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__________________ If you use NewSoundEngine= DISABLED in the latest TRNG version (really since 1.3.0.0) the game will crash after a few minutes. I think it might happen when the game tries to loop the ambience track but I'm not 100% sure. Not really a bug but in TR4 you could move pushables over pickups and nullmeshes but in TRNG that's not possible anymore. If you set the "clear body" flag for the items, Lara can move pushables over those objects but saving and reloading the game will remove them from the game. It would be nice if the TR4 behaviour could be restored. |
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Not an OCB, but a flag, FFS_PUSHABLE_CAN_OVERSTEP_IT, which is used in the Customize= script. Quoting the description from the reference:
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Well, the pushable issue is fixed then :D
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I don't know how old bug is this but I can abort the little beetle emission if I save the game when the emission is being performed, and then load that savegame.
After that, even if the beetle trigger is One Shot (as it should be!) I am able to re-activate the trigger, so the emission will continue. |
Thank you for the notice AkyV, I'll remember it when playing a game with little beetles in it. I hate them. :D
(not digusted, scared or anything, they're just extremly annoying because they're hard to avoid and can drain your health very fast) |
Would love to see enemies not being blocked in an unflipped room by enemy boxes which are in the flipped room. This seems to be a bug which seems to be hard to avoid in an elegant manner.
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I don't know, Elio. I can't confirm it. Perhaps it is only a very specified situation. :ponder:
What if you try it in another (test) project, perhaps with other room properties/sizes, other enemies? |
To me it's probably not a bug but a "limitation" due to how boxes are calculated.
Flipmap rooms are placed somewhere else in the map before they're triggered, they are not really connected (that's also why there are visible seams with the lighting at the connection of a flipped room and a normal room), so probably the boxes are generated separately, not taking care of the surrounding rooms when the converter computes boxes for the flipmap room, unlike when it probably does with the normal rooms. I may be completely wrong, I find boxes quite hard to imagine without a visible map of what they look like. There were some pretty good explanations on boxes and zones by MontyTRC in the Tomb Editor thread, maybe it/he could shed some light on this topic? Maybe the problem indeed lies in the way boxes are generated and this way it's not the engine that could correct this problem, but the editor. Maybe. I'm absolutely not sure. Kay? :pi: |
I have a question: did the last TRNG update change something in the way TRNG uses keyboard language? I am quite positive that either Room Editor or NG Center changes my keyboard language from PL to ENG. Since I'm on Windows 10 I cannot just delete ENG keyboard anymore, so I have to look for other ways to fix it.
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