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I'm not sure if this can be considered a limitation, but it's surely something that has been bugging me and our community for a long time.
For some reason statics with movable lighting seem to react different than movables with movable lighting. What I mean is statics with movable lighting react only to ambience light, while movables with movable lighting react to all kinds of light present in the level. Would it be possible to make static objects react to lighting the same way movable objects do? Like Lara object, enemies etc. This way we would have more complex lighting without the need to use meta2tr, that would be especially good for level builders who prefer not to use meta2tr or who are beginners in TRNG world. Also I would like to remind the issue with diary/save/load menus not showing when anti-aliasing is enabled in 1.2.2.7. When I released my level-set lots of questions were asked about this issue, so it seems it's quite popular. It happens only in 1.2.2.7 version of TRNG. |
I like your suggestion, but I don't want it for all statics. We should still have the possibility to have statics with inner lighting.
As Teme9 already stated, things like lightrays depend on it. So statics should only react to lighting as moveables do when they were imported as "moveable" in STRPix. |
I don't remember saying anywhere that we should delete static lighting, Titak. ;) I was talking about making movable lighting work exactly like for Lara/enemies.
Especially that dynamic lighting seem to be less fps demanding than static lighting. This would be an instant win-win for everyone who wanted to achieve graphics greatness while keeping nice fps. :ponder: EDIT: That reminds me. It would be fabulous if SOUND effect from room editor could use v130 slot sounds. |
I just got and wierd glitch while playing this level
http://www.trle.net/sc/levelfeatures.php?lid=2776 I cant acess the menu, pause, or even save game, it just crash I've even tried replacing with the newest update, but kept happening :( Code:
Version=1.2.2.7+ |
This thread is for reporting confirmed bugs, not for discussing issues you might have with one particular level.
Please make a seperate thread or use the general TRNG thread. |
After testing animations I found a bug: with FAN_RANDOM flag in Animation= command we can have maximum first 3 random animations. The others are being ignored.
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This thread as name says, is for reporting limitations as well. So I think that following thread and it's problem would fit here:
http://www.tombraiderforums.com/showthread.php?t=207917 I am posting it here, so maybe Paolone or someone else who know these kind of things will notice it and maybe in next versions of TRNG will be solved, if possible :) EDIT: I thought that I will post also thread about bugged Harpoon Gun: http://www.tombraiderforums.com/showthread.php?t=209480 |
Can anyone confirm that "Cutscene" flipeffects stop working after updating the NGScripter/center to a 1.04.0192? (im using 1.2.2.7+ version of TRNG .dll)
Before updating to the latest update the cutscene flipeffects worked without problems. *edit I have no idea what has changed but now the cutscenes seem to be working again? I removed one assignslot= from my script and they started working. Something odd is going on! |
Not really sure if anyone else has this but it seems the whole of the screen on the ngle in game appears as if it's zoomed in slightly, not displaying it completely.
Although I have noticed it displays it all normally on windowed mode, so I am not too sure whats going on. |
Ulike TREP, TRNG's widescreen cuts the highest and lowest parts of the screen instead of adding more scenery to the sides. That's why it looks zoomed unfortunately. :o
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