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Old 16-08-16, 09:08   #1
AkyV
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Default TRNG user development archives

Dear TRNG users!

As you definitely know, you can use plugins (fan-made features) in your TRNG since Paolone released TRNG 1.3.0.0.
Please visit our open chat if you have any questions about making a plugin.
If you would like something to be developed in a plugin then type your request here. (You can see the sum here.)

For anything about the TRNG engine itself, type your request here.
And you can also use this, to report bugs directly to Paolone or ask any TRNG info/tool/feature from him.

The newest TRNG you can use for your plugin is TRNG 1.3.0.7.

We can't say a plugin is useable or not, buggy or not, when a plugin developer releases it. This is naturally a serious problem, the plugin needs to be tested so the TRNG builders will know they can use it or not.

A TRNG plugin test team was established to do those tests.
The actual team members are:

AkyV, Titak, AODfan, psiko, Krystian, -Roli-, LGG_PRODUCTION, ChocolateFan, Evgeniy, raiderromero, Alisa97, LaraHCroft91

The tests will have two different qualifications:

The plugin will be qualified as "recommended" if it is flawless, or if it has only tiny or few bugs.
The plugin will be qualified as "not recommended" if it has huge or several bugs, or probably if it is totally useless.


Notes:
- There can be special qualifications, like "recommended, but THIS and THAT part is not recommended".
- Plugins will be removed from the "not recommended" section into the "recommended" one, if bugs are fixed and the plugin is re-tested.
- We won't test compatibility, only if it is asked. It is impossible to compare a plugin to several other plugins.

If you'd like to join the test team (even if you are a level builder or a plugin developer!), then send a post here. You need to be an expert or very good at least in one segment of level building.
If we need a new member, then we will accept your request. We don't need to be more than a dozen (approximately).
Your constant presence is not necessary, you can skip one or more tests if you don't have enough spare time.

If you are a plugin developer and you would like your plugin to be tested and qualified, then send a PM to Titak or me, and you will get the link and the password to get access to the testing forum.

Please be patient if you'd like the team to test anything. We all are still only learning this new product!

Notes:
- We highly recommend to be thoughtful with the version number of your plugin, so everybody will know the difference between the original (possibly bug-free, already tested) and the new (possibly buggy, not tested yet) version.
- You are allowed to have several plugins to test, even if they are not the different versions of the same plugin.
- You can tell about your developments being in progress here.

The tested, recommended or not recommended plugins or plugins being just tested are listed in this thread, including their descriptions and bug lists.

Please send a PM to Titak or me if you don't have access to the testing forum but you found a bug to report. (We are not interested in bugs if their plugin is not listed in this thread.)



Visit our neverending DLL poll to tell your intention/opinion about the plugins.

Last edited by AkyV; 09-09-18 at 00:53.
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Old 16-08-16, 11:16   #2
AkyV
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Original plugins (came with TRNG 1.3.0.0, that is why not tested by us)
- Plugin_Cleaner.dll
- Plugin_SW_Robot.dll
- Plugin_Cranes.dll
- Plugin_MechWarrior.dll

Tested and recommended plugins


Please note these are TRF links, not the original links of the developer.


Plugin_Rollingball_AODfan.zip
Plugin_AkyVMix01.zip
Plugin_ChocolateFanSetup.zip
Plugin_ChocolateFanFlareSFX.zip

Please, do not forget to check if your TRNG version is not older than the TRNG version recommended in the plugin text files!

A fresh installation of TRLE and TRNG is recommended before using plugins!

Last edited by Titak; 17-09-18 at 17:56.
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Old 16-08-16, 11:17   #3
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Tested and NOT recommended plugins

The link is added only if the developer keeps this buggy product public or uploaded.

None.

Last edited by AkyV; 18-08-16 at 19:53.
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Old 16-08-16, 11:18   #4
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Plugins just being tested

The link is not added if the developer doesn't want to release it before the tests.

None.

Last edited by AkyV; 16-08-16 at 11:30.
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Old 16-08-16, 11:19   #5
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Plugin descriptions

Plugin_Cleaner.dll
Cleaner Robot is a very simple enemy. (See TR3 Thames Wharf.) It doesn't require any special OCB or customize command.
You put it in some side of your level, trigger it and it will start to move.
This robot moves always following a straight line. When it finds an obstacle it will try to turn by 90 degres. If all (forward, right and left) directions are stopped it will explode and this is only way to "kill" it.
It will hurt and kill lara when touch her from its forward side, while it is not dangerous for Lara touching its back or lateral sides.
The robot will kill also other enemies, killable creatures upto skeltron, i.e. creature killable whereby explosive ammos. While, if it meets semigod or pushable objects or rollingball, it will consider them like obstacles to avoid.

Plugin_SW_Robot.dll
An interesting skill of SW Robot (R2D2) is that it can work as a guard that checks any side of a room and he will give the alarm when detects Lara.
SW Robot is able to move up its head and turn it, to look over obstacles.
All settings for SW Robot have to be typed using a "Customize=CUST_STAR_WARS_ROBOT,..." script command.
Here you see the description of this command, present also in mnemonic constants of Reference Panel of NG_Center, of course.


Plugin_Cranes.dll
To do work the cranes (falling traps like in TR5 or a real crane tool for Lara), you have to type in [Level] section where you mean using them the AssignSlot= script command to inform where the cranes are.
In the case of automatic crane, it will be enough only one AssignSlot= command, like this:
AssignSlot= ANIMATING2, OBJ_SWINGING_CRANE
Note: In above command we suppose that the crane object was in ANIMATING2 slot.

While, for drivable crane, you should type two AssignSlot= commands: one for the Crane and other for Crane Panel, the item used as a switch when lara is in front of it and she hit ACTION command.
For instance:
AssignSlot= ANIMATING2, OBJ_SWINGING_CRANE
AssignSlot= ANIMATING3, OBJ_CONTROL_PANEL_CRANE
Note: in above commands, we suppose that the crane object was in ANIMATING2 slot, while the Control Panel of the crane, was in ANIMATING3 slot.

It should be useful also that you set a different camera mode, enabling some kind of fixed camera, when the drivable crane is going to be engaged, to have a better view of the moving crane.
You should use two new global triggers to discover when the crane has been engagend and when the driving quits:

GT_DRIVING_CRANE_START
----------------------
With this global trigger you can detect when the driving crane begun in game.
You need to type in Parameter fied the index of the Swinging Crane item whose you want detect the driving mode.
Note: the global trigger it will be engaged when the first animation of lara over the Crane Control Panel it has been just completed.

GT_DRIVING_CRANE_QUIT
---------------------
When lara quits the driving of the crane it will be engaged this global trigger.
Remember to type in Parameter field the index of the crane whose you wish detect the end of driving.

Looks for OCB you have to set in Crane or Control Panel of the Crane, in Reference panel of NG_Center, in MNEMONIC CONSTANTS section.

Plugin_MechWarrior.dll
MechWarrior is a vehicle where lara can get in to drive it.
This is an object created by Psiko and Paolone've only tried to "animate" it adding the code to manage its many animations.
Unfortunately, the possible improvements were so many that I was not able to complete really this job. Therefore the MechWarrior, currently, has only basic skills.
Lara can getting in, drive it, pass over two click obstacles (like scales) and then getting off.
Theoratically it could be used to pass over kill sectors but there are no shooting skills yet, in spite the gun-machines on his arms should support them.


Plugin_Rollingball_AODfan
- This plugin will enable rollingballs with the behaviour from the first 3 games in the NEW_SLOT5/CLASSIC_ROLLINGBALL slot.
- The rollingball is able to roll on flat surfaces and will be stopped by raised floors and walls.
- It can only roll in straight lines, don't place it diagonally!
- It starts out facing west to east in the editor when first placed
- You can change the falling speed with the new CUST_CLASSIC_ROLLINGBALL_FALL_SPEED script command.
- The rolling speed can be changed by adjusting the Speed value in the animation itself
- An additional death animation when Lara faces the rollingball can be triggered with the CUST_CLASSIC_ROLLINGBALL_DEATH script command. Check the plugin folder for a death animation by SrDanielPonces.
- OCB code 1 enables an additional animation when the boulder hits a wall, check the barrels WAD to see how to set it up

Included:
- Plugin
- Source code
- Working rollingball and barrels
- TR1 rollingball sound effect

Plugin_AkyVMix01
See the description here.

Plugin_ChocolateFanSetup
This plugin can force Bilinear Filtering and No FMV settings on or off.

It has no script commands because when the TRNG engine reads the script it is too late to make these changes. Hence, the special file Plugin_ChocolateFanSetup.bin is used instead. The tool needed to edit it can be called by clicking on the Customize button. The meaning of the options shown in the tool is:

. Not Configured: do not change the player's current setting;
. Enabled: force the setting on; and
. Disabled: force the setting off.

Warning: the game settings will not be overridden if the player renames or deletes the Plugin_ChocolateFanSetup.dll file. To prevent this behaviour click on the Script Trigger button and copy the commands to the [Title] section of the script. Remember to replace text inside angle brackets by appropriate IDs.

To override Bump Mapping and Volumetric FX settings use the commands ForceBumpMapping and ForceVolumetricFX respectively. For more information, see the Reference.

Plugin_ChocolateFanFlareSFX
This plugin allows the assignment of sound effects to flares. Then, they will behave as TR2 flares.

Warning: the sound sample assigned must have either L or R flag in Sounds.txt.

Last edited by AkyV; 17-09-18 at 18:09.
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Old 16-08-16, 11:22   #6
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Plugin bug lists

None.
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Old 04-12-16, 01:02   #7
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This thread was created when the new TRNG was confirmed in the summer of 2016. The good news is the thread is active now!
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Old 24-06-18, 19:08   #8
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Players have been reporting issues with games using plugins.

Looks like downloading and installing this is helping:
Microsoft Visual C++ 2010 Redistributable Package (x86)
Both x64 and x86 versions.

Thanks to Loreraider for posting this HERE.
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