Emote animations

Added by lynnara about 7 years ago

Has anyone had any success getting the emote animations to work in the client? It seems like they should technically work but nothing happens when using them, only the text emotes work.


Replies (11)

RE: Emote animations - Added by molator about 7 years ago

I think the sheets that define which animation to use are missing.

RE: Emote animations - Added by lynnara about 7 years ago

After tons of digging around, it looks like i hit a solid brick wall. The list.emot and list.text_emotes files are completely void of any working contents. Why would we be provided all the emote animations in the asset repository, and client interface files coded with the triggers, if there is no way for the server to process the emotes? There isn't even the slightest hint as to what is supposed to go between the <ARRAY> tags in the xml files, not a single working example to work with, anywhere. The emote system has been rendered completely useless.

Who do i have to beg for working copies of list.emote and list.text_emotes ?

RE: Emote animations - Added by molator about 7 years ago

The assets and the source are open.
Data of ryzom the game are not.

To figure out the structure of the sheets, i'm studying the source and what we have.
It takes time but that's the best we have.
I might have a look but can't say when.

RE: Emote animations - Added by molator about 7 years ago

Some hints :

- code\ryzom\common\data_leveldesign\leveldesign\DFN\game_elem\_emote

You will find there some parent sheets.

- code\ryzom\common\data_leveldesign\leveldesign\game_element\anim\anim_set\homin
code\ryzom\common\data_leveldesign\leveldesign\game_element\anim\anim_set\homin\fy_hom

sheets that list a set of animations.

The animations are in the client in data/characters_animations.bnp

The examples i found are related to the Fyros.
You should try with a Fyros character.

- code\ryzom\common\data_leveldesign\leveldesign\DFN\game_elem\_anim\animation_set.dfn

The list of the known emote animations (and more).

- code\ryzom\common\src\game_share\emote_list_parser.cpp

The code that will parse the emote list.

- code\ryzom\common\src\game_share\scenario.cpp

List of the known emotes which can be mapped in client UI.

- code\ryzom\server\data_shard\language\phrase_en.txt

Texts of the emotes.

- en.uxt in the client, data/gamedev.bnp

The file where the emote are mapped to the client UI.

RE: Emote animations - Added by lynnara about 7 years ago

Yeah, i dug all that up on my own and nothing seems to work, tried all kinds of stuff before resorting to asking.

Regardless, there is no logic in giving blank emote sheets and considering it proprietary level design. The emotes are supposed to work everywhere, on any continent, in any building, on any mission and irrespective of story or plot.

Really, if there was even just one single working entry in the 2 files in question, i would be able to figure out everything else. If we can't get the animations/emotes provided to work, how can we possibly create and use more?

Why the full files weren't included is beyond logic.

RE: Emote animations - Added by lynnara about 7 years ago

I think i might have figured it out, gonna try to fill out more of the emotes. Sadly i think i could have had the solution a few days ago except i kept forgetting to delete the dang egs_text_emotes.packed_sheets file... (facepalm)

[ edit ] ok i just submitted the 2 files list.emot and list.text_emotes to the repository, whenever the changes get approved just grab em, delete your egs_emot.packed_sheets and egs_text_emotes.packed_sheets, start up your server and all of the client emotes should work.

RE: Emote animations - Added by siredblood almost 7 years ago

is there an update on this?

RE: Emote animations - Added by sfb almost 7 years ago

lynnara wrote:

[ edit ] ok i just submitted the 2 files list.emot and list.text_emotes to the repository, whenever the changes get approved just grab em, delete your egs_emot.packed_sheets and egs_text_emotes.packed_sheets, start up your server and all of the client emotes should work.

siredblood wrote:

is there an update on this?

No patch was ever submitted for this.

Thanks,
sfb
/s

RE: Emote animations - Added by lynnara almost 7 years ago

Actually, i did commit the files, they show up in the repository (at least for me when i check with tortoiseHG). Maybe I did it wrong, but it shows rev 1643 on the list.emot and list.text_emotes when i check the revision history, and both appear to be set as defaults on the default branch. Anyway i'm a freakin noob, so whatever. And actually, those files only unlock the emotes on the server side... if you use the precompiled core client the emotes will work but if you try to rebuild the client packed sheets, they will break. I already know whats wrong with the client side of things but i'm not going to upload my fixes until i know for sure they work with the build pipeline.

~Lynnara

RE: Emote animations - Added by sfb almost 7 years ago

Lynnara,

You did indeed commit it then but to your local repository. Hg is a distributed system so unlike SVN were a commit implicitly goes to a central repo Hg commits go implicitly to a local repository. Any changes to be shared with others must then be pushed to the central and then pulled back down on another machine.

The easiest way to send us a patch would be to run hg outgoing and note the outgoing rev(s). Then do an hg diff -r REV and send the output(s) to us on a new issue.

Thank you!
sfb
/s

RE: Emote animations - Added by lynnara almost 7 years ago

Ok well i'll do that after i finish testing my latest updates.

~Lynnara

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