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Old 05-08-17, 19:52   #2231
Dustie
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Glad you're still working on it. Don't give up!
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Old 05-08-17, 20:08   #2232
Joey79100
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Indeed! The progress is not as fast as it was some time ago, but at least it's not dead.

Any plan on making the TRNG levels runnable again? I don't mean supporting their features and everything obviously, there are other priorities, but "just" being able to run them (I have no idea how much work would need to be done), like they used to do in the past.
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Old 05-08-17, 20:14   #2233
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OMG YES! I didn't even know it was possible to load TRNG levels in OpenTomb! But that's exactly what I thought about when I wrote my previous post I'd love to be able to at least view TRNG levels in OpenTomb, with all the high-resolution objects.
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Old 05-08-17, 20:56   #2234
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heh... first hotfixes was uploaded to SF: https://sourceforge.net/projects/ope...ne.7z/download
fixed double sided polygons, added heavy trigger condition, wade to swim fixes...
TRNG support is interesting, but I need first to fix critical bugs and make OT playable for TR1
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Old 06-08-17, 08:39   #2235
Ado Croft
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OMG,wau I have been waiting for this update almost for 4 years. Finally moving enemies was implemented. Now i will wait for eniemies attacking And many bugs were fixed and a lot of functions were done. I have no words. I would like to thanks to Tesla Rus for this beautiful engine. Keep up the great work Good luck

I decided to create this video, which shows us the progress

Btw: why don't work shooting sounds of guns? Only in TR2/TR3 shotgun shooting sounds work correct.

https://www.youtube.com/watch?v=w6vVj6G7O9o&edit=vd

Last edited by Ado Croft; 06-08-17 at 09:32.
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Old 13-08-17, 02:09   #2236
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Quote:
Originally Posted by TeslaRus View Post
but I need first to fix critical bugs and make OT playable for TR1
So what's left to be done for TR1 to be fully playable?
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Old 13-08-17, 15:20   #2237
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Copied from GitHub issues:
  • enemies' AI and pathfinding (partially implemented)
  • enemy spawners (partially implemented)
  • flame, lightning bolt and lava particle emitters
  • preserve inventory on level transitions
  • some hardcoded animations and effects (mostly effects like gun flashes, smoke, bubbles, splash, ricochet, blood)
  • flipeffects
  • cutscenes
  • working GUI
  • FMV player

And of course lots of bug fixing.
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Old 13-08-17, 15:29   #2238
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Sounds like it's coming along really nicely !
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Old 13-08-17, 18:50   #2239
TeslaRus
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must have collision bugs to fix:
- puzzle critical collision fixing (simply allows to avoid puzzle by jumping / climbing) and out of level throwing; + ugly overlapped rooms (Atlantis level);
- critical fps drop on enemies initializations;
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Old 18-08-17, 16:42   #2240
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Default binaries updated

https://sourceforge.net/projects/ope...ne.7z/download
Critical bugs fixes...
one of them: ancient current room detection bug (newer works correctly);
so:
- less collision bugs, solved overlaps rooms in setgamef(1,9);
- some camera's bugs was fixed;
- swan-dive out of map fixed;
- may be more bugs fixed (may be new introduced);
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