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stranger1992
14-04-07, 03:08
Hi; I know this should be in the tutorial section; but i want to put it here first so even more people see it.

I've just discovered the wonderfull world of custom flipeffects writing and i'm hooked :). So; i decided to look at the other parts of TREP and saw the feature where you can make level specific engine changers (like distance and volumectrics). I thought it was the greatest invention on earth; untill i read the manual and readme. I do not understand at all how to correctly make specific changes to the script and things like that. Please can someone post an idiot proof guide (one to suit me...;))to editing the script aas I don't understand the readme (sorry pyumuach; i just need a clearer explanation :))

Pyuaumch
14-04-07, 05:27
Okay, here is the basics for FURR and eSSe scripting.

First of all, FURR and eSSe are completely different features. FURR is a language do write custom flipeffects and racetimer events. This language used in TREP's internal flipeffect and racetimer editor. Both these features are relatively old, and were explained in User's Guide. I hope everything is clear here ;) .

Now for eSSe. eSSe is a small program that you can download at TREP's site in downloads section. The purpose of this program is to compile additional script and strings files that can be used for advanced scripting and other features. eSSe acts exactly like good old SCRIPT.BAT file, but in our case, it is not SCRIPT.TXT and ENGLISH.TXT files that are used, but SCRIPT2.TXT and STRINGS2.TXT.

SCRIPT2.TXT file is completely not related to old SCRIPT.TXT file, but they are similar in appearance. That is, SCRIPT2.TXT file also contains parameter blocks for each level (each level block begins with [Level] string), but it uses different parameters (all these parameters are listed in eSSe scripting reference (http://trep.croftmanor.de/esse.html) at TREP homepage).

For example, let's imagine you have two levels and title flyby in your game. So, base structure for your SCRIPT2.TXT file should look like this:

[Level]
(any parameters you want to modify)

[Level]
(any parameters you want to modify)

[Level]
(any parameters you want to modify)

Each [Level] block defines parameters for each level (title flyby also counts as level). In each level block you can type any parameters that you want (i repeat, all these parameters are described in eSSe scripting reference (http://trep.croftmanor.de/esse.html) at TREP homepage). For example, let's imagine that you want to use very far drawing distance and distant fog in title flyby with Vol. FX turned on, very dense fog in first level with Vol. FX turned off, and medium drawing distance / fog and enabled Vol. FX in your second level. In this case, your SCRIPT2.TXT file should look like this:


[Level] ; TITLE FLYBY
DD= 100000 ; this is drawing distance
DF= 90000 ; this is distant fog start distance
DFThresh= 100000 ; this is distant fog end distance
VolFX= ENABLED ; volumetric FX option for title flyby enabled

[Level] ; FIRST LEVEL
DD= 100000 ; DD should be always high, until you want to conserve resources
DF= 1000 ; very low distant fog start value creates dense fog
DFThresh= 6000 ; very low distant fog end value creates dense fog
VolFX= DISABLED ; volumetric FX option for first level

[Level] ; SECOND LEVEL
DD= 100000
DF= 15000 ; medium distant fog start value
DFThresh= 35000 ; medium distant fog end value
VolFX= ENABLED ; volumetric FX option for second level


Of course you can add any other parameters to any level block. If you have not used some parameter in some level block, then default value will be used. For ex., if there's DD parameter missing, it will be automatically set to default value of 20480.

As for STRINGS2.TXT file, it is needed for extra strings used by various custom patches (for ex., diary patch needs this, since all diary entries are stored in STRINGS2.TXT file). There are useful commentaries in both SCRIPT2.TXT and STRINGS2.TXT files that can guide you.

Now, let's presume you have finished SCRIPT2.TXT and STRINGS2.TXT files editing and want to see how it affects your game. First of all, you need to compile both SCRIPT2.TXT and STRINGS2.TXT into SCRIPT2.DAT and STRINGS2.DAT. To compile them, you can simply launch autocompile.bat file included with eSSe program, and both these files will be compiled automatically. Then you must place newly compiled SCRIPT2.DAT and STRINGS2.DAT in TRLE directory.

To allow extra SCRIPT2.DAT and STRINGS2.DAT loading into game, you must activate Enable eSSe add-on files loading and Scripted parameters: Episodes I \ II \ III custom patches in TREP. After this, tomb4.exe will load your STRINGS2.DAT and SCRIPT2.DAT files and use it to modify per-level parameters.

Files that you need:


eSSe program itself (http://trep.croftmanor.de/esse/esse_v0004_rev2.rar) to compile extra script and strings files.
Latest update for script parameters database (http://trep.croftmanor.de/esse/aliases.rar) (you must put aliases.txt in the same directory with eSSe)
Latest custom patch module update (http://trep.croftmanor.de/draco/patches.rar) that will allow you to use extra script with tomb4.exe.

Titak
14-04-07, 08:08
Very good Ensi! :tmb:
Thank you.

Thread stickied. ;)

Please use this thread for eSSe related questions.

dox online
14-04-07, 09:35
How do I get esse scripts working?

Zig
14-04-07, 09:43
Just to be sure, but I'm probably wrong, anyway:when you've mentioned episodes I\II\III, were you refering to the three example levels you've mentioned earlier?

nowid50
14-04-07, 10:07
How do I get esse scripts working?You MUST to have the english script ;)

Active Man
14-04-07, 13:15
Just to be sure, but I'm probably wrong, anyway:when you've mentioned episodes I\II\III, were you refering to the three example levels you've mentioned earlier?

Yes, you are wrong. Ensi was refering to scriptable parameters divided into Episodes I, II and III. There will probably be even more of them regarding everybodies requests (including my colour requests) :D

Titak
14-04-07, 13:24
How do I get esse scripts working?
Ensi gave an explanation in post 2 of this thread. ;)
And there's also a manual for the eSSe.

So if you still have problems with it, please be more specific about what you trying to do and which part(s) give you problems.
It'll make it easier for us to help you.

Active Man
14-04-07, 17:04
How do I get eSSe scripts working?

I dont know what exactly you meant with this question, but I suppose that your game crashes during the loading in the beggining. My game crashed too when I copied the Scripted parameters episode I patch with DRC Merger version 3. Then I used the original (downloaded) patches.drc file with TREP, compiled the scripts with eSSe, and the game worked! I wanted to :hea: .
So, if this is your case, DO NOT USE DRC MERGER, just copy the downloaded patches.drc in your TREP directory. To Pyuaumch: please fix this bug, because its really anoing.

stranger1992
14-04-07, 18:18
hi; can someone take a look at this my script2 and strings2 to see if there's problems as the changes i've done are not happaning. I edit is and then compile it to the root folder...but still...anyway...please look

Script2


; Now you can add one or more [Level] entries and set any parameters you want!
; Remember that your SCRIPT.TXT and SCRIPT2.TXT files must handle same amount of
; levels, or else strange glitches may appear (for ex., corrupted DD/DF ranges) or
; game can simply crash.

[Level] ; TITLE FLYBY
DD= 100000 ; this is drawing distance
DF= 90000 ; this is distant fog start distance
DFThresh= 100000 ; this is distant fog end distance
VolFX= ENABLED ; volumetric FX option for title flyby enabled

[Level] ; FIRST LEVEL
DD= 100000
DF= 1000
DFThresh= 6000
VolFX= DISABLED
PistolsName= Twin Pistols
PistolsAmmoName= Twin Pistol Ammo





Strings2



; Next goes ENEMY INFOBOX strings
; Enemy infobox strings will be used when Lara will target specific enemy
; and "Enable in-game enemy info" patch is active.

; Enemy class strings
; Enemy class is a simple enemy description according to HP flags.

Non-bleeding
Bleeding
Undead
Armored

; Enemy HP template strings

HP: %d / %d
HP: N/A

;----------------------------------------------------------------------
;level names

;temple
FIRST LEVEL

; -----------------------------------------------------------------------
;weapon names

Twin Pistols
Twin Pistol Ammo
;---------------------------------------------------------------------

Please help :)

Active Man
14-04-07, 18:52
Everything seems OK in script2.txt (except you didnt align pistols name and pistols ammo name to other parameters, but that doesent matter), but in strings2.txt you included the pistol and pistol ammo names. ANYTHING INCLUDED IN SCRIPT2.TXT FILE ISNT NECESSARY TO INCLUDE IN STRINGS2.TXT FILE!!! ;) Remember that. Your Strings2.txt half you posted should look like this:

; Next goes ENEMY INFOBOX strings
; Enemy infobox strings will be used when Lara will target specific enemy
; and "Enable in-game enemy info" patch is active.

; Enemy class strings
; Enemy class is a simple enemy description according to HP flags.

Non-bleeding
Bleeding
Undead
Armored

; Enemy HP template strings

HP: %d / %d
HP: N/A

Nothing more further here until Pyuaumch says so :p

Next: did you compile your scripts properly. Follow these steps to make sure you done everything right:
1. Save both Script2.txt and Strings2.txt
2. Make sure you have eSSe ver.4 rev.2, download it from here (http://trep.croftmanor.de/esse/esse_v0004_rev2.rar) just in case
3. Download the newest alias text file from here (http://trep.croftmanor.de/esse/aliases.rar).
4. Make sure that both Script2.txt, Strings2.txt and aliases.txt files are in eSSe directory, then enter autocompile.bat application and it will compile your .txt files into .dat files. Copy them to your root TRLE directory.

Edit: Just thought of something quite important now READ THIS. Did you enabled the Scripted parameters: Episode I, II & III DRACO patch in TREP ver.76 rev.5. If you dont have that version of TREP, download it here (http://trep.croftmanor.de/patches/trep_v076_rev5.rar). Next, download this (http://trep.croftmanor.de/draco/patches.rar) DRACO patch module and put patches.drc file in your TREP folder. Now enable Advanced savegame managment, Tomb4 size and Remap scene memory and enable The Scripted parameters Episodes 1,II,III patch in custom patches tab. Now modify your executable and put it in your root TRLE folder.

Delta
17-07-07, 18:02
Hi guys, I'm Delta and I'm Italian (sorry if there are some errors ^^"); I have a problem with this patch: I use the Italian.txt language and I want to change with script2.txt the enemies' HP but it also changes the strings of weapons, medipacks, binocular, flares and ammos ... I have tried to modify these strings in aliases.txt but the size's limit is 26 and some italian strings are bigger than 26 letters, an example is the string "Shotgun wideshot ammo" (in italian = Munizioni fucile a pompa potenziate); if I insert a string bigger than 26 letters, there are some problems in game ... can you help me? :o

Titak
17-07-07, 20:07
Welcome to this forum, Delta! :wve:

Sorry, haven't used EssE myself yet, so can't help.
But others around have used it and I'm sure they will post an answer for you. :D

Delta
17-07-07, 20:18
Thanks Titak :)

Active Man
19-07-07, 08:15
Welcome to the forums, Delta :wve:

You should try to edit these lines in SCRIPT.TXT:

[Language]
File= 0,ENGLISH.TXT
File= 0,FRENCH.TXT
File= 2,GERMAN.TXT
File= 3,ITALIAN.TXT
File= 4,SPANISH.TXT
File= 5,US.TXT
File= 6,JAPAN.TXT
File= 7,DUTCH.TXT

Replace it with this text:

[Language]
File= 0,ITALIAN.TXT

About the word lenght, it cannot be extended, sorry, but maybe this will help too :D

Delta
19-07-07, 17:12
Thanks Active Man but I have already done it and the problem there is still ...

Daoine Sidhe
25-08-07, 23:14
Hi,

PistolTargDistance does NOT!!! work for me.
Lara will target the enemy immediately, which is triggered four squares from Lara.
Tested are the values 1500, 1024, 100 and 2. Nothing changed.

Don't ask me, if I have placed the script2.dat in the trle-folder - I'm not that stupid. :rolleyes:

stranger1992
26-08-07, 04:41
hey.

Sorry Daoine; i'm not quite sure what the problem could be with that. its a long shot but try the "Relocate target buffer" option on the main page to see if it does any difference. Also check if your tomb4 is set to "automatic" targeting in the options menu. hats all i can think of at the moment.

ANYWAY (i have a problem too hehe).

I've loaded EssE into a new level set i'm working on (tenderfoots nearly done ;)). Theres 2 problems. I cannot save withut it crashing and there is no background loop. I have set it up correctly in the script(1).txt. ;)

Here's my script2.txt:

SCRIPT 2:

; eSSe add-on script file. ";" is a comment...


[Level]
;title flyby
DD= 204800
DF= 194560
DFThresh= 81920
VolFX= ENABLED

[Level]
;Boat 1
DD= 20480
DF= 12288
DFThresh= 20480
VolFX= ENABLED
HealthAtStartup= 500
AnimTextInterval= 2 I have enabled the "advanced save game function"; the Diary Patch and the Scripted Parameters Patch enabled (as well as some others ;))...

Is there a cause for this? Can i fix it...if so..how :)

thankyou :)..(and good luck Daione, I love your level set...and your shining sprite hehe)


see ya!

nowid50
26-08-07, 10:30
Did you activate the draco patch "Automatically create Save folder" ? If yes, uncheck it :) It's buggy :(

Daoine Sidhe
26-08-07, 11:20
hey.

Sorry Daoine; i'm not quite sure what the problem could be with that. its a long shot but try the "Relocate target buffer" option on the main page to see if it does any difference. Also check if your tomb4 is set to "automatic" targeting in the options menu. hats all i can think of at the moment.


Mhm, automatic targeting is always on and "relocate target puffer" too.

Is there eventually one of the Draco patches which is incompatible, that I've activated?
From the trep_presets.tps file I use (activated ones in blue) :


DracoPreset0=Ammo counter,30;6;9;6;
DracoPreset0=Ammo counter: no shotgun divider,
DracoPreset0=Enable in-game timer,5;
DracoPreset0=Enable GAME OVER,3;
DracoPreset0=Disable blinking text ,20;
DracoPreset0=Always exit statistics,
DracoPreset1=Add [Kills] to statistics,
DracoPreset1=Add [Hits] to statistics,
DracoPreset1=Disable quicksave when game is over,
DracoPreset0=Fix flyby hotkey bug,
DracoPreset0=Fix flyby legend draw,
DracoPreset1=Disable add-on gun sound,
DracoPreset0=Disable sentry gun flame attack,
DracoPreset0=Old-skool teeth spikes 1,
DracoPreset0=Old-skool teeth spikes 2,8;
DracoPreset0=Old-skool teeth spikes 3,
DracoPreset0=Teeth spikes — kill enemies,
DracoPreset0=Wireframe mode,
DracoPreset1=Single gun with PULSE (left),
DracoPreset0=Bugfix: poisoned darts,160;
DracoPreset0=Static shatter: limiters,50;58;
DracoPreset0=Static shatter: alternate sound,54;348;
DracoPreset0=Replace Wild Boar AI with Troops AI,
DracoPreset0=Unlimited air with STARFIELD,
DracoPreset0=Relocate fog bulb buffer (test),
DracoPreset0=Relocate dynamic lights buffer (test),
DracoPreset0=Relocate rope buffer (test),
DracoPreset0=Pigtail: gravity,10;
DracoPreset0=Extended loading bar X position,20;
DracoPreset0=Disable baboon magic death,
DracoPreset0=Enable standable pushables (beta),
DracoPreset0=Quick crawlspace climb,
DracoPreset0=Enable ladder crawl (beta),445;
DracoPreset0=Enable crawlspace jump,421;768;
DracoPreset0=Enable crawlspace roll,218;512;-256;256;
DracoPreset0=Enable crawlspace pickup,
DracoPreset0=Allow ladder-monkey animation (beta),233;
DracoPreset0=Allow water-ladder animation (beta),160;-1280;
DracoPreset0=Monkeyswing: 180° turn (stop),447;
DracoPreset0=Monkeyswing: 180° turn (move),448;
DracoPreset0=Ledge climb control,28;25;
DracoPreset0=Exploding enemies,95;85;79;81;75;
DracoPreset0=Jeep / motorbike water explosion,
DracoPreset0=Rolling ball: smash and kill,
DracoPreset1=Static mesh hard collision,-1;
DracoPreset0=Switches Maker,325;325;325;325;197;197;470;471;
DracoPreset0=Roll key setting,146;146;
DracoPreset1=Enable eSSe add-on files loading,
DracoPreset0=Multi-purpose LOAD GAME item,5;1;6;0;127;8;
DracoPreset1=Show HP bar in inventory,
DracoPreset0=Enable in-game enemy info,8;3;5;
DracoPreset0=Enable revolver shell casing,
DracoPreset0=Enable crossbow shell casing,
DracoPreset1=Scripted parameters: Episodes I \ II \ III,
DracoPreset0=Enable multi-purpose bar (scriptable),150;11;
DracoPreset0=Automatically create \SAVE directory,

Daoine Sidhe
26-08-07, 12:00
Sorry for doublepost,

I've found the solution:
There is an error in the aliases.txt
The "GrenadeTargDistance" changes the distance for the pistols.

I don't know what happens wit "PistolTargDistance".

EDIT:
UziRate has no effect. Neither with eSSe nor with TREP. The uzi firing rate can't be changed in no way.

Piega
17-11-07, 12:07
Hi, I'm converting my TREP values to script2.txt as I have to use it for vertical mirror and custom backgrounds. Now these things I have managed but I have troubles with setting the twoblock platform parameters.

In TREP they are these:

http://home.hetnet.nl/~piega3/trep.jpg

In my script2.txt they look like this:

------------------------------------------------------------------------------------
[Level]
;Name= The Magical Garden (part two)
DD= 204800 ; Your usual Drawing Distance value.
DF= 194560 ; Your usual Distant Fog value.
DFThresh= 204800 ; Distant fog distance, where it becames completely dense.
VolFX= ENABLED ; ENABLED or DISABLED volumetric FX (aka colored distant fog).
Label= TwoBlockGoDown
Type= BOOL
Offset= 751
DefValue= DISABLED
Label= TwoBlockDeprDist
Type= WORD
Offset= 752
DefValue= 5120
Label= TwoBlockDeprSpeed
Type= BYTE
Offset= 754
DefValue= 16
Label= TwoBlockReprSpeed
Type= BYTE
Offset= 755
DefValue= 16
OptionsScreen=screens\loading.bmp
InventoryScreen=screens\loading.bmp
LoadSaveScreen=screens\loading.bmp
------------------------------------------------------------------------------------

They dont work as they should be. The one in the aliases.txt are used instead of the settings in TREP right? Can some one correct me? I think the problem lies with the invert option but even if I use ENABLED it changes nothing. Also my loading.bmp is gone with loading and normal camera load coordinates are used while in the statistic screen the bmp is shown. This happened when I added the draw distance values. This scripting can be a pain!

Pyuaumch
17-11-07, 12:58
Remove this from your SCRIPT2.TXT:

Label= TwoBlockGoDown
Type= BOOL
Offset= 751
DefValue= DISABLED
Label= TwoBlockDeprDist
Type= WORD
Offset= 752
DefValue= 5120
Label= TwoBlockDeprSpeed
Type= BYTE
Offset= 754
DefValue= 16
Label= TwoBlockReprSpeed
Type= BYTE
Offset= 755
DefValue= 16

Aliases.txt and script2.txt are completely different files and they have completely different format. Aliases.txt (stupid name, by the way, but i wasn't able to come up with better name :D ) stores service information about all script2 entries (like offsets, data types, size of each parameter etc.), but it shouldn't interest you, as long as you're not planning to write scripting patches for yourself. Only thing you may edit in aliases.txt is DefValue parameters. Parameter's DefValue from aliases.txt will be used for corresponding level entry every time you haven't declared such parameter in script2.txt - for example, if you have set DefValue=204800 for DD parameter in aliases.txt, then this value (204800) will be used by default. But if you will also type different parameter's value in script2.txt for some level, then aliases.txt's defauld will be overwritten, but only for this specific level.

So, if you want to have some scripted value to be always in the same state for each level, you should edit aliases.txt's DefValue.

Piega
17-11-07, 13:17
OK I've edited the aliases and the speed is OK but the platform go's down and it is supposed to go up. I changed DISABLED into ENABLED but it still go's down. What do I have to change to get it up like my previous setup from my TREP screenshot? How do I get my loading and exit screens back instead of camera load coördinates?

Pyuaumch
17-11-07, 15:27
Try to invert all values, i. e. enter -5120 instead of 5120, and -16 instead of 16. If you see LoadCamera instead of loading screen, it means that loading screens patch is not active (same for custom background patch).

Piega
17-11-07, 15:45
Why the loadscreenpatch was disabled no idea but it works again :)

As for the twoblock the negative value did not help. If I tried to change the up and downspeed with the negative value the script could not be made. It asks to validate the files. I have seven platforms in my game and my gameplay depends on it.

EDIT: There is improvement, I have pushables and when I push them on the platform the twoblock go's down with a heavytrigger when I enable the go down defvalue. This works with OCB in the twoblock. When Lara steps on the platform it has to go up as these twoblocks are without OCB code and raise with that value 5120. Now with normal setup of TREP this works perfect but nomatter what value I use in aliases.txt the platform will not raise. 5120 or -5120 makes no difference. With or without OCB the block lowers.

Also when Lara steps on the platform the block wont go to its starting position when Lara steps of so Lara can only use it once. In my original setup the platform returned to its starting position and could be used as many times you like.

Pyuaumch
17-11-07, 22:15
Download updated patches.rar (http://trep.trlevel.de/draco/patches.rar) and aliases.rar (http://trep.trlevel.de/esse/aliases.rar) and try to use new parameter TwoBlockGoUpOCB0=ENABLED and see if it'll work or not. You don't need to invert any of your values with it.

P.S.: If you also using diary patch, add "Lara's Diary" string next to three "swap gamepad axis" strings in STRINGS2.TXT - it will now replace "Examine" text label ;) . Or refer to sample STRINGS2.TXT bundled with aliases.rar file.

Piega
17-11-07, 22:27
I'll try tomorrow, it's getting late now but many, many thanks for making this right!!! My game is looking so much better already thanks to you. Vertical mirror made more gameplay tricks for me and effects in more levels :tmb: I am satisfied with what you did to complete my current game and boy you are making the credit flyby list very long :D

Piega
18-11-07, 08:35
OK, it does not work. With OCB it works as disable and enable will raise or lower the platform with the determined OCB value. But with TwoBlockGoUpOCB0 it makes no difference. The platform will always lower. It also wont reset to the starting position. Also this value 5120 has no effect even if it is negative. I also edited the speed to see if the script2 changes were made. When Lara jumps over the platform without touching it the block raises and wont stop until Lara gets on. Then it lowers until it dissapears in the floor so the 5120 value has no effect at all. Maybe you could bypass these settings in aliases.txt and use TREP settings instead?

Label= TwoBlockGoDown
Type= BOOL
Offset= 751
DefValue= ENABLED
/end 089
/bgn 090
Label= TwoBlockGoUpOCB0
Type= BOOL
Offset= 752
DefValue= ENABLED
/end 090
/bgn 091
Label= TwoBlockDeprSpeed
Type= BYTE
Offset= 754
DefValue= 8
/end 091
/bgn 092
Label= TwoBlockReprSpeed
Type= BYTE
Offset= 755
DefValue= 8
/end 092

/bgn 429
Label= TwoBlockDeprDist
Type= DWORD
Offset= 2786
DefValue= 5120
/end 429

Pyuaumch
18-11-07, 22:48
Are you sure you've re-patched your exe with new patches.drc? It may happen if you're using old .exe or patches.drc.

Piega
19-11-07, 11:42
Yes I did but I guess not the right one. I updated again and it WORKS!!! :tmb: Now I have everything I desire to complete my game with your TREP. Basicly we made my game together, many thanks!!!

Now focus on your study it's more important. You have time until december and for patching there are many days! It's your future :)

thecentaur
02-01-08, 16:29
i'm still confused on how you do vertical mirrors. how do you do it?

Piega
02-01-08, 17:03
Do you know how to use script2.txt? That is a must for vertical mirror. After that it's simple as cake. Try a room with floor 0 and the value is 0 for vertical mirror. Then use the room number you want it to appear and Lara should already be there. I'm not gonna explain everything cause everything is on the TREP website on how to do it.

thecentaur
02-01-08, 17:05
i know how to use script2, but i'm not sure what parameters to enter. i'll just look on the website.

Piega
22-01-08, 18:24
Hi, new problem :)

My game is going very well and have come to use more then one audio map as I need more.

To get this done I put this in the script2.txt

[Level]
;Name= finale
AudioPath= audio\final\%s

Now I have this map with the right name. I work with OGG files. When I run the game it just plays the audio from the default audio map. Any one more with experience?
EDIT: Tried for title flyby and it works. Why not for level 13?

Titak
22-01-08, 18:45
Level 13?! :yik:
Sorry, couldn't resist. :o

Don't know how to make that extra audio folder work...
Weird that it does work for the titleflyby but not for level13... :confused:

kaufi-lc
22-01-08, 18:47
@René:

In my Script2.txt it looks like this and works:

AudioPath= C:\Programme\Core Design\trle\audio\Level 4\%s

Maybe it's you must enter the whole Path or you can just make folders named i.e. "Level 1", "Level13" etc....

Piega
22-01-08, 19:05
[QUOTE=Titak;2432489]Level 13?! :yik:
Sorry, couldn't resist. :oQUOTE]

There are no 13 levels. You can delete 2 for cutscenes and some are little but yeah, 13 comes close :D I think I end up with 16 TR4 files for credits and such and a little bonus at the end :)

Thanks Kaufi-lc but a whole path wont be needed. The game comes in a package to unwrap anywhere you like so a full path would give errors. It seems to work to levelblock 9 so I switched the audio. All levels run in the second audio map while I keep the higher number levels in the normal audio map. No problems with this method, strange though :(

nowid50
25-01-08, 19:24
@René:

In my Script2.txt it looks like this and works:

AudioPath= C:\Programme\Core Design\trle\audio\Level 4\%s

Maybe it's you must enter the whole Path or you can just make folders named i.e. "Level 1", "Level13" etc....Don't do that anyway !!!:smk: If you do that you'll block your level to be placed in C:[...]\trle ! Use relative path instead
And also it'll will not work 'cause String format in Tomb4 are limited to 25 Characters(Space included)

(It's an up but also information for all :D)

kaufi-lc
25-01-08, 19:47
Thank you for the info, Nowid50 :)

ajewers
31-01-08, 19:40
Ok I just downloaded the esse add on thing, but the script2.txt already has loads of extra stuff under the first actual level, is it ok to delete this stuff? because for example it has a mirror entry but i don't want a mirror (yet) so i don't know whether to delete all te stuff or what. any help?
thanks

Dan-d
31-01-08, 20:04
Ok I just downloaded the esse add on thing, but the script2.txt already has loads of extra stuff under the first actual level, is it ok to delete this stuff? because for example it has a mirror entry but i don't want a mirror (yet) so i don't know whether to delete all te stuff or what. any help?
thanks

Yep. U can delete any unneeded strings

God Horus
08-02-08, 01:07
kk guys, when I trigger a diary entry all it says is Updated in the inventory, is there something wrong here:

; Diary update tooltip text

Lara's Diary has been updated!

; Diary item control strings
; These strings are used to navigate thru diary screen

Next
Previous
Exit

; Next 500 strings are reserved for diary entries.
; ADD_DIARY flipeffect command adds new diary entry with specified string number!
; For ex., ADD_DIARY 5 command will add string number 5 to diary!
; This way you now can assign ANY diary entries in ANY order.
;
; To use these diary entries, simply replace RESERVED text with your text.
; Next un-empty string counts as string #5, i. e. first diary string should be #5.
Hmm... There is just something I don't trust about that Natla.
To begin your adventure in Peru, please exit to the main menu and choose New Game.
Oh great, the delivery people still haven't been here yet. The front foyer looks so ugly with these crates.
I'll have to get Winston to start up the fireplace.
The guide is dead, I'm freezing and I don't know what to do next. Damn that Natla for ever setting me up on this!
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; End of diary reserved strings.

; -----------------------------------------------------------------------

Titak
08-02-08, 10:03
Here are the viewdistance and fogsettings I've used in my Himalayan Mysteries levels.
I tried to describe in words what the effect is like but it is best to test them yourself ingame. ;)

First cutscene
Viewdistance didn't matter much here, so I just used these values.
They made the flying plane dissappear nicely in the nightsky.
[Level] ;First cutscene
DD= 50000
DF= 26000
DFThresh= 30000
VolFX= DISABLED

Crashed
DD value is always set pretty high.
The other two values are much lower and pretty close to each other.
The fog starts not very far away (DF=12000), but far away enough to see enough of what is in front of Lara. DFThresh is only 9000 points higher, which makes this fog a bit denser, enhancing the 'early morning in high mountains' atmosphere I wanted in this level. :D
[Level] ;Crashed
DD= 50000
DF= 12000
DFThresh= 21000
VolFX= DISABLED

Second cutscene
Viewdistance didn't matter here, so I simply used the values for the first cutscene. ;)
[Level] ;Second cutscene
DD= 50000
DF= 26000
DFThresh= 30000
VolFX= DISABLED

Icy Waters
The fog starts a bit sooner than in Crashed, but it is also very light and ends further away because of the higher DFThresh value and the larger difference between DF and DFThresh.
These fogsettings fitted this level better because it is fully daytime in this level and the sun is also trying to peak through the clouds.
[Level] ;Icy Waters
DD= 50000
DF= 15000
DFThresh= 30000
VolFX= DISABLED

Denboche Monastery
This is an 'indoor' level but I still wanted to get the light fogeffect because it is quite cold inside. I set the fogvalues in such a way that it does become visible in the largest areas of the level, but without it becoming completely dense. Just enough to give the large areas that extra 'cold' feeling.
[Level] ;Denboche Monastery
DD= 50000
DF= 20000
DFThresh= 30000
VolFX= ENABLED

Tannhauser Gate
This levels is a bit darker because it is getting later in the day and also because clouds have packed together and it is snowing.
These DF and DFThresh values give a very light light fog which starts quite close to Lara.
[Level] ;Tannhauser Gate
DD= 50000
DF= 9000
DFThresh= 20000
VolFX= DISABLED

Frozen in Time levels
These levels take place indoor. They are still pretty cold looking, but there is less snow and ice inside then there is in Denboche Monastery.
So I decided to enabled VolFX so I could use different colors of local fogbulbs.
One example of fogbulb use is the greenish fog I placed over the large pool of green toxic fuel. It gives the fuel a nice steamy look.
DF and DFThresh are quite high, so you can see quite far in these levels.
Viewdistance isn't unlimited but there are few places where you can't see from one end of an area to the other end.
[Level] ;Frozen in Time levels
DD= 80000
DF= 50000
DFThresh= 60000
VolFX= ENABLED

Alien spaceship levels
I also choose to enable VolFX in this level for the same purpose as in the Frozen in Time levels.
The use of local fogbulbs is most obvious in Yaviny Starship - Hydroponics, where I placed yellowish fogbulbs in the greenhouse areas which gives them a steamy and warm atmosphere.
[Level] ;Alien spaceship levels
DD= 80000
DF= 40000
DFThresh= 45000
VolFX= ENABLED

Final cutscene
Viewdistance and fog are quite close because I wanted to enhance the night atmosphere more this way and also because the spaceship kept appearing in the sky after it had flown away. :rolleyes:
[Level] ;Final cutscene
DD= 25000
DF= 10000
DFThresh= 20000
VolFX= DISABLED

stranger1992
08-02-08, 15:30
Thanks, I am sure it will be useful as I was very impressed by the rather subtle use of distance fog in HM.

God Horus
07-03-08, 22:18
Hi,

I have been having this problem for 3 months, and have asked many people for help. (I just opened a thread, if anyone can help)

Whenever I make a change in Script2, it is not carried out ingame. Anything I do in Script2 does not work in game. I convert it, but still no luck. the dat file is in my TRLE folder

nowid50
08-03-08, 13:48
Did you enable the patch ?:D

God Horus
08-03-08, 16:39
Did you enable the patch ?:D

Yes.

nowid50
08-03-08, 17:23
Download a unpatched Tomb4 and re-patch;)

God Horus
08-03-08, 17:57
Download a unpatched Tomb4 and re-patch;)

Hmm.. I've tried doing that before, I'll re-try.

God Horus
08-03-08, 21:48
Yup, same problem.

kaufi-lc
01-04-08, 17:14
@God Horus:

Maybe it's this:
Don't ever use the Tabulator-Button after the ":" of a command.
Allways press Spacebar a few times and then type your entry ;)

tombraiderfan2008
03-04-08, 04:30
I can't seem to find Script2.txt I have strings2.txt but not script2.txt can anyone please point me to the site where I can download this? I would like to add a couple of patches for my game.

Piega
12-04-08, 20:40
I have a new question about coordinates. I want to move an enemy during battle. So I use the flipeffect editor from TREP to do that. I must enter 3 coordinates for the enemy to move. I guess they are the horizontal x and y axis and the vertical axis for the height. For those values I must press F1. But wich value is wich coordinate?

P value 1, value 2
T value 3, value 4
R Room number, not important for the flipeffect.

I tried to find more about it but as you guessed, no info about it. Is there more info anywhere? :)

Piega
13-04-08, 06:36
OK I've worked out the coordinates thanks to the global lensflare tutorial. But my flipeffect does not work. So MOVE_ITEM fails. I tried KILL_ITEM but that also does not work. I have more flipeffects like flashing colors and resetting that flipeffect. TREP version 0.76 5b and updated files DRACO and furr files.

These do work but the others not. Spell check is OK and the game does not crash when stepped on the trigger. Object ID is also allright. It's object 178 through fexinspect. I tried many others and they work like speedup, speeddn, fadeout, play animation. I'm a little lost here on how to fix or solve it :(

EDIT: Dummy, dummy me, syntax file updated. SOLVED, happy as a child :)

just croft
24-06-08, 19:31
First Time I worked with these programs.
I can't open tomb4.exe after changing it with trep and/or eSSe.

Can anyone tell me if there is something wrong here?

[Options]
LoadSave= ENABLED
Title= ENABLED
PlayAnyLevel= ENABLED
InputTimeout= 18000 ; frames * seconds = 60x30
FlyCheat= ENABLED
Security= $55
DemoDisc= DISABLED

[Level] ; Title
DD= 20480 ; Your usual Drawing Distance value.
DF= 12288 ; Your usual Distant Fog value.
DFThresh= 20480 ; Distant fog distance, where it becames completely dense.
VolFX= ENABLED ; ENABLED or DISABLED volumetric FX (aka colored distant fog).
LoadCamera= 84246,-533,78233,81622,-1514,78208,40 ;src x,y,z target x,y,z, room

[Level] ; Karnak
DD= 20480
DF= 12288
DFThresh= 20480
VolFX= ENABLED
Horizon= ENABLED
PuzzleItem3= Scorpion Tile
QuestItem2= Scorpion Dagger


This part I must say I just copied from page 1 of this thread
; Next goes ENEMY INFOBOX strings
; Enemy infobox strings will be used when Lara will target specific enemy
; and "Enable in-game enemy info" patch is active.

; Enemy class strings
; Enemy class is a simple enemy description according to HP flags.

Non-bleeding
Bleeding
Undead
Armored

; Enemy HP template strings

HP: %d / %d
HP: N/A

stranger1992
24-06-08, 19:52
Regenerate your scripts too.

When u make a change in eSSE do this:



use the tool to make script2 and strings2.dat
then remake your scripts by going to script (folder) and double clicking "English script.bat".

Sorry if it s not completely correct I haven't used TREP in months. :)
:)

just croft
24-06-08, 21:32
Still not working. Is there a tutorial that explains what to do after you've created your stuff in trep and eSSs?

igor32
24-06-08, 22:29
You can't use the [options] tag on EssE script ;)

Just remove it, and voilá! I'll be working! ^^
____________________________________

Wait a minute, have you read the manual?!

http://trep.trlevel.de/en/esse.html

just croft
25-06-08, 12:53
You can't use the [options] tag on EssE script ;)

Just remove it, and voilá! I'll be working! ^^
____________________________________

Wait a minute, have you read the manual?!

http://trep.trlevel.de/en/esse.html



Opss no.... I could only find users guid! :o















Ok Whatever I need is not in these manuals. They just show what you can do not what to do! So please explain me what do I have to do! If I change Script2.txt what do I have to do aswell in String2.txt and English.txt? after that how do I even make a new English.dat?

nowid50
25-06-08, 14:17
Have a look at here (http://trar.hostarea.org/ptch2/index.php?entry=entry080122-194744) ;)

just croft
25-06-08, 15:22
Then the problem must be elsewhere. I don't know if this is asking too much but could some one post a flawless STRINGS2.txt and a SCRIPT2.txt so I can make my own changes from there?

igor32
25-06-08, 21:30
STRINGS 2

; eSSe extended strings file
;
; Unlike ENGLISH.TXT file, you can create extra string file with ANY amount of strings (max. 65535).
; But still, all these strings will be unused until new patches will appear.
;
; WARNING: TO USE MULTILINE STRINGS, USE "//" MARKER FOR EACH NEW STRING.
; THUS, IT WILL APPEAR AS MULTILINE STRING INGAME.
;
; EXAMPLE:
; This string//will be converted//to multiline
;
; WILL APPEAR INGAME AS:
; This string
; will be converted
; to multiline
;
;

; Diary update tooltip text

Update

; Diary item control strings
; These strings are used to navigate thru diary screen

Next
Previous
Exit

; Next 500 strings are reserved for diary entries.
; ADD_DIARY flipeffect command adds new diary entry with specified string number!
; For ex., ADD_DIARY 5 command will add string number 5 to diary!
; This way you now can assign ANY diary entries in ANY order.
;
; To use these diary entries, simply replace RESERVED text with your text.
; Next un-empty string counts as string #5, i. e. first diary string should be #5.

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; End of diary reserved strings.

; -----------------------------------------------------------------------
; Next goes ENEMY INFOBOX strings
; These four strings are unused in current in-game enemy info patch,
; since this patch is now uses scripted enemy names. You can leave them
; as it is or use as extra 4 diary entries.

Clear
Bleeding
Undead
Armored

; Enemy HP template strings
; First string is a template for enemy HP indicator. I. e., you can
; change it to "%d of %d", so it will show enemy HP as, for example,
; "15 of 30", or you can change it to "%03d / %03d", and it will display
; "015 / 030".

%d / %d
N/A

; -----------------------------------------------------------------------


; Name for main menu extra level entry (can be used for Lara's Home or any other training level or second episode)

Bonus Game

; Keypad lock strings (used for extra keypad object)

Please enter keycode:
Keycode is not correct!//Try again.
Keycode is correct!//Congratulations!

; Extra string to be used in main game menu for copyright notices.

2008 Igor32 Productions. Alpha 0.3

; Demo player and recorder strings

RECORDING IN PROGRESS. PRESS F2 TO STOP.
Demo #%d: %02d:%02d (%d KB, %d frames)
DEMO MODE - PRESS ESC TO EXIT
Demo #%d: %02d:%02d of %02d:%02d (%d of %d KB)
Current demo slot: %d (empty)
Current demo slot: %d (%s)//Date: %02d.%02d.%d, %02d:%02d / time: %02d:%02d / size: %d KB
RE-INITIALIZING IN PROGRESS. GET READY...

SCRIPT2

[Level] ; Title

DD= 20480 ; Default values
DF= 12288 ; Default values
DFThresh= 20480 ; Default values
VolFX= DISABLED

[Level] ; My 1° level

DD= 20480
DF= 12288
DFThresh= 20480
VolFX= ENABLED
HealthAtStartup= 400
LoadingScreen= screens\1.bmp

[Level] ; My 2° level

DD= 20480
DF= 12288
DFThresh= 20480
VolFX= ENABLED

But if you have more levels, just add a new tag [level], and insert the basic's ( DD, DF, DFThresh & VolFX ) ;)

Good Luck!

just croft
25-06-08, 22:13
Not working. I must really be doing something very silly.
Going back step by step:

1 copy past to STRINGS2.txt the info you gave me for it
2 copy past to SCRIPT2.txt the info you gave me for it
3 delete everthing below "[Level] ; My 2° level" becuase I only have 1 level to play
4 change "[Level] ; My 1° level" to "[Level] ; karnak" becuase I was saving it as karnak.tr4 so I could play
5 double click autocompile
6 open trep load setting I had previewsly made
7 check the 2 boxes in custom patchs
8 modify tomb4.exe
9 play
10 critical error

igor32
26-06-08, 01:08
Can anyone tell me if there is something wrong here?

[Options] ; Pannnnnnn! Can't use everything
LoadSave= ENABLED
Title= ENABLED
PlayAnyLevel= ENABLED
InputTimeout= 18000 ; frames * seconds = 60x30
FlyCheat= ENABLED
Security= $55
DemoDisc= DISABLED

[Level] ; Title
DD= 20480 ; Your usual Drawing Distance value.
DF= 12288 ; Your usual Distant Fog value.
DFThresh= 20480 ; Distant fog distance, where it becames completely dense.
VolFX= ENABLED ; ENABLED or DISABLED volumetric FX (aka colored distant fog).
LoadCamera= 84246,-533,78233,81622,-1514,78208,40 ; Pannnnnnn! Can't use, this is only for SCRIPT

[Level] ; Karnak
DD= 20480
DF= 12288
DFThresh= 20480
VolFX= ENABLED
Horizon= ENABLED
PuzzleItem3= Scorpion Tile ; Pannnnnnn! Can't use, this is only for SCRIPT
QuestItem2= Scorpion Dagger ; Pannnnnnn! Can't use, this is only for SCRIPT



Right?! XD

So, Can I see your SCRIPT2?!

nowid50
26-06-08, 08:06
@ Just Croft : Do you have the latest "Alias.txt" file ?

just croft
26-06-08, 09:07
Right?! XD

So, Can I see your SCRIPT2?!

Ok have taken out everything that in only for script file.

[Level] ; Title
DD= 20480
DF= 12288
DFThresh= 20480
VolFX= ENABLED

[Level] ; Karnak
DD= 20480
DF= 12288
DFThresh= 20480
VolFX= ENABLED
Horizon= ENABLED


didn't work
@ Just Croft : Do you have the latest "Alias.txt" file ?


I didn't. Just downloaded it, didn't work.

Xico15
26-06-08, 13:27
Have you used tabulation?
If you used it, it wont work.
Use Space Bar.
Ex:
DF= 7680

igor32
26-06-08, 14:25
Ok have taken out everything that in only for script file.

[Level] ; Title
DD= 20480
DF= 12288
DFThresh= 20480
VolFX= ENABLED

[Level] ; Karnak
DD= 20480
DF= 12288
DFThresh= 20480
VolFX= ENABLED
Horizon= ENABLED ; Can't use, this is only for SCRIPT



;) See now if it works ;)

Ooops sorry :O
I forgot about the Horizon :/

just croft
26-06-08, 18:05
Ok guys, I'm terrible sorry to say this, it's so silly.... I read the FAQ and noticed the many problems/confusions there were with TREP vrs NGLE.
I downloaded NG center and so my problems vanished, I was able to do everything I wanted. Sorry for all the trouble but I guess the problem is solved.

Lara Coft Baby
18-02-09, 23:03
I've got a question can esse be used the TRNG?

stranger1992
18-02-09, 23:08
NO.

:)

What you trying to script because it can probably be translated over to trng.

Lara Coft Baby
18-02-09, 23:11
I want my croft manor to be optional

God Horus
18-02-09, 23:12
That cannot be done with TRNG (yet)

Lara Coft Baby
18-02-09, 23:13
So i cant have optional levels? :( aww that sucks. Well if it ever gets figured out before I release my levels. let me know :cln:

stranger1992
18-02-09, 23:17
Can you eloborate because i have a feeling it is possible but I need to know what you are thinking. :) (see if it matches to whats in my mind) .

Lara Coft Baby
18-02-09, 23:21
Ok you know when you play the official games? And you can chose whether or not you wanna do the manor or start the game. Now I have done this before but that was with my old project I was working on before it was canceled and before i was using the TRNG. Where there is an extra line on the main menu that says "Croft Manor"

Dose you understand what I mean?

God Horus
18-02-09, 23:26
Yup, I get what you mean, you want this in your title:

New Game
Load Game
Croft Manor
Options
Exit

It is only possible with TREP atm but Paolone might update TRNG in the near future so it is possible. From what I hear Paolone is not working on TRNG atm and he is working on some other things.

Lara Coft Baby
18-02-09, 23:28
New Game
Load Game
Croft Manor
Options
Exit
Yup thats what i mean. The reason I want it is just cause Croft Manor is level 1 and it crashes trying to go to level 2. But level 2 dont crash while going to level 3. And I thought It'd be easier to just have level 1 optional. :( Darn I guess I'll have to figure out what the problem is then.

God Horus
18-02-09, 23:32
Does level 1 have a different outfit than level 2?

This is what I want you to do. Add this line to your LEVEL 1 SCRIPT:

Resethub= 2

Lara Coft Baby
18-02-09, 23:34
Does level 1 have a different outfit than level 2?

This is what I want you to do. Add this line to your LEVEL 1 SCRIPT:

Resethub= 2

Nope they all have the same outfits. But i figured it out. I forgot to copy some thing from the outfit into level 1. :p I fixed it :jmp:

megabug7
11-03-09, 17:08
Can someone provide me with working links to the needed files listed here


Files that you need:


eSSe program itself (http://trep.croftmanor.de/esse/esse_v0004_rev2.rar) to compile extra script and strings files.
Latest update for script parameters database (http://trep.croftmanor.de/esse/aliases.rar) (you must put aliases.txt in the same directory with eSSe)
Latest custom patch module update (http://trep.croftmanor.de/draco/patches.rar) that will allow you to use extra script with tomb4.exe.


I'm only interested in Esse to look into adding mirrors depending on which editor I will switch to.

Thanks

Nevermind - forget it.
I've got Trep set the way I want, and this will override all the work I've done in the original scripts.

$AtlantiB$
02-05-09, 15:45
how i do to insert the rain in my level on TREP??
i need to use furr but nothing works

Kapu
02-05-09, 16:21
To add weather to your level you first need to enable the custom patch Enable weather. Then to activate the weather in your level you need to write the flipeffect CHANGE_WEATHER X and trigger it in the level editor. In place of the X you can put 1 to make it rain, 2 to make it snow, or 3 to make it rain and snow simultaneously.
Your weather won't show up unless the room Lara is in is set to outside and there is a horizon showing.

$AtlantiB$
02-05-09, 16:37
And what TRIGER i need use?

sapper
03-05-09, 03:22
A flipeffect trigger with the number of the flipeffect you created in TREP's flipeffect editor.

See this thread about Snow but applies to Rain too.

http://www.trle-community.net/viewtopic.php?f=4&t=23154

$AtlantiB$
03-05-09, 07:34
thanks you very much!!!

Mona Sax
24-06-09, 16:40
Moving to TRLE tutorials section...