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Movement animation

Posted: July 4th, 2010, 1:59 pm
by Pit
Huh, my character is not 'moving' anymore. No animation - just a static sprite that slides around. I am almost 100% sure this was not the case the last time I played. So I thought it's related to the new binary (1.04a), and went back to 1.03. Same thing. Even after removing my ~/.basilisk_games folder no change. Now I'm somewhat lost :( Maybe someone has seen this, too? Or can give a hint what I should look at? An update of a system library? But which? At least of the ones listed by 'ldd' none has changed :?

Pit

PS: Forgot, I am running it on openSUSE 11.2

Re: Movement animation

Posted: July 5th, 2010, 8:15 am
by SpottedShroom
I had the same problem. It's not an issue with the save files, since I started a new game and had the same problem.

I ended up fixing it by rebooting my machine - I had a new kernel I wanted to switch to anyway. I suspect you could also fix it just by restarting X in case you want to maintain your uptime and moral superiority :)

Re: Movement animation

Posted: August 6th, 2010, 10:41 am
by Pit
(back from vacation)

Meanwhile I did reboot, and right now animation is back.

I'm a bit reluctant to reboot/restart X too often - not because of uptime or superiority but just because I always have lots of applications open so I can immediately continue to work after resuming from S2RAM. I'll have to see if that happens more often....

Pit

Re: Movement animation

Posted: November 20th, 2010, 10:57 pm
by Eddward
I have this problem as well. I'm running 1.05. I had animation last night and not tonight. I'm about 75 days and 8 hours since the last reboot. It's just my character who doesn't appear to animate. Everyone else in the game (NPCs) seems fine.

Like others, I hibernate my system so I don't have to restart various apps and restore where I was in them. It would be nice if this could be fixed so I don't have to lose my progress in other tasks just to get a game to work.

Since the animation is ok with the NPCs, would there be a way to hook the player animation up to the same clock as the NPCs? Perhaps and a manual reset? I don't know if that makes sense. Just making a blind guess.

On a side note, sorry for the duplication. I used the forum search and replied to the first hit I found for this problem which was in windows forum. Feel free to ignore my post there.

Re: Movement animation

Posted: November 21st, 2010, 10:16 am
by SpottedShroom
I don't think I have anything to add since last time this came up. It happens to me rarely, and I restart to fix it when it does. I don't think we ever got to the bottom of what's causing it.

Can anyone on Linux with a 75+ day uptime confirm that they DON'T see this problem? We could rule out uptime as the cause if so.

Re: Movement animation

Posted: November 21st, 2010, 11:15 am
by BasiliskWrangler
Uptime is the cause.

The walking animation uses a system timer, and when a computer has been on a long while, the timer count overloads a 32-bit integer, screwing up the game's animation timer.

Will look for an alternative for Book III. For Book II, you just need to reboot.

Re: Movement animation

Posted: November 26th, 2010, 12:29 am
by TheBuzzSaw
If only you were coding in C++. These is a simple fix for 64-bit timers in Linux. :(

Re: Movement animation

Posted: December 11th, 2010, 11:34 pm
by BasiliskWrangler
TheBuzzSaw wrote:If only you were coding in C++. These is a simple fix for 64-bit timers in Linux. :(
I know. I absolutely love BlitzMax for what it is, but yet I can give you a dozen reasons why I feel I should have gone the C++ route instead.

I am seriously unsure which direction I should head after Book III. C++ seems obvious, but there are just so many other viable solutions out there, I just don't want to invest the time going in the wrong direction.

Re: Movement animation

Posted: December 22nd, 2010, 11:12 pm
by Eddward
Hi. I already know this won't be addressed in book 2 but I thought I'd add a data point in case it helps with book 3 development.

In my previous post I noticed I hit the problem between days 74 & 75 in uptime. I haven't played in a week, so I'm not sure when I crossed the magic threshold, but I have the problem tonight with an uptime of 30 days. So 75-ish days isn't the (only?) magic threshold.