falltergeist / falltergeist

Opensource crossplatform Fallout 2™ game engine writen in C++ and SDL.
https://falltergeist.org
GNU General Public License v3.0
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Delay when using objects is too low #303

Open phobos2077 opened 9 years ago

phobos2077 commented 9 years ago

When you click Use action on an object, dude starts "magic hands" animation and in-between the animation sequence the inventory popup is shown. After popop is closed, animation continues.

Desired behavior:

vvbalashoff commented 9 years ago

It realy annoying when you have to watch all this animation in the game. Especially when dude holding a rifle. In this case player need to watch every time how dude is hiding a rifle, and only then "magic hands". If you play too long and need to check many containers, it start to really annoying. Can we add "show_inventory_animation" to a setting file to skip all these animations?

phobos2077 commented 9 years ago

This is a good proposition! A number of small settings that will make gameplay faster will really be appreciated by both testers and players. Other things to consider for this:

Sfall also had an option to speed-up the whole game...

PS: this is not related to the issue though. We need to make it work like the original first.

phobos2077 commented 9 years ago

After studying the code, it turns out that current implementation actually uses an action frame from original FRM files - frame number at which the action should occur. Strangely, in original game, objects are used only after animation is completed. Looks like the action frame information was only used in some places.