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Old 16-01-11, 11:42   #1
Titak
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Default TRNG - Updates Test RESULTS

Hiya all!

In this thread we will post the results of the testing being done in the TRNG - Updates Test thread so the collected info won't be scattered all over that thread.

Here you will be able to see at once which TRNG version has which bugs, so you can decide to switch to this version or stick/go back to an older version.

Courtesy of Raymond who will be collecting the testresults.
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Old 16-01-11, 11:44   #2
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Update 1.2.2.3
:

Bugs:
  1. Only with this update you get a crash, if you have a mirror in your level and if Lara jumps into water.
    So water and mirror canīt come together in a level. You would have to go back to a previous update or wait for the next update with a fix.
  2. A few, rather huge wads may crash the NG_Font_Editor, if you load them into the tool.
    No problem, because there is a solution:
    Change the font with the Font_Editor in another wad and then copy the Font_Graphics-object into the wished wad.
  3. The condition Creature. <#>Creature is currently (E); (E) : Enemy is active seems to give problem with living enemies.
    The condition causes somehow a state change of the enemy, which prevents the correct working of the enemy.
  4. There is a problem with rain and mist effects together.
    As soon as rain starts the mist effects are reduced considerably.
  5. The GT_USED_INVENTORY_ITEM doesnīt work in the case, that you used the flipeffect to pop up the inventory for the wished item before.
  6. All the Distance-conditions (Lara.Distance and GT_DISTANCE_FROM_ITEM) have a flaw.
    The height coordinate of Lara and item must be the same. This makes the condition not usable for some circumstances.
  7. The flipeffect Lara. (Animation) Force <&>Animation (0-255) of (E)slot for Lara is buggy.
  8. The Oldflip-flipeffects canīt be exported into a TG, because you get wrong values.
  9. The Creature.Current Animation-condition doesnīt work.
  10. The action trigger "Trigger. (Camera) Activate <#>Camera or fixed camera with (E)Timer value" doesnīt work.
  11. Some collision-flipeffects have a wrong description in their Extra-menu (decrease is doubled instead of Decrease/Increase)

Bugs 2.-7. should have been existing since inclusion of the features.

Last edited by Titak; 09-05-11 at 16:32.
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Old 09-05-11, 16:31   #3
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Update 1.2.2.4



Attention:
In the the flipeffects about the variables connected to the savegame memory zone there are changes in the exported values of the triggers. If you use this update, you must check this in your script. This will most likely be changed back with the next update.


Unfixed bugs from the previous version:
  1. There is a problem with rain and mist effects together. As soon as rain starts the mist effects are reduced considerably.
    I did also some further testing about the mist-rain-bug and found out, that the mist effects are only diminished in their size, if it rains in the same room, where the mist effects are. If it rains only in other rooms, then the mist effects are uneffected.
  2. The flipeffect Lara. (Animation) Force <&>Animation (0-255) of (E)slot for Lara is buggy. Triggering of ani 0 of shotgun ani slot: a) Lara has shotgun in the hands-Lara gets uncontrollable by the keys,, only the trunk moves, hands donīt move, obviously ani fist 0 plays and then the shooting ani 2 in an eternal cycle (you here the shooting sounds) ;b) Lara without shotgun in the hands: Lara gets uncontollable, only hands move, again ani 0 first and then 2 in an eternal cycle. Similar results with the pistols.
  3. The action trigger "Trigger. (Camera) Activate <#>Camera or fixed camera with (E)Timer value" doesnīt work. You get the cam only for a frame.

New bug in this version:
  1. Lara is always shown in Title, even with ShowLaraInTitle= DISABLED.
  2. Statics. Stop the endless scaling of the static started with the <&>Parameters command: The collision is lost after using this flipeffect. After reloading the static is back to the original size with collision

Bugs from older versions (most likely):
  1. Equipment command-weapon Hotkey bug: If you use the Equipment-command to set the amount of a certain ammo type and if you use the weapon-hotkey the first time at the start of the level before you choose the weapon from the inventory, then the ammo amount isnīt calculated rightly for this weapon, which can cause problems and crashes..
  2. The poison arrow of Lara's crossbow doesn’t work properly: the only thing for which I can use that is to shatter shatters, because every value of this ammo is 0.
    I could prevent that if I customize that CROSSBOW_AMMO2_ITEM with Customize (CUST_AMMO) command, but only if I call it CROSSBOW_AMMO3_ITEM in the script. (And, of course, if I want to customize CROSSBOW_AMMO3_ITEM then I call it CROSSBOW_AMMO2_ITEM in the script.)
  3. These FLIPEFFECTs don’t work at all:
    • Sound. Stop <&>Sound sample of first group (0-255)
    • Sound. Stop <&>Sound sample of first group (256-max)
  4. Enemy. Mesh. Set for <#>enemy the (E)mesh as invisible: After reloading the mesh is visible again. Can be fixed with the use of GT_AFTER_RELOADING_VARIABLES.
  5. The flipeffect "Text. Print. Remove (&)Extra NG String from screen" doesnīt work.



Thanks to the excellent testing work of AkyV (user on Skribblerz) the following ten issues were found:
  1. NG Center, Animation Watcher:
    Clicking on “Output list” button it causes “runtime error”.
  2. Negative/positive timer doesn’t time anything:
    • a, ACTION: “Trigger. (Moveable) Untrigger <#>Object with (E)Timer value”
    • b, FLIPEFFECT: “ItemGroup. Untrigger <&>ItemGroup with (E)Timer value”
  3. Enemy script command problem:
    Whatever Moveable slot you write for NEF_EASY_HEAVY_ENABLING constant, the constant will be valid for all just moving Moveables of the level.
  4. “Camera. Set current CAMERA as follow camera on(&)Axis until (E)condition” FLIPEFFECT: condition forever and room doesnīt work
  5. We can adjust blinking in Customize (CUST_SHOW_AMMO_COUNTER) and TextFormat script commands or with “Text. Set blink <&>status and (E)speed” FLIPEFFECT. – only one speed value available
  6. Diary problems:
    • a, #BG_AUDIO# has no effect in the TXT file of Diary script command.
    • b, The actual contents of the diary will be carried into the next level whether we use LDF_CONTINUE_DIARY or not.
  7. Picture problem:
    QSF_SIZE_640x480 and QSF_SIZE_260x200 has the same (hexa)decimal values in script. That’s why only 260x200 can be used.
  8. “Keyboard. <#>Command game is currently (E)” CONDITION: # values:
    • Extract weapon – works only with Spacebar, should be in the trigger description
    • Inventory – what does it mean? Not hitting ESC, that’s for sure. So what is it for?
    • Pause – if it means opening/closing Paused menu, then no effect. So what is it for?
    • Require inventory – the correct name: “closing inventory with ESC”.
    • Walk (slowly) – Should be named SHIFT-key, because you only need to press this key
    • Walk left – doesn’t work. Neither with SHIFT+left nor DELETE nor left. So what is it for?
    • Walk right – doesn’t work. Neither with SHIFT+right nor PAGE DOWN nor right. "
  9. TCF-constants arenīt used in any command/ what is FT_SIZE_NO_BORDER for (in reality it gives text a top, left position on screen)?
  10. Room Editor: Help/NGLE_Help- NGLE-help canīt be downloaded anymore from your site, empty link

    And two other new additions:
  11. After Lara has grabbed a ledge with a blocking static on it, she canīt grab any ledge anymore. You need to end the game and restart.
  12. The glow light and the sparks of a customized flare are adding itself automatically to any ADD_LIGHT_BLINK-effect in a level.

Last edited by Titak; 20-05-11 at 17:00.
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Old 20-05-11, 16:58   #4
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Update 1.2.2.5


Not yet available...

Last edited by Titak; 20-05-11 at 17:00.
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Old 26-07-13, 10:42   #5
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Update 1.2.2.7

NG_tom2pc.exe
  1. The updated NG_tom2pc.exe does NOT convert the sounds properly.
    It gives the following message:
    • Not enough memory to load 'C:\****\*****.sam'
    • Adding Samples
    However, the sounds are NOT be added, and the result is silence ingame.
  2. The above issue does NOT happen when you use the "Exit & Play" button in the NGLE.
    It only happens when you start NG_tom2pc manaully.

Last edited by Titak; 26-07-13 at 13:52.
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