Open JCarter426 opened 5 years ago
What's the issue? That's actually "fixed" versus the vanilla version where he faces Vandar.
Vrook jumps from facing Vandar to facing the player.
Ah. I think that second Vrook line was one I meant to change the camera angle to 1 on. Might already be in some uncomitted changes. I had a few minor Council fixes on the docket.
The player jumps from Vandar to Zhar for the second one. Getting video of both.
So the Vrook one looks like he should have been forced to face the player off-screen on the player's previous line. I thought this had already been addressed, but it has been ages since I looked at it so I'll probably have to go back and redo all the Council convos to check what the current status is.
The player switching between facing Zhar and Vandar is an odd one. I don't recall seeing it before. I thought the camera angles typically switched between the shot in the top picture or face close-ups. Is the super wide shot a dynamic camera?
It's not, actually. Static camera 15.
Hrm, I have no recollection of it. Once some of this other stuff is out of the way, I'll have to start fresh with a pre-Dantooine save and go back over all the Council convos.
So checking this in-game with the current version of the DLG, the first case of Vrook switching is already fixed. The second one with the player switching is still present though, so I will address that.
The first two conversations should now be done I think.
Possibly the only thing remaining would be to change Vandar's TALK_FORCEFUL animation on the first node of the second conversation, as that strikes me as a little odd. I'd guess it was mostly done just so you could see some movement from the high shot, but a better option would be to script a camera change to a close-up a few seconds in, the same as for Zhar's opening line in the first conversation.
1.9.0 beta test observations:
1.10.0 beta test 2 observations:
Some facing issues when the Council talks about training the player. If I was quick enough taking screenshots, they're on these nodes: