15-12-17, 17:32 | #12261 | |
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Quote:
Judging from your pictures, it is something I encountered in the past. The TRNG installer always unpacks files to a folder before copying stuff to the appropriate (TRLE) folder(s). I seem to remember I used to open that unpacked folder and then I manually copied the files to the right folders. It's just that it placed that unpacked folder in some odd place... Can't remember where. But the current TRNG installer should place a folder on the desktop. At least it did here on my end. |
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15-12-17, 18:17 | #12262 |
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Joined: Jan 2008
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As AkyV suggested, renaming the folders worked. It's 2017, almost 2018. Spaces in paths shouldn't be a problem
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15-12-17, 20:59 | #12263 |
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Joined: Apr 2012
Posts: 10,346
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My game crashes when Lara grabs a 1-click ledge on only one of my levels. I have the script to add the tr1 1-click grab animation.
It works on normal walls/>1 click ledges though. The script is identical to the other levels, and so is the Lara object. I have no idea why this happens. any suggestions? Ok... I tried grabbing a 1-click ledge on another corner of the level and the game did not crash. wow. Code:
Version=1.3.0.6 Date: 28 March 2017 (16:16:28) Size=2760704 bytes CRS=Enabled Last diagnostic mexage:FreeImage(): image0.bmp Last directX error: MEMORY CODE MAPPING: BASE START END ID PluginName (PluginVersion - TrngVersion) -------------------------------------------------------------------------------------- 10000000 10001000 1014A000 0 Tomb_NextGeneration (1.3.0.6 - 1.3.0.6) -------------------------------------------------------------------------------------- ............... QUICK DIAGNOSTIC LOG ............... WARNING: missing "DATA\Living2.TR4" level file WARNING: missing "DATA\Escape.TR4" level file WARNING: missing "DATA\Barkhang.TR4" level file At moment of crash the program was managing: (Room structure of room with ngle index=0) .................................................... CRASH REASON: EXCEPTION_ACCESS_VIOLATION The thread tried to read from or write to a virtual address for which it does not have the appropriate access. EXTRA_INFO: VIOLATION ON READ AT OFFSET 0xAE1E104 RECOVERABLE : YES CRASH OFFSET: 0x4498A0 (Inside code range of tomb4.exe) REGISTERS: EAX=AE20020 (Room structure of room with ngle index=0) EBX=118C0 ECX=118C0 EDX=FFFFF832 ESI=AE1E0E8 EDI=80 EBP=AC1F94C EIP=4498A0 ESP=AC1F8BC Stack=0xAC1F8BC pContesto=0xAC1F5D4 pInfoEccezione=0xAC1F584 PRIMARY_STACK: ESP=0xAC1F8BC STACK_TRACE: 0x10059B29 0x1003A159 0x100562B1 0x1007AB22 0x10075F06 0x10075F3A 0x100F2970 0x10119BFE 0x100C3045 0x10076864 0x10076A8C 0x1005B362 0x1005B52C 0x10056AC6 0x100600F9 0x471FB0 0x100C42F2 0x4491E0 0x100D6915 0x451FB3 0x451166 0x475155 0x49E67C 0x4400A1 0x4900C9 0x4A00D1 END_STACK_TRACE SECONDARY_STACK: ESP=0x18B0F4 STACK_TRACE: 0x44006D 0x48D323 0x48CC6B 0x48CACE 0x49F26B END_STACK_TRACE OTHER_STACK: ESP=0xEDDB168 STACK_TRACE: <CRASH DURING STACK TRACE> END_STACK_TRACE EDIT: I talked about this to my project partner and he remembered me we had this same issue few months ago - except it crashed when Lara was crouching and fired her pistols. The only solution we had was to disable the crouch button when on this area. I think the only option is to do the same for this one (remove the script for this entire level); though if anyone may know a possible solution... Last edited by SrDanielPonces; 15-12-17 at 21:54. |
16-12-17, 16:15 | #12264 |
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Joined: Apr 2012
Posts: 10,346
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Sorry for double post, but this a different problem than the one I had before (which I kind of found a "solution")
So, I'm using the script from TheTiger that allows lara to balance when grabbing a 1-click ledge (like tr1 and 2). It worked perfectly on my previous projects, but when I introduced this for the first time on my current project (which was quite recently), the animation was peformed even on 2 click ledges, even though the distance for env of the "ENV_NO_BLOCK_IN_FRONT" is 128 units (1 click). there is the script I'm using: Code:
Animation= 498, IGNORE, IGNORE, FAN_SET_BUSY_HANDS + FAN_RANDOM, ENV_MULT_CONDITION, 5, 5, -96; Dangle from one-click ledge (made by TheTiger) MultEnvCondition= 5, ENV_NO_BLOCK_IN_FRONT, 128, IGNORE, ENV_FRAME_NUMBER, 1, IGNORE, ENV_SUPPORT_IN_FRONT_WALL, $333, -1; Dangle from one-click ledge there is a video so you can understand better: I made her grab the 2-click ledge and she peforms the 1-click grabing animation instead. Then I grabbed the wall so you could see how it should be Last edited by SrDanielPonces; 16-12-17 at 16:18. |
16-12-17, 18:24 | #12265 |
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Joined: Jan 2012
Posts: 1,320
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Does anybody know the way to move Lara at the center of sector without using LSP (lara_starting_point) object? Because I ran out of them.
And is there a way to make flying enemies disappear immediately while dying, instead of exploding/playing death animation/other effects? |
16-12-17, 18:55 | #12266 |
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Joined: Jul 2003
Posts: 33,359
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1.
No idea. I browsed through the triggers abit, including the creature ones in the Action trigger section, but couldn't find anything. How many LSP objects can be used in one level? 2. Could that perhaps be done with the Enemy= command? At least get rid of any effects. As for it playing it's death animation, how about reducing that death animation to 1 frame? Another thing I can think of is to use a condition that health of the enemy is <1, then disappear it immediately. (GlobalTrigger stuff) |
16-12-17, 19:10 | #12267 |
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Joined: Jan 2012
Posts: 1,320
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I heard that the max.number of LSPs is 10, with OCB from 0 to 9...
The global trigger for the enemy's HP seems a good solution, thank you |
16-12-17, 22:25 | #12268 |
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Joined: Apr 2005
Posts: 9,208
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Can you make Lara explode?
That issue with game crashing when Lara grabs a ledge when a script is applied might be because of floordata. Maybe some operations which are performed because of the script when Lara is on/above certain sectors of the room go wrong, causing the crash. |
17-12-17, 01:12 | #12269 |
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Would you be so kind to make a test, above OCB numbers 9? I mean, I can't believe that this interval is so tight...
For example, with touching Statics with the proper OCB. |
17-12-17, 13:28 | #12270 | |
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Joined: Jan 2012
Posts: 1,320
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Quote:
Sorry for confusing, but I still not sure where is the limit. My test level don't have any leveljumps, but actual game levels do. Edit: but this tutorial says that the limit of LSPs is 10 per level. Or these are mean to have a numbers below 10 for leveljumps only? I'm confused again. Last edited by A_De; 17-12-17 at 13:52. |
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