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Problem with animations after CM patch 160


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Hello. I hope this is the right place to ask this, because I am out of ideas. I wanted to try the new CM patch 160, but after installing my game is suddenly missing animation phases (for lack of a better word) on all characters. Specificially, the animations seem to skip, like the Inquisitor did in the past. It's most jarring when running, the char will have his normal walk animations, but when you stop, he just immediately goes to standing, without any transition. It's also really noticable when you use the block on Shift, it's literally only two stances that just get swapped.

Now, at first I thought that my installation may be corrupted, so I deinstalled the game completely and re-downloaded it (using the gog version). I then started it without the CM patch to confirm that it wasn't always like this and I am just tripping, but of course there were no problems like that in vanilla (outside of the Inquisitor). Then I activated the CM patch 160 once more and the problem returned as well. Deactivated it, and instead activated the CM patch 150 and I have no problems again.

By now I have de- and re-installed the game numerous times (downloaded a new 160 again from here as well, just in case), tried to install 160 on top of 150 or to verify the game files after 160 is activated, but nothing helped. I looked through the forums here and apparently nobody has any problems like this, which really confuses me. Is this just something absolutely nobody cares about or am I the only one who has this weird problem for some reason? I can't imagine the first one, as it is incredibly distracting imo, not even mentioning that this would be something that worked in vanilla. So, if it's the latter, what could possibly affect the CM patch 160 (and ONLY the 160 version) on my system to such a degree that it would cause these bugs?

 

Great work on these patches btw, they are the only reason I still play Sacred 2 from time to time. If nobody can help me with this, I may just have to go back to 150 for now, but I was pretty hyped for those crash fixes :(

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I know there was some work made on idle animations but I can't remember if the transitions between the stances were changed in any way. Flix and/or Dimitrius should be able to answer your question properly though.

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7 hours ago, Flix said:

There is a blending effect between animations that was shortened dramatically in CM 1.60.  It's not actually removed, but changed from something like 1.0s to 0.25s.

We (the developers) fought about this for a long time.  I was against it, but eventually capitulated because it fixed some visual bugs.  For example projectiles firing off before the ranged weapon is even raised.

I wish I could provide a better justification for it.  Development was extraordinarily contentious however and there are many things I remain dissatisfied with, to the point that I no longer play the game.

 

Then it really is an intentional change and I am just the only one bothered by this. Not the first time my oversensitivity to little details like that got in the way of playing fun...

Well, I never even remotely saw any glaring animation bugs with ranged weapons or anything, but this is something that unfortunately really distracts me. I litererally noticed it 5 seconds after starting a new game. I guess there is no simple cut&copy solution for me to revert those changes back to how they were before? A folder or file I could use from 150, while keeping the rest of the 160 changes? I already tried that with some scripts that were labled animations, but those didn't do it.

Edited by cerrec
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2 hours ago, cerrec said:

I guess there is no simple cut&copy solution for me to revert those changes back to how they were before?

No. The blending interval is hardcoded in s2logic.dll.

 

9 hours ago, Flix said:

It's not actually removed, but changed from something like 1.0s to 0.25s.

No, it used to be 0.25s per control button click tick. It could be interrupted by releasing the control botton. There were about 5-7 ticks, until blocking stance was considered enabled. Judging by the firing desync, the clothing desync and sporadic movement it was a bug, that they never addressed. 

 

10 hours ago, Flix said:

I wish I could provide a better justification for it.

The decision to introduce the change was mine, and I consider it quite logical. Artistic preferences however lie in the realm of emotions, not logic. Trying to prove anything would be futile.

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Well, so much for that, back to 150 it is then. First time the CM patch actually made something worse for me compared to vanilla. I still don't understand what that was supposed to fix in the first place, but if it makes every characters movement look as choppy as that of the original Inquisitor, then I would rather keep the "bug".

 

Thanks anyways for the help.

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  • 5 months later...

Just accidentally stumbled upon this thread.

I felt that something about the animations was off especially whenever I pressed shift when I started playing again recently. Now I know what it was.

Just tested the difference and WOW. I probably didn't notice at first as it was 6 years since I had played the original game but the difference in smoothness is jarring. Same as cerrec, I didn't notice anything in the original that would require such a drastic change. Completely cutting the transition animations seems a bit harsh of a solution.

With some file swapping, I was able to restore the transition animations. Just replace the s2logic.dll and s2render.dll in the system folder by the original ones. But the changes that stem from these files in 1.60 are reverted. The ones I noticed are that the shimmer around elite enemies is back and that stackable items now again stack only to 20. Also, one of my previous characters is now unplayable. BFG on my BFG Seraphim refuses to fire but if I make a new seraphim character, it works fine. My 2-handed Shadow Warrior seems unaffected.

I will accept that though as the visual difference is worth it at least for me. The movement is much more natural looking. Who cares if ranged weapons fire a bit earlier than they should.

So if cerrec is still here, you can use 1.6 CM Patch, just install it and replace the 2 files I mentioned with the ones from a clean install. I haven't tested this extensively yet but it seems to work so far (I.e. no game-breaking issues yet).

Edited by idbeholdME
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