02-12-16, 22:09 | #21 | ||
Member
Joined: Apr 2007
Posts: 726
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I thank you, I'm really moved by your welcome.
Here some answers to your questions. The "inputbox_staticmip" level is a common level. You copy the script.txt and english.txt files in script folder, the wad files in trle\graphics\wads folder and the .prj .tga files in some subfolder of trle\map folder. Then build the script, start ngle, load the inputbox.prj project and click on [Exit and Play] button. For the "Plugin Demo" you have to do the same, but, first to build the script, you have to install the plugins required. Click on [Install New Plugin] button in NG Center's plugin panel, and select the "Plugin Setup Files" folder that you got downloading and uncompressing the "Plugin Demo" zip file. In that folder, you select a first plugin, for instance "Cleaner" plugin folder. Ng Center will be restarted, and then you install another plugin and go on, until you installed all four plugins. Now you'll be able to build the script e tr4 file and play the level. I suppose it was... just studying the tomb4 source code and discovering where is the color light for flood rooms and then change it with a patch. Quote:
The limit for tga texture map was possible passing over but there is a limitation about index for tail index stored in .tom file. Pratically we should change all internal format of tomb4 files to get that target. Possible but complicated. About the max limit of 150.000 vertices ... I neither knew that limit. How have you calculated it? Quote:
Hasn't ngle the new "Plugin" menu? Because the exe are the same of the past but they load tomb_nextgeneration.dll that will change them, dynamically at start. NG_Tom2pc now is able to handle plugin data stored in .tom files and support more objects' textures and ngle has different new features about plugins. |
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02-12-16, 23:47 | #22 |
Member
Joined: Dec 2014
Posts: 284
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I have not much time to check this out this month, but OMG Paolone!!!!
This is like the best early Xmas gift ever! Thank you so much!!! |
03-12-16, 00:59 | #23 | |
Member
Joined: Jun 2009
Posts: 1,014
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Quote:
Many people reported this limit, it's easy to reach it while using Meta2TR. Due to reports, it varies between 150000 to 180000 before level start crashing. Why it varies between those values is unknown, possibly connected to amount of WAD object meshes and their vertices. It's easy to reach this with usage of Meta2TR, in cases when there are many complex meshes with big amount of vertices merged to room geometry. I will ask another question by the way: Is it possible at all to increase "boxes: x/2040" and "overlaps" limits? Or hard coded and impossible to touch? |
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03-12-16, 02:00 | #24 |
Member
Joined: Jan 2012
Posts: 2,090
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I was so waiting for this, i can come back to build
thank you Paolone we love you |
03-12-16, 07:42 | #25 |
Member
Joined: Apr 2010
Posts: 3,689
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Wow, this is so awsome, wasn't expecting it so soon Thank you so much for your amazing work Paolone
just started taking a peak at everything and i am sooooooo lost!! gonna take some time to understand! |
03-12-16, 11:23 | #26 |
Member
Joined: Dec 2012
Posts: 1,924
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Hopefully we are able to create weapons with this plugin feature.
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03-12-16, 12:03 | #27 |
Moderator
Joined: Jul 2003
Posts: 33,359
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Oh boy...
This is such great news!!! So much to learn to, judging from the OP. Great stuff, Paolone! Does anyone know yet if this TRNG version is compatible with FLEP? I'm using the smoke-emitter patch and the patch for increasing the size of sfx and the quality of sfx. Especially the increased filesize for sfx samples is needed for one puzzle... If it is not compatible, then perhaps a plugin could be made. The tomb4.exe is capable of better quality sfx after all, otherwise that FLEP patch wouldn't have been possible either. |
03-12-16, 12:18 | #28 |
Member
Joined: Apr 2009
Posts: 1,442
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It doen't work for me
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03-12-16, 13:29 | #29 |
Member
Joined: Jun 2010
Posts: 1,503
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Can confirm that FLEP completely breaks the new tomb4.exe
If the patches were possible in FLEP, then I'm sure they're also possible in the new TRNG version A lot of the FLEP patches are pretty important for my project so I hope someone will port them eventually. |
03-12-16, 15:09 | #30 |
Member
Joined: Mar 2012
Posts: 3,741
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Yay, NOW this is a moment to say this: "Christmas has come early"!
I can't express how much I'm exited to discover the new possibilities of TRNG now. And about FLEP patches... Well, plugins or a new FLEP will eventually come out. |
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