looking. it looks like the dragon is creating a fireball or something.

  20. #20
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    Default Re: Beta Dragon Casting Animation Fix

    Quote Originally Posted by oluviel
    it takes about 5 minutes to do it. Its not an amazing visual it's just cool rather than constipated looking. it looks like the dragon is creating a fireball or something.
    The animationlooks a bit shorter then the original or is it just me?
    That it looks a lot better is absolutelty no doubt... [:)]
    Rvlion- LvL 100:100:100 - 59.3M - Lunus Ancient
    Gallinthus- LvL 100:42:41 - 6.9M - Hatchling
    Lohasbrand– LvL 4:3:0 – 1.0M - Hatchling
    Sslion- LvL 25 Mage, 25 Warrior, 10 Cleric, 6 Druid, 6 Monk and a few Craft Schools

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