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Animations gone when moving from Emaga5 to Emaga6

by Keith "Kilo" Watt · in Torque Game Engine · 02/06/2007 (12:34 pm) · 3 replies

Hi all -

I had originally been trying to get the internet (ALT) version of chapter 6 working, but as I ran into problems with that, I decided to drop back and make sure I could get the LAN version running first. After much angst, it now runs and seems to work exactly as Ken's Chap.6 sample code on the CD-ROM does. I created my Emaga6 by starting with my (already-functional) Emaga5 code, making the changes dictated in the book, and adding the "connect to server" button code described on these forums (2nd edition has the button code, but not the location and size data). As mentioned, it all seems to work and I've even run several clients over the LAN simultaneously (with a dedicated server).

My problem is this: The orc player avatar is no longer animated. In Emaga5 he worked just fine. I copied my entire Emaga5 control/server/data folder over to Emaga6 then added the Chapter 6 mission from the CD-ROM. I notice that in Ken's code the orc isn't animated either.

Does anyone have any suggestions as to where to start trying to track this down? I'd like to have Emaga6 completely up and running in LAN mode before trying to figure out what's wrong with my internet version.

Any help would be appreciated!

Many thanks,
Kilo

[EDIT: A quick clarification: The avatar -moves- he just isn't animated as he moves. He just slides across the terrain.]

#1
02/06/2007 (12:44 pm)
Hey Keith,

Assuming that you coppied the orc's player.dts, his skin, all of the *.dsq files, and the player.cs that defines which *.dsq animation files are what. Then take a look at your player.cs file in server/scripts, and check and see if the player.cs that defines the orc's animations is exec'd with:

exec("~/data/shapes/player/player.cs");

Check and see if that works out for you.

-Max
#2
02/06/2007 (2:52 pm)
Hi Max -

Well I checked that, and the equivalent call seems to be there in control/server/players/player.cs:

// Load dts shapes and merge animations
exec("~/data/models/avatars/orc/player.cs");

The referenced file exists as well and has all the animation calls that you describe. If this control/server/players/player.cs file were not being called at all, then I wouldn't see the orc at all, correct? As I mentioned, it works in the Emaga5 version of the code, but not in Emaga6. It must be something in the difference between the two codes, but I can't seem to find it (Ken must have done the same thing, unless it's a configuration thing).

Any other places I could be looking? I'm trying to (manually) diff the two versions to see what could be wrong, but so far I don't see anything that could mess that up. Has to be something, though...

Kilo
#3
02/06/2007 (10:52 pm)
A bit more info:

After starting up the dedicated server and the client, if I choose to connect to the dedicated server, I get no avatar animations. If I do exactly the same thing, but choose "Start Game" to run in local mode, then the animations work. So, it has be something to do with the dedicated server not commanding the animations (player.cs "lives" on the server).

Any ideas?

Kilo