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kingsorel
Noble Knight
Joined: 22 Apr 2004
Posts: 208
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After the hero gave 5 strong healing herbs to Cor Angar and the latter fumbled the ground a few seconds then declared Yberion dead then he lef for the temple chambert. Wait a second, Yberion rose again and collapsed. So he wasn't dead, yet!
That only happened once among several times I played Gothic. |
Mon Aug 09, 2004 7:11 pm |
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Wulf
The Shepherd
Joined: 20 Sep 2003
Posts: 2312
Location: North/West.England |
@kingsorel,
Indeed you are most observant, Yberion in the storyline dies but the game writers, for sake of convenience just put the sleep spell on him because it was the overbearing power of the sleeper (via the undead orcs) that "killed" him. So if you make a save game near to Yberion when he is dead, then each time that you load that game, Yberion will be alive until the sleep effect starts to work, in fact you will see the "twinkle" effect of the spell and the word "sleep" above him until he is "dead" |
Mon Aug 09, 2004 10:42 pm |
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elkston
High Emperor
Joined: 21 Sep 2002
Posts: 691
Location: North Carolina, USA |
What wulf said is true, but I beleive what you are also seeing is a side-effect of the game engine.
I've observed this many times in G1 and G2: When your character (to be more specific, the game 'camera') enters a new area that is not currently in memory, all the NPC models are loaded at this time into a "default" state. Then, the game engine figures out what state the NPCs *should* be in according to the global world state (initially stored in the savegame data and now cached somewhere in main memory). The model then transitions to that state and stays there.
In the case of Y'Berrion, he is supposed to be sleeping, so part of the transition to sleeping is playing through the "going to sleep animation".
If you're *very* observant, you can actually see NPCs that are dead appear "alive" for a very brief instant, and then all of sudden the model transform into the "dead" state. This can happen when you enter an area VERY quickly either by running or teleporting in...
You can also observe this behavior with characters that are alive. Lets say you see Snaf preparing some stew in the Old camp. If you walk far enough away from him, his model and all the NPCs in the area will probably be moved out of "active" memory to make room for stuff in your current surroundings. If you then come back into the vicinity of Snaf -- you will see that his model is not stirring the cauldron AT THAT INSTANT. You will see him appear briefly near the cauldron (his default "spawn area"), and then the game will figure what he is supposed to be doing according to the time and his script. Then, you'll see him walk to the cauldron and start stirring ... _________________ All shall hear the words of Karras...the words of Karras |
Mon Aug 09, 2004 11:32 pm |
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Wulf
The Shepherd
Joined: 20 Sep 2003
Posts: 2312
Location: North/West.England |
Yes elkston that is right, and there's more,
When any npc/modell is put into the world, the game code does not know at which, datum line, (often referred to as "sea-level") so to overcome this there is a "spawning" at a point well above the base=1 (see edit a.i) this then utilises the S_FALLEN and S_FALLENB animations, they fall from spawning point, as if from the sky then onto the ground (at whatever level) this effect for example still happens when inserting an npc on the top of a mountain.
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Tue Aug 10, 2004 12:00 am |
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druidvideo
Eager Tradesman
Joined: 05 Mar 2002
Posts: 37
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cool.. i remember seeing this too. Can I have a skippy badge please. _________________ Druid |
Wed Oct 26, 2005 10:30 am |
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