08-01-17, 19:45 | #101 | |
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Quote:
Regards Last edited by Suikaze Raider; 08-01-17 at 19:48. |
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08-01-17, 19:49 | #102 |
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Wait, if I set my TR3's script language ID to German I will get the famous purple blood?
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09-01-17, 12:12 | #103 | |
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Quote:
Regards |
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09-01-17, 19:03 | #104 |
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What purple blood ?
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09-01-17, 21:17 | #105 |
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28-05-17, 05:46 | #106 |
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In the editor you can set a sector as a box (grey square) to stop enemies crossing.
Where is this info stored in the TR file? meta2tr and TR2PRJ can both extract this info. |
28-05-17, 08:38 | #107 |
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I don't think it was censorship of violence, more like a way of avoiding getting some PEGI18 rating or some other stupid stuff like that. It's not red? Well, no reason to give us a high an 18+ requirement.
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28-05-17, 09:26 | #108 |
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If I remember correctly, it's bit 15 or 14 in OverlapIndex field of box structure. We had a discussion regarding this topic in development chat recently, MontyTRC or XProger may provide detailed info.
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28-05-17, 17:02 | #109 | |
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Quote:
Each sector structure: struct tr_room_sector // 8 bytes { uint16_t FDindex; // Index into FloorData[] uint16_t BoxIndex; // Index into Boxes[] (-1 if none) uint8_t RoomBelow; // 255 is none int8_t Floor; // Absolute height of floor uint8_t RoomAbove; // 255 if none int8_t Ceiling; // Absolute height of ceiling }; Boxindex point both to a Box structure and a Zone structure: mbox := boxes[boxindex]; mzone:=zones[boxindex]; Zoner structure: struct tr2_zone // 20 bytes { uint16_t GroundZone1_Normal; uint16_t GroundZone2_Normal; uint16_t GroundZone3_Normal; uint16_t GroundZone4_Normal; uint16_t FlyZone_Normal; uint16_t GroundZone1_Alternate; uint16_t GroundZone2_Alternate; uint16_t GroundZone3_Alternate; uint16_t GroundZone4_Alternate; uint16_t FlyZone_Alternate; }; Enemies cant go from sector A to sector B if their GroundZoneX_ are different. Good luck with your Tr42PRJ tool |
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28-05-17, 18:26 | #110 |
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Heeeyy, TPascal!
We were searching for you for past 1 or 2 weeks! Check your PM! |
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