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Old 29-04-14, 08:38   #534
Lwmte
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Join Date: Aug 2010
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Thank you, Joey, great job! You've made certain things clear. I never was able to understand the system behind all these rope animations, so actually most of them are simply unused? What a mess!

As for your comment regarding state changes... Well, currently OpenTomb doesn't use any state changes to refer current animation, it directly plays with animation numbers. It's much more complicated, but it allows to ignore certain wrong state changes. Anyway, I'm planning to rewrite state control module to work with state IDs instead of anim IDs (like it is done in actual TR engines), but then we will need some kind of override script which will change certain animation state IDs to ones that we need. I think, this is the best way.
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