04-11-14, 18:09 | #961 |
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Joined: Jun 2013
Posts: 40
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Also on Linux compiled and works, but Lara cannot use switch and key.
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04-11-14, 18:13 | #962 |
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Joined: Aug 2010
Posts: 1,809
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Yes, triggers died just when floordata collision was implemented, I think I broke something when modifying floordata parser... Problem should be solved very soon.
I also updated SF repo right now, fixing some non-critical things and one critical bug related to triangular vertical doors (orientation was wrong). NB! Now I'm trying to write down ALL POSSIBLE room flags for all TR versions, and I have some questions. I understand that quicksand flag was replaced by "no lensflare" (NL) flag in TR4-5, right? But what about mysterious D and P flags, which can be set in TRLE? I'm not talking about NGLE, but native TRLE, of course (because I know Paolone re-used them for other purposes). I marked them as "damage" and "poison" correspondingly, as it seems that it's some non-finished or unused feature. And, more interesting thing... What about 0x0040 (aka bit 6) flag? E. Popov's modification of TRosettaStone says that "lots of rooms have it set, but it does not do anything", and indeed, many rooms have this flag in original games, as well as in TRLE custom levels! So it means that this flag is indeed somehow set by some option in TRLE, but what is it? Also, it seems that Dxtre3d also adds this flag to a room by default. |
05-11-14, 08:30 | #963 | |
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Posts: 3,252
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If you're ever going to create a new level editor... well that would be something super awesome! Keep up the good work! |
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05-11-14, 16:46 | #964 |
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Joined: Jan 2013
Posts: 195
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triggers fixes
Fixed broken triggers + some level geometry fixes; Update is on SF;
But there are "empty" walls: 1) TR1, LEVEL1.PHD, position (56880 56448 -6656) 2) TR2 GOLD, level1.tr2, position (63562 54845 6510) You can find these places with debug position information + noclip, or edit some TR save with notepad. |
05-11-14, 16:47 | #965 |
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Joined: Mar 2012
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Just some things I've noticed by playing with the latest compiled version (the one downloadable on the first post), so I don't know if it's corrected or not but I huess it's not the last version as switches and pickups work. Anyway, just in case:
It seems there's a bug when she walks. When you start walking and directly leave the Up key to stop after one step, she doesn't stop and makes three steps before standing. I don't remember if it was present in the StateID changes though, as it seems to work correctly with my level (I know I have StateID changes so she can stop more often (because I've added transitions)). Also, some speeds, or I should say accelerations, don't really work, or behave weirdly. Sometimes it seems there's no acceleration, so it goes from one constant speed to another, even if there's an acceleration value on the animation. I'm thinking of the run-sprint transitions (or sprint-run) for example. How did you make it? ------------------------------- I don't quite get what you mean with quicksands though. You mean you never found a way to make them work? It looks simple, it works like water, but she never starts swimming (she keeps walking on the floor), and when her head is below the surface (so in the room below), her air starts decreasing. And the camera also never goes inside the quicksands, like if it was a floor too. If you made water and low-water working, then you can make quicksands work easily I think. The idea of a level editor would be cool too, but obviously it seems to be too soon for this. |
05-11-14, 17:15 | #966 | |||||
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P.S.: I got wrong triangulated ceiling/floor corner heights bug once again. It seems that solution offered by Shabtronic/Meta2tr does not help (or I did something wrong), so I'm waiting for some extra info on this. Too bad I'm not good at math to solve this myself. Last edited by Lwmte; 05-11-14 at 17:17. |
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05-11-14, 21:56 | #967 | |
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Joined: Apr 2013
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05-11-14, 22:22 | #968 | |
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It's worth noting that same flag structure presumably existed in TR3 level editor. I guess it by this screenshot: As you can see, button layout is a bit different, but we basically have the same set of controls. Only difference is that in TR3 editor, we have S button instead of NL button, and obviously S means quicksand. I wonder if this P/D flag stuff was used anywhere in TR3, or it was left unfinished since then already. Update: it looks like I figured out why I got wrong triangulated corner heights in my tests. Meta2tr formula seems to work perfectly, but it's Dxtre3d who's faulting on that side. If I compile a level in TRLE with the same height set-ups as in Dxtre3d, it works perfectly, while Dxtre3d produces wrong heights. I guess, the problem originates from the fact that Dxtre3d itself was written out of TRosettaStone document, so it does wrong floor/ceiling calculations by design. So, people... False alarm about faulting corner heights. Everything is OK. Switching to quicksand implementation now! I hope that Turbo will update his Dxtre3d to overcome this problem, or at least, I don't know... Make source code available, so we can fix it instead? Last edited by Lwmte; 05-11-14 at 23:38. |
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06-11-14, 00:15 | #969 | |
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06-11-14, 00:42 | #970 | |
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Here is the demo video which shows one of the height errors produced by Dxtre3d. Playable Tutorial Level is a test level built with TRLE, while Temple of Karnak is a test level built with Dxtre3d: I deliberately use vanilla TR4 engine, so any possible error by OpenTomb is ruled out. Last edited by Lwmte; 06-11-14 at 00:44. |
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