30-11-07, 11:55 | #1621 |
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Joined: Dec 2005
Posts: 491
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@aktrekker: Thanks, now i understand. I've found this article about force feedback at Microsoft site. Aside from it, i can't find any info about DirectX 6 force feedback implementation (Heh... Even Google returns this forum thread in the most relevant results for "DirectX 6" "force feedback" request... ).
This article at Microsoft contains code example, but i can't use it, because there's no any C++ compiler installed on my PC, plus i've never coded anything in C++. Can you compile it and then send it to me? I will appreciate this! @Active Man: writing it now . By the way, you also now can create genuine savegame crystal with SECRET_MAP objects by entering negative number in its OCB and then creating custom flipeffect with same number (but not negative) with SAVE_GAME command. You may also make it disappear after using with KILL_ITEM and MOVE_ITEM commands, as i explained earlier in this thread. Also note that flipeffect that is called by SECRET_MAP object won't stop flipeffect that was triggered in usual way. |
30-11-07, 12:22 | #1622 |
Member
Joined: Oct 2006
Posts: 47
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Hi, prblem:
DRAW_ITEM 231 150 IF_PRESSED ACTION PLAY_SOUNDTRACK 008 it doesn't work... the item will be draw but the sound isnt play if i press action.... is it posslible to disable rotation of DRAW_ITEM????? |
30-11-07, 12:58 | #1623 | |
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Joined: Mar 2005
Posts: 9,405
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Quote:
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30-11-07, 16:53 | #1624 | |
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Joined: Jul 2003
Posts: 33,359
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Quote:
Another problem I'm having: I've created a flipeffect with the following command: HOLSTER_WEAPONS. I wantto use it so Lara won't be able to draw guns in a certain area. When Lara steps onto the trigger, she holsters her guns right away, like she is supposed to be. According to the TREP user guide Lara should be able to draw her guns again when she leaves the triggertile(s). But my Lara refuses to do so... |
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30-11-07, 17:09 | #1625 |
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Joined: Oct 2006
Posts: 1,380
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@ ggctuk : Active Man mad a small mistakes Here is the correct code : BYTE_IF= 7F7744 X
Why BYTE ? Because a byte is a value which can "grow up" until 2 to the power of 8 (256 - but 0 is like 1 for the computer so you can set value in range of 0 to 255) |
30-11-07, 17:11 | #1626 |
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Joined: Nov 2007
Posts: 8,474
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Hey Ensi
I have a request, an interesting one too! Could you try possibly recreating a weapons slot and change some code to accomidate the TR4 engine so that a grapple gun such as that out of TR5 is possible? |
30-11-07, 17:22 | #1627 |
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Joined: Jul 2003
Posts: 33,359
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I feel so stupid...
What's that program you can check objectID's with? I need it to find the objectID of a specific object I want to use with the SWAP_LARA_MESH flipeffectcommand. |
30-11-07, 17:30 | #1628 |
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Joined: Oct 2007
Posts: 532
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Last edited by kaufi-lc; 30-11-07 at 17:31. |
30-11-07, 17:33 | #1629 |
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Joined: Jul 2003
Posts: 33,359
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Thank you!!!
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30-11-07, 19:16 | #1630 | |
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Joined: Jul 2003
Posts: 33,359
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Leikkuri question
I have created the font.tga and have converted it to a new font.pc.
So far so good... I opened Leikkuri and I assigned the coordinates to each symbol. But when I press the PATCH button an error pops up: Quote:
What am I missing/doing wrong? *EDIT* I have no idea what I did, but it works now. If anyone has any idea abotu what I could have been doing wrong the first time, I'd still like to know. So I can avoid the mistake in the future. Last edited by Titak; 30-11-07 at 19:27. |
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