vopenchr .5 Crach -- Invalid Movescript length
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pete_michaud

I've been working with large sprites having 30 frames of animation -- I successfully loaded the source png into the program, but when I tried to save it said I have an invalid movescript length, and crashed the program.

Here's the movescript I used:

F29W2F28W2F27W2F26W2F25W2F24W2F23W2F22W2F21W2F20W2F19W2F18W2F17W2F16W2F15W2F14W2F13W2F12W2F11W2F10W2F9W2F8W2F7W2F6W2F5W2F4W2F3W2F2W2F1W2F0

What I'm going to do is figure out how long I can make it before it crashes -- I know at this point it's between that length above and 50% of that length. I'll get back.

edit: incidentally, in the movescript editor, it displayed the too-long animation correctly -- it didn't crash until I tried to output to a chr file.

edit2: I found out that despite the crash a chr file is produced -- I've also discovered that the chr file works! Animation works as expected despite vopenchr crash.

Posted on 2005-11-13 10:31:33 (last edited on 2005-11-13 10:36:39)

mcgrue

vopenchr is not an 'official' supported tool. This failure is most likely due to some fault of it's author, not of verge.

Posted on 2005-11-14 08:23:53

pete_michaud

Yeah, I knew Tom wrote it, but I didn't know where else to put the bug -- incidentally, IS there a max length for a movescript?

Posted on 2005-11-14 11:04:23

mcgrue

Almost definitly. I'll ask around and get that documented.

Posted on 2005-11-14 12:39:15

zeromus

the movescript length in the chr format is effectively unlimited.
I do not have v3 source handy to see how it handles the chr movescripts, but I am pretty sure it will handle monster chr movescripts fine.

Posted on 2005-11-14 13:07:56

Jesse

Looks like 254 chars in the verge source to me.

Posted on 2005-11-14 13:22:17

aen

I also seem to recall V2 having a limit of 100 characters for movement scripts -- perhaps vopenchr is operating under that assumption.

Posted on 2005-11-14 14:19:39 (last edited on 2005-11-14 14:22:00)

pete_michaud

Interesting -- I'd be curious to find out who's right about that. Despite whatever limitations, memory or otherwise, the engine may have built in, in terms of the number of frames possible in a walking animation, the effective limit may be the movescript. Special animations wouldn't be effected though, as you could just split those up into multiple movescripts.

Posted on 2005-11-14 14:48:50

aen

Well, from the vopenchr front, I've just had a look at the actual source code, and it does limit to 100 characters. It's interesting that you get a crash though -- from what I can tell it's supposed to pop up a dialog telling you the length is invalid:

if (n > 99)
{
wxMessageBox("Invalid movescript length","Warning", wxOK|wxICON_INFORMATION, NULL);
delete chr;
return (CHRFile*)0;
}

Posted on 2005-11-14 14:59:59

zeromus

would you like me to add larger movescript support to the engine? theres nothing i can do about whatever tool that is youre using

Posted on 2005-11-15 13:30:20

CrazyAznGamer

Quote:
Originally posted by Pete Michaud

I've been working with large sprites having 30 frames of animation


O_O ...
30 frames? There is a point I begin to question whether something is surplus or not.
Are you sure walking needs to be 30 frames or so? I'm sure the same effect can be achieved around 8-10 frames.

Of course, it's entirely up to you, but I seriously wonder whether you truly need 30 frames. Just a thought.

Posted on 2005-11-26 13:05:54

mcgrue

Sidescrollers often have long animations like that. However, they have far lower numbers of sprites. RPGs tend to have high numbers of sprites, and doing them all sper-fancy is a good way to grind you into the ground with unsustainable amounts of work.

Posted on 2005-11-26 13:16:38

pete_michaud

No, I'd say it's a bit of overkill, actually, but I'm just pushing the limits of the engine to see what I can do.

Posted on 2005-11-29 10:56:24

CrazyAznGamer

Did somebody say

overkill??


...
Sorry, anyways, what are you working on/ planning on working on/ messing around with?

Posted on 2005-11-29 18:27:10

Overkill

Quote:Originally posted by CrazyAznGamer

Did somebody say

overkill??





Hey guys! :D
...
...
...
;__;

Posted on 2005-11-30 06:14:03


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