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Old 15-12-17, 17:32   #12261
Titak
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Quote:
Originally Posted by TR-Freak View Post
Freshly installed, doesn't work. Maybe Paolone should provide a zip instead of this weird Installer.
I used to have issues with installing TRNG, but when I had Windows10 reinstalled and then had to reinstall all other programs, I had no problems whatsoever installing TRNG this time.

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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Old 15-12-17, 18:17   #12262
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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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Old 15-12-17, 20:59   #12263
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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.
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Old 16-12-17, 16:15   #12264
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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
(Note that the only thing I modified from this script is the FAN_RANDOM, so it can randomize 5 animations (from 498 to 502).. so Lara will fail her grabbing at a 1/5 rate. but that shouldn't be the reason why the script is failing)

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.
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Old 16-12-17, 18:24   #12265
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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?
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Old 16-12-17, 18:55   #12266
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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)
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Old 16-12-17, 19:10   #12267
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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
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Old 16-12-17, 22:25   #12268
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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.
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Old 17-12-17, 01:12   #12269
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Quote:
Originally Posted by A_De View Post
I heard that the max.number of LSPs is 10, with OCB from 0 to 9...
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...

Quote:
Originally Posted by Dustie View Post
Can you make Lara explode? .
For example, with touching Statics with the proper OCB.
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Old 17-12-17, 13:28   #12270
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Quote:
Originally Posted by AkyV View Post
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...
Just have tested LSPs with OCBs 0-15 and they work perfectly
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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