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Old 22-10-18, 19:22   #1
Peixoto
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Some one has it? I've made draw distance mods for TR 3 and 4 (5 will probably be easy to do) but i'm having a problem with TR 2: some object like doors still have the black fog
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Old 22-10-18, 20:32   #2
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Some one has it? I've made draw distance mods for TR 3 and 4 (5 will probably be easy to do) but i'm having a problem with TR 2: some object like doors still have the black fog
Everything about draw/fog distance is already decompiled 1:1 and changed to be customizable in TRMain. The function address list is here. The functions are total copies of original game code except #IFDEF FEATURE_ and //NOTE: part. Look here for right places and changes. Also feel free to PM me if you want more detailed information.

P.S. Have you implemented both underwater and abovewater fog settings? Unfogged clear water looks wrong IMO.
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Old 22-10-18, 22:44   #3
Ewerton Pires
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Thank you Arsunt to provide your intellectual work and knowledge to us. To play Tomb Raider 2 are being an awesome experience. I've been searching for PSX features to PC for a long time and now this is possible!
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Old 23-10-18, 07:34   #4
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Thank you Arsunt to provide your intellectual work and knowledge to us. To play Tomb Raider 2 are being an awesome experience. I've been searching for PSX features to PC for a long time and now this is possible!
No problem. I'm glad to help.
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some object like doors still have the black fog
I'm quite sure that you patched calc_roomvert() properly, but forgot about S_CalculateLight() and/or S_CalculateStaticLight(). And probably you could have problems with sprites in S_DrawSprite()
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Old 24-10-18, 04:25   #5
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No problem. I'm glad to help.

I'm quite sure that you patched calc_roomvert() properly, but forgot about S_CalculateLight() and/or S_CalculateStaticLight(). And probably you could have problems with sprites in S_DrawSprite()
Thanks, it was S_CalculateLight.

TR 2 seem to be fine now

TR 3 unfortunately is not. A LOT a function doing the z cliping
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