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larafan25 23-05-13 20:06

I think the thing is that because it's Lara, it's Lara.... it becomes a bit awkward, like...you've waited all this time to almost flash her *****, the talk of the town, and it happens to be when she's 15? It's just weird that it happened like that.

Oh my ****ing God. ***** is censored.

Lara_Fan1 23-05-13 20:06

This whole thing has been blown way out of proportion thanks to EscondeR.

Spong 23-05-13 20:08

Quote:

Originally Posted by larafan25 (Post 6797028)
Oh my ****ing God. ***** is censored.

It had to be censored after someone made a tribute thread about you :p

skylark1121 23-05-13 20:11

Quote:

Originally Posted by larafan25 (Post 6796749)
^Guurl, they can do that stuff with the flick of a wand, we can't just script things in the LE like they can. TBH.

/I didn't see this earlier. :p

Just because they have access to visual scripting, C++, Lua, etc. for scripting, does not mean it was at all an easy task or 'flick of the wand', gurl. This stuff is still very difficult to code in! :p

larafan25 23-05-13 20:13

Quote:

Originally Posted by skylark1121 (Post 6797034)
/I didn't see this earlier. :p

Just because they have access to visual scripting, C++, Lua, etc. for scripting, does not mean it was at all an easy task or 'flick of the wand', gurl. This stuff is still very difficult to code in! :p

I still think it's harder for those using TRLE and for us who are not experienced "pros".

Quote:

Originally Posted by Spong (Post 6797032)
It had to be censored after someone made a tribute thread about you :p

lu l

skylark1121 23-05-13 20:16

Quote:

Originally Posted by larafan25 (Post 6797037)
I still think it's harder for those using TRLE and for us who are not experienced "pros".

Oh definitely! TRLE/NGLE doesn't have any sort of visual scripting, which is an amazing resource of newer engines. And scripting is indeed daunting when you don't have a lot of education with it. :p
I'm just saying that, after doing some studying with other advanced engines, I'm intrigued by how they set up a lot of the mechanics in TR. :pi:

larafan25 23-05-13 20:18

Quote:

Originally Posted by skylark1121 (Post 6797040)
Oh definitely! TRLE/NGLE doesn't have any sort of visual scripting, which is an amazing resource of newer engines. And scripting is indeed daunting when you don't have a lot of education with it. :p
I'm just saying that, after doing some studying with other advanced engines, I'm intrigued by how they set up a lot of the mechanics in TR. :pi:

volumes?

When Lara enters a certain area, a certain state will exist and she'll play a different animation, and out controls will be different within that state. maybe?

skylark1121 23-05-13 20:30

Quote:

Originally Posted by larafan25 (Post 6797043)
volumes?

When Lara enters a certain area, a certain state will exist and she'll play a different animation, and out controls will be different within that state. maybe?

It's definitely something like that. I think they set up some sort of road or path entity that has special parameters that cause Lara to perform those specific animations, and that causes the player's control to be modified. That makes sense at least for the sliding sections of the game--the waterfall slide, the slide after the crashing plane, etc. But, I'm especially confused about the parachute part. I suppose a similar path entity could be set up, and whenever she goes outside of that, she dies, and the death animation plays, but that doesn't quite sound right. My head hurts. But the scripting behind these entities is my main curiosity. :p

larafan25 23-05-13 20:34

It could be an entirely separate game function, the parachute. It ends after a cutscene, maybe it's set-up like a mini game and you just play a "level" with special parameters/ movement effects.

skylark1121 23-05-13 20:35

Quote:

Originally Posted by larafan25 (Post 6797071)
It could be an entirely separate game function, the parachute. It ends after a cutscene, maybe it's set-up like a mini game and you just play a "level" with special parameters/ movement effects.

I bet that's it, because TR uses background loading during cutscenes, and since that sequence is surrounded by cutscenes, that would make sense. :)


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