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Old 29-11-10, 22:08   #1
Titak
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Exclamation TRNG - Updates Test Thread

Use this thread to post tests you have done with the latest updates.
When you are testing new features and bugfixes please report your findings here.

When reporting your findings, please be as precise as possible:
  1. Which DLL version are you testing,
  2. Which new feature or which bugfix have you been testing
  3. What have you done to test it.

By doing so we will help Paolone to quickly gain understanding of how well a new update is working, which bugs arise, etc.
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Old 29-11-10, 22:09   #2
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Latest update: version 1.2.2.3
Release date: 26 november 2010.


Post below the test results you have with this new update.
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Old 29-11-10, 22:25   #3
KurtisandLara
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Using the newest update: Version 1.2.2.3
--
Quote:
Added new tool: Fast3d
With Fast3d you can perform fastly the most common 3d operations, preserving the original textures.
You can rotate, move, merge, resize or mirroring your mesh just with one click.
This tool works on .dxf files exported from StrPix program.
Tested this, no bugs as of yet. Works like a charm though !
Ill continue to use it though and see if i encounter any bugs.
But yeah, all in all, no bugs with it.
--
Quote:
Added new ocbs for Switch Type 1/2/3 objects
Now you can force a specific custom animation when lara engages a switch. Just you type its number in the ocb of Switch object.
You can handle easily the flip/flop switches with multiple triggering/antitriggering.
See the description of "NEW SWITCH" ocb in "Ocb Description" in the reference panel of NG_Center progam.
You can see some example of usage of new switch ocbs in New Mirrors demo you find in Demo section of http://www.TrLevelManager.net/ng.htm website
Love this! I still have to keep refering to the OCB's though to find out what OCB is equivilent to the Switch in mind.
I did however encounter a bug, not sure if it was just me not thinking right or what but i used OCB 3, which is to make Lara do the "push wall switch animation". But instead it was changed to OCB 0. I remember pushing enter but im going to use this again later on and see if it works properly again or not.

Thats all ive had the time to test yet, ill post anymore i get .
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Old 29-11-10, 22:36   #4
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Quote:
Originally Posted by KurtisandLara View Post
Using the newest update: Version 1.2.2.3
--
Quote:
Added new tool: Fast3d
With Fast3d you can perform fastly the most common 3d operations, preserving the original textures.
You can rotate, move, merge, resize or mirroring your mesh just with one click.
This tool works on .dxf files exported from StrPix program.
Tested this, no bugs as of yet. Works like a charm though !
Ill continue to use it though and see if i encounter any bugs.
But yeah, all in all, no bugs with it.
--
Have you tested with ALL those common 3D operations?
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Old 29-11-10, 22:53   #5
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Yes except the "MERGING between mesh. Merge an external mesh in the original mesh.
I plan on doing that later tonight when i start work on my project some more though.
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Old 29-11-10, 23:01   #6
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Update TRNG 1.2.2.3
(Update date 28 November 2010)


Quote:
Fixed bug about ShowLaraInTitle= script command.
In previous version Lara was showed in the title but she was always still and no animation was possible
Working fine for me now.
I've been linking some animations together using the "Next Anim" filed in Animation Editor and Lara performed all the animations.
However, physics don't seem to apply. I placed Lara on a slope but she did not slide down when the title started, like she would do in a regular level. The same applies to falling: she will not fall down to the groudn when placed in the air.
So if you want to make her slide down a slope you will have to animate her.
BUG FIXED as far as I'm concerned.
One will just have to avoid physics situations.


Quote:
Fixed bug in swap level with Extra Static.
In previous versions, when Lara skips from a level to another and go back to first, wheter in some of two levels it had been used an Extra static object, the saving/restoring data was messed.
I'm using EXTRA** slots in just about every Mists of Avalon levels and I've tested the leveljumps. No more missing statics when jumping back and forth between levels.
So: BUG FIXED


Quote:
Fixed bug about items with shining textures
This is an old bug but the problem borns only setting shining texture with strpix program when the object has no normals but only lights. It's a technical question, anyway you had that bug when you placed a shining attribute on some texture on some static object created by you.
Now the trng eninge will ignore the shining attribute when it cannot be handled on that object, avoiding the crash.
I just happened to have a static object (imported as static in a static slot with STRPix) which had one shiny texture with shinevalue 1 on it.
It crashed my level on startup.
After I had updated to version 1.2.2.3 the level did NOT crash.

This is all the testing I have done so far but it is looking good.


Quote:
Fixed bug about item flare.
This bug there was already in old tomb4 engine: when Lara threw the flare in some circustance the flare item was not visible on the floor.
I'm not sure what this does.
I had fixed this bug myself quite some time ago by raising the flare item (the single flare that Lara is holding and can throw away) in Animation Editor a bit.
So I suppose someone who is still using the old flares should test this.

Last edited by Titak; 30-11-10 at 16:25.
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Old 29-11-10, 23:37   #7
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1.2.2.3
Fast3D - Shining and Transparency option

The tool works and puts the shining and opacity info in the DXF, but the current StrPix, version 3.95 Rev11 cannot import this information correctly since it only reads the first digit. Only absolute values 0 to 9 will be imported correctly.
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Old 30-11-10, 06:51   #8
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The only feature I've been testing for 1.2.2.3 is the flare item bugfix.

Yep Titak, even with the old flares, you can actually see them when you throw them on the ground. So this bug has been officially fixed
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Old 30-11-10, 09:25   #9
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Update 1.2.2.3
Quote:
Fixed bug about collision on hang-left/right movements vs statics.
In previous version, when lara was hanged and her move herself at left or right where there was a collision of some static object, lara was able to go across the static.
This is working correctly now. Very happy
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Old 30-11-10, 12:39   #10
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^
Confirmed.
Working for me too!
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