09-05-11, 16:31
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#3
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Moderator
Joined: Jul 2003
Posts: 33,359
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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:- 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.
- 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.
- 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:- Lara is always shown in Title, even with ShowLaraInTitle= DISABLED.
- 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):- 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..
- 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.)
- 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)
- 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.
- 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:- NG Center, Animation Watcher:
Clicking on “Output list” button it causes “runtime error”.
- 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”
- 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.
- “Camera. Set current CAMERA as follow camera on(&)Axis until (E)condition” FLIPEFFECT: condition forever and room doesnīt work
- 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
- 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.
- 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.
- “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. "
- 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)?
- Room Editor: Help/NGLE_Help- NGLE-help canīt be downloaded anymore from your site, empty link
And two other new additions:
- 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.
- 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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