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[QUOTE=Paolone;6865649]Thanks for the signalations.
About #define directive perhaps it's more easy if you post the script or subscript where it happens that problem. There are some limitation about #define: 1) You have to define a constant before using it (of course) 2) The define work in local way only in current source, therefor you cann't define a constant in a sub script and use that constant in main script or viceversa[/QUOTE] The problem is not the limitation, I kept that in my mind. The script was this, in a subscript: First status - F1 worked for BS_TG: #DEFINE BS_TG 10 #FIRST_ID TriggerGroup=BS_TG+9 TriggerGroup= Second status - F1 didn't worked for X, causes an error message: #DEFINE X 10 #FIRST_ID TriggerGroup=X+9 TriggerGroup= Third status - F1 worked for X, though the entry of BS_TG is unnecessary: #DEFINE BS_TG 10 #DEFINE X 10 #FIRST_ID TriggerGroup=X+9 TriggerGroup= [QUOTE]About detection of lara and angle view there could be a problem about the method I used to show text "I see you" Pratically I put the mistake to set a durate time to show that text (I see you) and for this reason it remains on the screen for some second in spite the sentrygun didn't no more detecting Lara.[/QUOTE] Maybe that setup is really problematic, but not the setup itself caused the angle detection bug, because I tried that in another setup, and that failed, too. (Btw my favorite executable trigger to test conditions is F355 with red light: if the condition is true then the screen is red, if wrong then not red.) [QUOTE]About the chance to use eastern charset in game, could you (akvy) try to use ungarian text in game? This only if there were problems in the past to show some unguarian characters in game.[/QUOTE] In the past some Hungarian characters weren't supported. Now I used your setup in Title, with 238 Eastern European Set: ColorRGB= 1, 255,0,0 ColorRGB= 2, 0,0,0 WindowsFont= 1, 238:Arial, WFF_BOLD+WFF_SHADOW, 40, 1, 2 DefaultWindowsFont= 1, IGNORE, 75, IGNORE, 20, 20, 20, 20, 10, 20, IGNORE, IGNORE, 10, IGNORE I don't know what characters you see now, but ő, Ő, ű, Ű are still not supported. (EDIT: WFF UNICODE is useless for good Hungarian characters, WFF UTF8 - settings tab still says only English or Italian, after creating that txt. However, with that txt NG Center will show the characters properly - but with wff utf8 that is still not enough for the game.) [QUOTE] @Crischanneedst If you customize the properties of an enemy with the "Enemy=" entry, you can use NEF_ONLY_EXPLODE, so the creature can be killed with explosives only (like the mummy). At least it should. Unfortunately the enemy becomes completely immortal. I wonder if I'm the only one who has this problem? Maybe this issue can be fixed with the next TRNG version coming this summer. [/QUOTE] I can confirm it. Tested with BADDY_1. [B]And some other fresh revelations (with 1227b):[/B] TGROUP_SINGLE_SHOT_RESUMED The flag isn’t detected in HEAVY activations. (I.e. each square, if the trigger is more squares sized, will do the activation of the TG, even if the TG has that flag.) LIGHTNING (And, btw I experienced something similar before, with some Action Move/Rotate triggers) F359 has an unwanted “look here” function, as if a standalone CAMERA_TARGET had been placed somewhere in the level, not where the target object is. Not always. In the case of the lightning, possibly it happens only at the very first activation of the trigger, while Lara is in the trigger zone – so even after the lightning has stopped -, and she will look at a given corner of the room. It is NW corner – always? -, with Room Editor facing. ParticleDurate: it is not a bug, but extreme (eg. 3000) values in this field will make a cool effect: the substrings will have “huge arches”, mostly with the lengthy and long-keeping lightnings. IntervalTime: honestly, I don't find really awful with long/infinite lightning if I ignore this field. I say, however it is a nice feature if you want to "rarefy" the lightning. Alfa: it’s worth trying it with 3: the lightning has a “main string” and more “substrings”. The substrings go from the start point to the end in an arched way. With 3 the arch is removed, the substrings will leave the main string almost in a parallel way. Beta: I found only 1, 2, 3, 4, 5 useful. The less numbers had bigger smoke effect. With 6 or bigger – no lightning. LGTN: - EXPLODE, the proper description: it will explode any Moveable (except Lara) or Static, but the effect is only spectacular, but harmless without KILL. - KILL: useless without EXPLODE or FIRE_LARA. - FLASH_SCREEN: inverted – the same I said at Buttonswindow.txt. (So eg. if ColorRGB= 255,128,0 then the flash seems 0,128,255.) – Btw, with longer lightning, the pulsing of the flash is too smooth. A random pulsing would be much nicer. - LARA_SCREAM, the proper description: “moan” with FIRE_LARA+KILL, long scream with FIRE_LARA. No effect in other cases. - RANDOM_COLOR: Honestly I don’t really understand this feature. What should I exactly see? I tried but I don’t see the difference without this flag. Is it really spectacular only with specific colors/color ranges? - It is funny but if an LGTN flag is for Lara (scream, fire) then the lighting into/from a Lara Start Pos will affect Lara herself everyway. [I]I continue testing. Have not finished yet.[/I] |
[QUOTE=AkyV;6864998][B]Fresh revelations[/B]
ENV_NO_BOX: the green walls (including the walls made by the green button) are handled as boxes now. [/QUOTE] This command is related to limit " boxes: x/2040 " ? It should turn off this limit, but there is bug with walls, am i right? I didn't updated TRNG to new version because of many bugs so i'm asking :D |
Please ask such things in the regular discussion threads.
This thread is for reporting bugs only and there shouldn't be any discussions in here. Question quoted and answered in the [URL="http://www.tombraiderforums.com/showthread.php?p=6866756#post6866756"]1.2.2.7 release thread[/URL]. |
[B]Fresh revelations (with 1227b)[/B]
[B]I swapped two [Level] blocks for each other to change the level order. This error came up:[/B] [I] * NG Scripter v. 1.04.095 Remove old .dat files from folder: c:\Program Files\Core Design\trle\script Remove old language.dat file from base trle folder: c:\Program Files\Core Design\trle ------------ PARSING FILE <SCRIPT.TXT> ---------- ------------ END FILE <SCRIPT.TXT> ---------- Scanning ENGLISH.TXT Found 359 standard strings Found 302 extra ng strings ERROR: total value (1077) for argument is out of range FAILED loading script.txt Scanning ENGLISH.TXT Found 359 standard strings Found 302 extra ng strings[/I] I couldn’t remove the error, even after I changed the blocks back. I changed and built the script many times (sometimes it crashed when I want to open NG Center, saying no English.dat, as I said at Script directives) then somehow I was able to remove the error. I don’t know what that 1077 is. [B]IMAGE[/B] When testing the new image features I experienced that quit with Escape works even without IF_QUIT_ESCAPE flag. [B]CUST_BACKGROUND:[/B] Usually LoadCamera command - in title works: leaving title (starting a New Game, loading a savegame) - in level works: leaving the level (loading a savegame, leveljump, back to title) But BKGDT_LOADING_LEVEL will mix them this way: - LoadCamera of title: starting a New Game – but only if that new level is not the level with the image, or loading a Savegame - but only if that new level is not the level with the image, - LoadCamera of level: loading a Savegame - but only if that new level is not the level with the image, leveljump - but only if that new level is not the level with the image, back to title, - BKGDT_LOADING_LEVEL image: starting a New Game to this level, or loading a Savegame to this level (the LoadCamera of the level/title you left shows up for a short moment before the image) leveljump to this level BKGDF_KEEP_GAME_SCREEN has a similar problem for the level with this constant („this level”): starting a New Game to this level – it is the title level actual screen, i.e. black, because the title is not playable, loading a Savegame to this level – it is the LoadCamera of the level you left, as usual loading a Savegame from this level - it is the LoadCamera of this level, as usual/ or BKGDT_LOADING_LEVEL image at the new level, if that image exists (the LoadCamera of this level shows up for a short moment before the image) leveljump to this level – it is the actual screen of the level you left (so BKGDF_KEEP_GAME_SCREEN works only here – but it is not the screen of this level) leveljump from this level - LoadCamera of this level, as usual/or BKGDT_LOADING_LEVEL image at the new level, if that image exists back to title – LoadCamera of this level, as usual It is a bit messy, I think. |
[B]Fresh revelations (with 1227b)[/B]
[B]WindowsFont:[/B] WFF_UNICODE Import Binary String button doesn’t always seem stable. If I either hit Cancel for the direct representation or hit OK to type the TXT name with @, then sometimes nothing will happen, the new string remains empty, even if I hit Update after that. (Moreover: sometimes it is able to overwrite an existent string with contents, sometimes it is not, saying even for empty strings they are reserved.) WFF_UTF8 I created my_scripter_constants.txt in NG Center main folder, with this contents: <START_CONFIGURATION> Version=Hungarian Charset=238 PropFont=Arial FixedFont=Courier <END> Now NG Center shows authentical Hungarian characters – however: - I couldn’t find “Hungarian” language on NG Center/Settings tab. - the game still doesn’t really support them. [B]DefaultWindowsFont:[/B] LineSpacing field: it useful only if the text is a menu command. But if it is a simple text (Text FLIPEFFECT, Examine text etc.) then the linespace of that remains the same, but moving vertically that text on the screen - only in "less than 100%" case? OptionSettings field: only the menu commands move, the bars, Options title and (only upwards) the textual (High, Automatic) values don’t. OptionCmdList: it affects only the contents of Control Configuration menu. Options title is not affected. (Because I suppose you mean Options title, saying Option in DefaultWindowsFont description: [I]OptionCmdList: "Option", "Control method" and all the list of game commands and their settings[/I].) ExamineText: no effect. [B]Updating without “install always” from 1227b to 1227c:[/B] [CODE] [I]CurDir: C:\DOCUME~1\Aky\LOCALS~1\Temp\TRNG\update_trng Found <history> Found preference files: C:\Program Files\InstallerForTRNG\Settings_installer.bin DirNGCenter=d:\Tomb Raider\NG_CENTER DirTrle=d:\Tomb Raider\Level Editor DirWadMerger=d:\Tomb Raider\Accesorries\WAD szerkesztő\WADmerger\1.98B NomeExeWadMerger=d:\Tomb Raider\Accesorries\WAD szerkesztő\WADmerger\1.98B\WADMerger.exe Start updating: 26 files available for updating TemporaryFolder="C:\DOCUME~1\Aky\LOCALS~1\Temp\TRNG\update_trng" Folders: TRLE ..... : "d:\Tomb Raider\Level Editor" NG_CENTER. : "d:\Tomb Raider\NG_CENTER" WAD_MERGER : "d:\Tomb Raider\Accesorries\WAD szerkesztő\WADmerger\1.98B" MERGER.EXE : "WADMerger.exe" The folder for new version is: d:\Tomb Raider\NG_CENTER\Versions\v1_2_2_7 The folder for backup corresponding to version already installed in NG_Center is: d:\Tomb Raider\NG_CENTER\Versions\v1_2_2_7 Backup new UpdateTrng.txt in folder: v1_2_2_7 Backup all new files in folder: v1_2_2_7 Copy from: C:\DOCUME~1\Aky\LOCALS~1\Temp\TRNG\update_trng\Tomb_NextGeneration.dll To: d:\Tomb Raider\NG_CENTER\Versions\v1_2_2_7\Tomb_NextGeneration.dll Copy from: C:\DOCUME~1\Aky\LOCALS~1\Temp\TRNG\update_trng\Tomb4.exe To: d:\Tomb Raider\NG_CENTER\Versions\v1_2_2_7\Tomb4.exe Copy from: C:\DOCUME~1\Aky\LOCALS~1\Temp\TRNG\update_trng\ng_Tom2Pc.exe To: d:\Tomb Raider\NG_CENTER\Versions\v1_2_2_7\ng_Tom2Pc.exe Copy from: C:\DOCUME~1\Aky\LOCALS~1\Temp\TRNG\update_trng\Objects.h To: d:\Tomb Raider\NG_CENTER\Versions\v1_2_2_7\Objects.h Copy from: C:\DOCUME~1\Aky\LOCALS~1\Temp\TRNG\update_trng\ng_constants.txt To: d:\Tomb Raider\NG_CENTER\Versions\v1_2_2_7\ng_constants.txt Copy from: C:\DOCUME~1\Aky\LOCALS~1\Temp\TRNG\update_trng\WideScreen_ButtonsWindow.txt To: d:\Tomb Raider\NG_CENTER\Versions\v1_2_2_7\WideScreen_ButtonsWindow.txt Copy from: C:\DOCUME~1\Aky\LOCALS~1\Temp\TRNG\update_trng\NetBook_ButtonsWindow.txt To: d:\Tomb Raider\NG_CENTER\Versions\v1_2_2_7\NetBook_ButtonsWindow.txt Copy from: C:\DOCUME~1\Aky\LOCALS~1\Temp\TRNG\update_trng\help_ButtonsWindow.txt To: d:\Tomb Raider\NG_CENTER\Versions\v1_2_2_7\help_ButtonsWindow.txt Copy from: C:\DOCUME~1\Aky\LOCALS~1\Temp\TRNG\update_trng\NG_Scripter.exe To: d:\Tomb Raider\NG_CENTER\Versions\v1_2_2_7\NG_Scripter.exe Copy from: C:\DOCUME~1\Aky\LOCALS~1\Temp\TRNG\update_trng\help_new_script_command.txt To: d:\Tomb Raider\NG_CENTER\Versions\v1_2_2_7\help_new_script_command.txt Copy from: C:\DOCUME~1\Aky\LOCALS~1\Temp\TRNG\update_trng\help_ocb_list.txt To: d:\Tomb Raider\NG_CENTER\Versions\v1_2_2_7\help_ocb_list.txt Copy from: C:\DOCUME~1\Aky\LOCALS~1\Temp\TRNG\update_trng\help_ButtonsWindow.txt To: d:\Tomb Raider\NG_CENTER\Versions\v1_2_2_7\help_ButtonsWindow.txt Copy from: C:\DOCUME~1\Aky\LOCALS~1\Temp\TRNG\update_trng\Tomb_NextGeneration.dll To: d:\Tomb Raider\NG_CENTER\Versions\v1_2_2_7\Tomb_NextGeneration.dll Copy from: C:\DOCUME~1\Aky\LOCALS~1\Temp\TRNG\update_trng\new_64_TOMB4.exe To: d:\Tomb Raider\NG_CENTER\Versions\v1_2_2_7\new_64_TOMB4.exe Copy from: C:\DOCUME~1\Aky\LOCALS~1\Temp\TRNG\update_trng\Tomb4.exe To: d:\Tomb Raider\NG_CENTER\Versions\v1_2_2_7\Tomb4.exe Copy from: C:\DOCUME~1\Aky\LOCALS~1\Temp\TRNG\update_trng\ng_Tom2Pc.exe To: d:\Tomb Raider\NG_CENTER\Versions\v1_2_2_7\ng_Tom2Pc.exe Copy from: C:\DOCUME~1\Aky\LOCALS~1\Temp\TRNG\update_trng\scripter_constants.txt To: d:\Tomb Raider\NG_CENTER\Versions\v1_2_2_7\scripter_constants.txt Copy from: C:\DOCUME~1\Aky\LOCALS~1\Temp\TRNG\update_trng\RestoreVersion.exe To: d:\Tomb Raider\NG_CENTER\Versions\v1_2_2_7\RestoreVersion.exe Copy from: C:\DOCUME~1\Aky\LOCALS~1\Temp\TRNG\update_trng\RestoreVersion.exe To: d:\Tomb Raider\NG_CENTER\Versions\v1_2_2_7\RestoreVersion.exe Copy from: C:\DOCUME~1\Aky\LOCALS~1\Temp\TRNG\update_trng\TR4Objects.dat To: d:\Tomb Raider\NG_CENTER\Versions\v1_2_2_7\TR4Objects.dat Copy from: C:\DOCUME~1\Aky\LOCALS~1\Temp\TRNG\update_trng\Objects.h To: d:\Tomb Raider\NG_CENTER\Versions\v1_2_2_7\Objects.h Copy from: C:\DOCUME~1\Aky\LOCALS~1\Temp\TRNG\update_trng\my_Help_Edit_Font.txt To: d:\Tomb Raider\NG_CENTER\Versions\v1_2_2_7\my_Help_Edit_Font.txt Copy from: C:\DOCUME~1\Aky\LOCALS~1\Temp\TRNG\update_trng\my_help_ocb_list.txt To: d:\Tomb Raider\NG_CENTER\Versions\v1_2_2_7\my_help_ocb_list.txt Copy from: C:\DOCUME~1\Aky\LOCALS~1\Temp\TRNG\update_trng\my_help_remap_skin.txt To: d:\Tomb Raider\NG_CENTER\Versions\v1_2_2_7\my_help_remap_skin.txt Copy from: C:\DOCUME~1\Aky\LOCALS~1\Temp\TRNG\update_trng\my_help_wmv_encoder.txt To: d:\Tomb Raider\NG_CENTER\Versions\v1_2_2_7\my_help_wmv_encoder.txt Copy from: C:\DOCUME~1\Aky\LOCALS~1\Temp\TRNG\update_trng\my_scripter_constants.txt To: d:\Tomb Raider\NG_CENTER\Versions\v1_2_2_7\my_scripter_constants.txt Tomb_NextGeneration.dll : VERSIONS "1.2.2.7" = "1.2.2.7" Same version: further check for date of Tomb_NextGeneration.dll ... Tomb_NextGeneration.dll : DATE "29 július 2013" < "01 augusztus 2013" Updated Tomb4.exe : RELEASE:2_ICON:32x32_SIZE:UNCORRECT(794624)_TYPE:TRNG Already updated: nothing to change ng_Tom2Pc.exe : DETECTED CORRECT NG_TOM2PC TYPE Already updated: nothing to change Objects.h : DATE "23 március 2011" = "23 március 2011" Already updated: nothing to change ng_constants.txt : DATE "16 július 2013" = "16 július 2013" Already updated: nothing to change WideScreen_ButtonsWindow.txt : DATE "18 augusztus 2011" = "18 augusztus 2011" Already updated: nothing to change NetBook_ButtonsWindow.txt : DATE "18 augusztus 2011" = "18 augusztus 2011" Already updated: nothing to change help_ButtonsWindow.txt : DATE "15 szeptember 2011" = "15 szeptember 2011" Already updated: nothing to change NG_Scripter.exe : VERSIONS "1.04.095" < "1.04.097" Updated help_new_script_command.txt : DATE "29 július 2013" = "29 július 2013" Already updated: nothing to change help_ocb_list.txt : DATE "17 április 2011" = "17 április 2011" Already updated: nothing to change help_ButtonsWindow.txt : DATE "15 szeptember 2011" = "15 szeptember 2011" Already updated: nothing to change Tomb_NextGeneration.dll : VERSIONS "1.2.2.7" = "1.2.2.7" Same version: further check for date of Tomb_NextGeneration.dll ... Tomb_NextGeneration.dll : DATE "29 július 2013" < "01 augusztus 2013" Updated new_64_TOMB4.exe : DATE "15 április 2013" = "15 április 2013" Already updated: nothing to change Tomb4.exe : RELEASE:2_ICON:32x32_SIZE:UNCORRECT(794624)_TYPE:TRNG Already updated: nothing to change ng_Tom2Pc.exe : DETECTED CORRECT NG_TOM2PC TYPE Already updated: nothing to change scripter_constants.txt : DATE "13 július 2013" < "31 július 2013" Updated RestoreVersion.exe : VERSIONS "1.0" = "1.0" Same version: further check for date of RestoreVersion.exe ... RestoreVersion.exe : DATE "25 február 2013" = "25 február 2013" Already updated: nothing to change RestoreVersion.exe : VERSIONS "1.0" = "1.0" Same version: further check for date of RestoreVersion.exe ... RestoreVersion.exe : DATE "25 február 2013" = "25 február 2013" Already updated: nothing to change TR4Objects.dat : DATE "23 március 2011" = "23 március 2011" Already updated: nothing to change Objects.h : DATE "23 március 2011" = "23 március 2011" Already updated: nothing to change my_Help_Edit_Font.txt : DATE "23 március 2010" = "23 március 2010" Already updated: nothing to change my_help_ocb_list.txt : DATE "13 április 2011" = "13 április 2011" Already updated: nothing to change my_help_remap_skin.txt : DATE "23 március 2010" = "23 március 2010" Already updated: nothing to change my_help_wmv_encoder.txt : DATE "23 március 2010" = "23 március 2010" Already updated: nothing to change my_scripter_constants.txt : DATE "19 július 2013" < "31 július 2013" NomeTag: '<NG_CENTER>\LANG_Italian\my_scripter_constants.txt' was missing in 'UpdateTrng.txt': add it now Perform backup of: d:\Tomb Raider\NG_CENTER\LANG_Italian\my_scripter_constants.txt in DirBackup=d:\Tomb Raider\NG_CENTER\Versions\v1_2_2_7 Updated WARNING: missing "d:\Tomb Raider\Level Editor\script\french.txt" file in SCRIPT folder WARNING: missing "d:\Tomb Raider\Level Editor\script\german.txt" file in SCRIPT folder WARNING: missing "d:\Tomb Raider\Level Editor\script\spanish.txt" file in SCRIPT folder WARNING: "\script\italian.txt" has not yet converted to ANSI format WARNING: found language.txt files with old irregular ascii format. REMEMBER to update all your language.txt files with [Convert texts to new format] button you find in [Tool] panel of NG_Center program --------------- WARNING LIST ----------------- WARNING: missing "d:\Tomb Raider\Level Editor\script\french.txt" file in SCRIPT folder WARNING: missing "d:\Tomb Raider\Level Editor\script\german.txt" file in SCRIPT folder WARNING: missing "d:\Tomb Raider\Level Editor\script\spanish.txt" file in SCRIPT folder WARNING: "\script\italian.txt" has not yet converted to ANSI format WARNING: found language.txt files with old irregular ascii format. REMEMBER to update all your language.txt files with [Convert texts to new format] button you find in [Tool] panel of NG_Center program -------------------------------------------------------------------- updating Complete: 5 -> Updated files 0 -> Created Files 21 -> OK Files[/I][/CODE] [B]New revelations after installing 1227d:[/B] [B]WFF_ROTATE(_INV)_90[/B] I used them in PARAM_WTEXT to print ExtraNG String0. It printed String1, 2 etc. as well, in a chain, as if all the strings were a huge row. The empty characters between the strings were filled with (mostly) little square symbols. [B]CUST_KEEP_DEAD_ENEMIES fix[/B] Maybe it removed the useless collision, but the creature itself will be restored if you save/load after the kill. Try eg. this: A14 “Exploding ground/sky”, with BADDY_1. |
[QUOTE=AkyV;6865889]The problem is not the limitation, I kept that in my mind.
The script was this, in a subscript: Second status - F1 didn't worked for X, causes an error message: #DEFINE X 10 #FIRST_ID TriggerGroup=X+9 TriggerGroup= Third status - F1 worked for X, though the entry of BS_TG is unnecessary: #DEFINE BS_TG 10 #DEFINE X 10 #FIRST_ID TriggerGroup=X+9 TriggerGroup= [/quote] It's weird, since the second and third are the same, pratically. I'll check... [quote] Maybe that setup is really problematic, but not the setup itself caused the angle detection bug, because I tried that in another setup, and that failed, too. (Btw my favorite executable trigger to test conditions is F355 with red light: if the condition is true then the screen is red, if wrong then not red.) [/quote] It's a good idea, I'll try to use your method. [quote] In the past some Hungarian characters weren't supported. Now I used your setup in Title, with 238 Eastern European Set: ColorRGB= 1, 255,0,0 ColorRGB= 2, 0,0,0 WindowsFont= 1, 238:Arial, WFF_BOLD+WFF_SHADOW, 40, 1, 2 DefaultWindowsFont= 1, IGNORE, 75, IGNORE, 20, 20, 20, 20, 10, 20, IGNORE, IGNORE, 10, IGNORE I don't know what characters you see now, but ő, Ő, ű, Ű are still not supported. [/quote] Could you try this experiment using a f363 trigger with the string in the extra ng strings, instead by using defaultwindowsfont? You could download the source of demo project, and replace in the room25 the trigger (more at left in the map) with your to show a ungarian text instead japanese text. You'll have to change also the: WindowsFont=3 in the script, with your charset and font for ungarian texts. |
[QUOTE=AkyV;6867026]
[B]CUST_BACKGROUND:[/B] Usually LoadCamera command - in title works: leaving title (starting a New Game, loading a savegame) - in level works: leaving the level (loading a savegame, leveljump, back to title) But BKGDT_LOADING_LEVEL will mix them this way: - LoadCamera of title: starting a New Game – but only if that new level is not the level with the image, or loading a Savegame - but only if that new level is not the level with the image, - LoadCamera of level: loading a Savegame - but only if that new level is not the level with the image, leveljump - but only if that new level is not the level with the image, back to title, [/quote] This is the normal behavior we wait. When you use BKGDT_LOADING_LEVEL you cover the loadcamera with your custom image for that level. While about the problem: [quote] (the LoadCamera of this level shows up for a short moment before the image) [/quote] This is a problem that I cann't solve for thenical reasons. To avoid this problem should be the level builder to set a black loadcamera (with 0,0,0,0) to have only for a short time a black screen before the custom image will be showed. |
[QUOTE=AkyV;6868016][B]Fresh revelations (with 1227b)[/B]
[B]WindowsFont:[/B] WFF_UNICODE Import Binary String button doesn’t always seem stable. If I either hit Cancel for the direct representation or hit OK to type the TXT name with @, then sometimes nothing will happen, the new string remains empty, even if I hit Update after that. (Moreover: sometimes it is able to overwrite an existent string with contents, sometimes it is not, saying even for empty strings they are reserved.) [/quote] I'll check this problem. [quote] WFF_UTF8 I created my_scripter_constants.txt in NG Center main folder, with this contents: <START_CONFIGURATION> Version=Hungarian Charset=238 PropFont=Arial FixedFont=Courier <END> Now NG Center shows authentical Hungarian characters – however: - I couldn’t find “Hungarian” language on NG Center/Settings tab. - the game still doesn’t really support them. [/quote] Really in the settings panel you see only languages for whom you have a real translation, and its own LANG_language subfolder. When you use a fake translation with only the new charset, that language will result missing in settings panel because there is no real new texts available for that language. |
[B]New revelations (with 1227d):
Supporting Hungarian charactersets[/B] You said I should try F363 instead of DefaultWindowsFont. But the problem is the same: ő, Ő, ű, Ű are still not supported. I didn’t use UNICODE or UTF8 constants. [B] Missing descriptions of these new Script constants in the history file:[/B] CUST_DISABLE_PUSH_AWAY_ANIMATION FAN_DISABLE_PUSH_AWAY FTYPE_SETTINGS – it talks about “external binary setting files”. What is that? TS_BINOCULAR_LIGHT TS_BINOCULAR_ZOOM By the way the binoculars light/zoom seems totally dumb for me. Either with the original or with the customized sounds. (Yes, the sounds are in my WAD.) [B]Binocular bug[/B] First of all, I think the remove of the graphics after hitting ESC has been fixed only for the new binocular image, not for the classic BINOCULAR_GRAPHICS. Then: if I hit ESC with the new image, then the game quits the binocular mode, showing Lara very close to the screen. (And sometimes, after some short moments, inventory will open by itself.) Now I need to hit ESC again for the proper chase camera and to close the inventory. The same with Paused menu when I hit Key P. [B] CUST_BINOCULARS/CUST_BACKGROUND[/B] You say in NG Center at Cust Binoculars that you can have not only fullscreen sized background for the binoculars if you don’t want Cust Binoculars. But Cust Background images are always fullscreen sized for me, Image command position parameters will always be ignored. [B]CUST_BINOCULARS[/B] Sometimes the compass strip will disappear right away or after more or less moments after I open the binoculars. Probably it depends on the directions: if Lara faces north or east when extracting the binoculars, that seems problematic. (Btw the compass seems a bit slow to follow how the player turns with the binoculars left/right.) BINF_SUPER_ZOOM: it says ×8,4 is the max. But it is ×40. [B]Added the url of new website to detect further new update from [update] pane;l of ng_center[/B] Are you sure? When I click on “available updates” then it says “internal error”. [B]#INCLUDE only in main script[/B] So it is not true any more, right?: [I]- In spite, theorically you could use an #include directive in another included source, upto 19 level of depth, I don't suggest to use this chance because the F1 command to find the free ID could not work, and it becomes difficultous navigate between the sources since the F6 command allows only to come back to main script.txt.[/I] [B]“Millions of updates ago” there was a FAN_USE_EXTRA_SLOT constant but it disappeared without a trace (not now but I’ve forgotten to ask so far). Was it intentional or not?[/B] I ask that millions of years ago and you said that: [I]About the FAN_USE_EXTRA_SLOT I removed it a lot of time ago but I believe to have said the reason: the animations of extra slots of lara don't wont work, so I removed it. Anyway, own in last days I discovered a bug in the extra slot animations, so pheraps they could work but I've to verify it.[/I] |
[QUOTE=AkyV;6869009][B]Supporting Hungarian charactersets[/B]
You said I should try F363 instead of DefaultWindowsFont. But the problem is the same: ő, Ő, ű, Ű are still not supported. I didn’t use UNICODE or UTF8 constants.[/QUOTE] That encoding are supported, but you must put the encoding number (For Central European is 238), later a colon mar and the name of font, like that: [U]In the Script[/U]: [QUOTE];Windows Font WindowsFont= 1, [B]238:Arial[/B], WFF_SHADOW, 40, IGNORE, IGNORE DefaultWindowsFont= 1, IGNORE, 75, IGNORE, 20, 20, 20, 20, 10, 20, IGNORE, IGNORE, 10, IGNORE[/QUOTE] [U]In the language file[/U]: [QUOTE] [ExtraNG] 0: [B]238:Arial[/B] [/QUOTE] You can see the result here :) [URL="http://i42.************/2qsa1cx.jpg"][IMG]http://i42.************/2qsa1cx_th.jpg[/IMG][/URL] As I said [URL="http://www.tombraiderforums.com/showpost.php?p=6863459&postcount=57"]here[/URL] and [URL="http://www.tombraiderforums.com/showpost.php?p=6868684&postcount=129"]here[/URL] I tested all these and they work: [QUOTE] ANSI_CHARSET (0) - West European (Windows) [Page Code: 1252] SHIFTJIS_CHARSET (128) - Japanese (Shift JIS) [Page Code: 932] GB2312_CHARSET (134) - Simplified Chinese (GB2312) [Page Code: 936] CHINESEBIG5_CHARSET (136) - Traditional Chinese (Big5) [Page Code: 950] ARABIC_CHARSET (178) - Arabic (Windows) [Page Code: 1256] [B]EASTEUROPE_CHARSET (238) - Central European (Windows) [Page Code: 1250][/B] RUSSIAN_CHARSET (204) - Cyrillic (Windows) [Page Code: 1251] [/QUOTE] The full encoding table is in "WindowsFont" Command description in: NG Center > References > New Script Commands. ---------- ---------- ---------- ---------- ---------- [U]Edit[/U]: I'm testing the new cust_background with the title, but the volume bars aren't showed. Only is here, when I load a level and I go to "Options" they are showed :confused: [URL="http://i39.************/2vdqtti.jpg"][IMG]http://i39.************/2vdqtti_th.jpg[/IMG][/URL] [QUOTE];Background Image= 2, 2, IF_FULL_SCREEN, IGNORE, 255, IGNORE, IGNORE, IGNORE, IGNORE Customize= CUST_BACKGROUND, BKGDT_TITLE, IGNORE, IGNORE, 2 Customize= CUST_BACKGROUND, BKGDT_LOADING_LEVEL, IGNORE, IGNORE, 2[/QUOTE] Cheers :) |
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