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AkyV’s released plugins
Hi, everybody!
This is the thread where you can discuss my released plugins with me or with others. These plugins are well-tested, however, if you discover a new bug, then please report it to me here, and I will (try to) fix it. Thank to everyone who sent me test results! ------------------------------------------------ Please, do not forget to check if your TRNG version is not older than the TRNG version recommended in the plugin text files! A fresh installation of TRLE and TRNG is recommended before using plugins! ------------------------------------------------ Plugin name: AkyV_Mix03 Plugin version is 1.0.0.0. Developing environment: NGLE+TRNG 1.3.0.7. Released: 05-03-2020 download Other plugins needed: mostly none. Except: my AkyVMix02 plugin for some bug fixes (see the detailed descriptions for more info). The biggest thanks to my main tester, ChocolateFan. Also many thanks to Alisa97 for testing. Also thank to anybody who gave me advices to build this plugin. Feature list: - you can adjust a set for inside/outside/underwater ambience audio tracks, when the proper track is automatically used, - you can change the properties (sample, volume etc.) of a particular sound sample in-game, - a heavily customizable feature to show the health displays (bar+text+sprite) of the enemy aimed by Lara, plus, of the enemies near her, - some special customization (eg. pulsing) to change the color of classic bars (Lara's health, Lara's air etc.) and default TRNG bars (Damage, custom etc.), - Lara's hanging strength display in a grip bar, like in Angel of Darkness (plus a condition to check this strength), - Lara's walking mode switch (walking icon, plus walking mode on/off), like in Angel of Darkness, - if you find boring and irrealistic that Lara can shoot endlessly, then the required weapon must be reloaded each time eg. if the clip in it has run out of ammo, with a new feature, - a trigger which lets you change room flags or intensities, based on editor room ID's (or some other parameters), including specified for flipped rooms, - till now, you could check the distance only between Lara and a Moveable/Static object. But with a new condition here, now you can examine it between any objects. See the detailed description here. Or in NG Center, after installing the plugin, using Export Description button. ------------------------------------------------ Plugin name: AkyV_Mix02 Plugin version is 1.0.0.0. Developing environment: NGLE+TRNG 1.3.0.7. Released: 26-12-2018 download Other plugins needed: none. The biggest thanks to my main tester, ChocolateFan. Also many thanks to Alisa97, for testing much back in summer. And also thank you, Titak and LGG_PRODUCTION, for sending some test results. Also thank to anybody who gave me advices to build this plugin. Main features: - creature shadow on/off, - enhanced variable set, with new variables, new operations, new log records, new diagnostic screen, - tiny leveljump features: scripted finish to LARA_START POS, checking the ID of the previous level, - new sprite features (variable-based position, fading in/out), - dripping Lara feature by triggers, - "raindrop on the camera lens" effect by sprites, - activating triggers during menus or loadscreens,* - checking many parameters of the actual camera, - enhanced Trigger Triggerer feature: for multisquared trigger area or for scripted triggers, - switch sequences. *: as for inventory, it is NOT compatible with JMN's ring inventory plugin. See the detailed description here. Or in NG Center, after installing the plugin, using Export Description button. ------------------------------------------------ Plugin name: AkyV_Mix01 Plugin version is 1.0.0.0. Developing environment: NGLE+TRNG 1.3.0.7 Released: 04-01-2018 download Other plugins needed: none. This plugin contains several new executable triggers and condition triggers, for different features. Several new things in this plugin are also available with easier or complex triggering and scripting, in variable and memory zone based setups, using only trng.dll. However, any variable mentioned there, are NOT used in these new triggers. This plugin is variable-free for level builders! OCB added: Quote:
Script constants added: Quote:
ACTION triggers added: Quote:
Several triggers hosting Moveable objects are not Action triggers but Flipeffects. Believe me, I had a good reason to do that, this is not a bug or an error, triggers like that work properly only this way. FLIPEFFECT triggers added: Quote:
Many Flipeffect triggers (controlling objects) of this plugin has a limitation: only one or a few objects can be used with that feature at the same time. I did that limitation because they need some extra memory: a, It is a continuous feature, we need to execute it again and again, or else the effect will be lost. Or b, New savegame data is needed for this feature. And I created that extra memory only for one/a few numbers of objects. CONDITION triggers added: Quote:
It seems the best or sometimes the only way to use some condition triggers is if you use them as GlobalTrigger conditions, not placing them in the map. (But maybe you will be more lucky than me when you test them in the map, that is why they are not only GlobalTrigger conditions.) Bug fixes: Quote:
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I actually don't get why this thread doesn't have any reply, I don't even get how I didn't post earlier to thank you for your huge work. This is not one big ready-to-use feature, but rather an extension of TRNG, which somehow makes it even more valuable because it allows for even more gameplay features.
Things like checking the rolling ball speed so we can make a puzzle where we have to make a rolling ball fast enough to shatter something for example, ro lens flare control, counting how many times a switch has been used, checking if Lara is currently on a scarab sector (so we can use it as an extension to gameplay for whatever purpose we want)... can be used in combination with other things to create even more interesting puzzles. I remember a few years ago I spent time reading the triggers TRNG had, or more recently your hidden triggers tutorials, and it actually gave me inspiration several times for interesting/new puzzles (well, I didn't actually make most of them, but still :gabisaysbequiet:). And now there is even more to think about. So thank you for this plugin, and for all the things you're helping us do in our games. I hope we'll get to see more in the future. :D |
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Yes, I am just working on my second one (probably will be released in this year), and, for example, I have just finished a really tiny feature last week: a little request to turn on/off Lara's or enemies' shadow. |
Yes I agree with Joey that this plugin is amazing and I especially love that now we can set up the audio properly, so no more background music and foreground music playing at same time!
Just curious to ask about LensFlare, I see that there are some additional options but still can`t see to be able setting up negative coordinates (for west and north) and that would be very useful for me, as I can`t rotate the map in editor and realised too lately that we can`t use negative numbers, do you think it is possible to make it work, AkyV? please? Or is it really a limitation which can`t be changed at all? |
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Recommended interval: 0 (north), 256 000 (south). Recommended interval: 0 (below - Lara's floor level), -128 000 (above - top of the sky). Recommended interval: 0 (west), 256 000 (east). So it is only recommeded, you can try bigger/smaller. Besides, as you can see, 0 is in west and north directions, not the middle. However, those are logical borders. I mean, eg. values above 256000 are really meaningless, you cannot really see real difference eg. between 250000 and 290000. And sometimes these "over-border" values could be ugly, "buggy". And again: these are NGLE cardinal points, the game is not the same. |
Maybe I did not understand well about the lensflare coordinates. in picture below is how I understood it
https://i.imgur.com/w9hZLA8.jpg 0 is at the border and can`t go any further beyond west and north while we can set up sun coordinates beyond borders of 2d map for south and east directions, the thing is if I set up lensflare for west and north the effect will move away from its location as Lara moves while it is almost impossible for the effect moving away of its place for south and east because the lensflare effect is too far away so even if we walk with Lara far to the other side of the map the effect optically stays in its location... But maybe I did not understand it well, please correct me someone if what I wrote is nonsense... EDIT: so what I want is to be able to put -256 000 for west and north coordinates |
(0,0) is not where Lara is. That can be also "far away" from Lara, who is kinda in the middle of this little map you drew.
Positive and negative number can have the same meanings sometimes. This is how it works also eg. with the layer speeds. I also explain it in my C189 trigger: Quote:
But, again, if this is not what you experience, then you can try negative values, what I say there is only recommended. :) |
A question regarding the C165 trigger.
I have this: Code:
Parameters= PARAM_WEAPON_HOLSTERS, 1, IGNORE, SIXSHOOTER_ITEM, 1, IGNORE So far nothing... Changed the framenumber in the PARAM_WEAPON_HOLSTERS command. Took FGT_SINGLE_SHOT_RESUMED out of GT46. Nothing. Have I done something wrong with the C165? :ponder: |
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(Anyway, Frame15 is only one moment, naturally, so the Resumed feature to force it to be activated only at a tick frame is not really useful, it will do it either way. :) ) |
Why do I keep missing such info! :facepalm:
Tried it and made some progress. Code:
; ---- show pistol in left holster when revolver is drawn Because that's the reason I started trying this C165 condition: to have a pistol in the left holster when drawing the sixshooter. Tried this before with scripting, but that failed. This C165 makes that easier I thought. :D However: Lara draws the sixshooter for the first time: the screen flashes and the holsters are those in the LARA_DOUBLE_MIP slot (with a pistol in the left holster). Lara holsters the sixshooter for the first time: the LARA_HOLSTERS_SIXSHOOTER appear, as it should. So far so good. :D But... Lara draws the sixshooter for the second time: the screen flashes but this time the LARA_HOLSTERS appear. Lara holsters the sixshooter for the second time: the LARA_HOLSTERS_SIXSHOOTER appear, as it should. Lara draws the sixshooter for the third time: the screen flashes and the holsters are those in the LARA_DOUBLE_MIP slot (with a pistol in the left holster). Lara holsters the sixshooter for the third time: the LARA_HOLSTERS_SIXSHOOTER appear, as it should. Lara draws the sixshooter for the fourth time: the screen flashes but this time the LARA_HOLSTERS appear. And so on. So the holsters alternate between the LARA_HOLSTERS version and those in the LARA_DOUBLE_MIP slot. :confused: And when I draw pistols, the holsters are also those of the LARA_DOUBLE_MIP slot, so with a pistol in the left holster. So I need a way to somehow reverse the effect and return to the normal holsters in between. But my mind draws a blank here... :o |
This is the general way how swaps work since TRLE. :D
I mean a swap not only a reference to a slot, but even a physical change between slots: Original: Slot A: object with X look Slot B: object with Y look Swap1: Slot A: object with Y look Slot B: object with X look Swap2: Slot A: object with X look Slot B: object with Y look Etc. I don't know, perhaps you should swap them back when she is holstering, so the proper meshes (=another swap) will be shown up when extracting the next time. :ponder: |
Can't use that F340 trigger again, because I can't pick the LARA_HOLSTERS from the list to swap to.
This one doesn't seem to work either, at least not so far with my current setup: Code:
; Set Trigger Type - FLIPEFFECT 100 Actually, I've reached the same point as back then with my variables scripting setup. :vlol: It's the alternating meshswap issue that stopped me from trying this any further. Couldn't figure out how to swap back to the holsters then either. On the other hand, what if I do manage to get it to work? How would that look when having uzi's selected before drawing the sixshooter? Lara would then have a pistol in the left holster instead of a uzi... :ponder: Perhaps I should just leave it at this. At least I can confirm that C165 is working. :D |
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I mean this trigger swaps, and the second activation swaps back etc: Quote:
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Anyway, I am not sure you need to keep swapping. I mean, after you swapped the proper object to the proper slot, then you will leave it there. It will be changed the next time only when you need the regular holsters again for the revolver. Quote:
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Titak, you could check a variable to check if Lara has swapped holsters before she draws them?
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Hhm... I don't understand how that would help, because that would still leave the meshswap system that AkyV mentioned intact.
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It was in regress’s to it happening every other time. With a variable, the game will stop checking every other draw.
If the variable is 0 or you don’t have a bit set (whatever you prefer), when she draws a revolver, change the holster and set the bit to one/set the bit. So, every time she draws a holster, it won’t swap. Again, when she draws the pistols, you do the opposite - check if the variable is 1, of if a bit has been set, then change the holster back, and reset the variable. |
Hmm... I can look into that.
I was hoping I wouldn't have to use a variable anymore because I tend to use quite a few of them in my levels these days. But it might work. I'll come back asking questions if I can't figure it out. :p |
I have two questions about the weapons:
Is it possible to have a crossbow with included and not detatchable lasersight? Is it possible to have a shotgun with a single ammo pack available? |
Both of those are a yes, but require some engine tricks.
- To preset the crossbow, you have to change the crossbow's inventory flags with scripting and trigger groups. This causes the lasersight to remake active, but you don't see the word "Separate" beneath it. - To give the shotgun a single box of ammo, you need to remove the uzis or the revolver from you level, and (with inventory flags) force the shotgun to display uzi ammo or revovler ammo beneath the shotgun (while just picking up the shotgun shells you want, with either wideshot or normal shot). Then, you tell the game to make the uzi ammo equal to whatever shotgun shells you're using. What will happen is you'll end up with uzi or revolver ammo in your inventory, so you can default the uzi or the revovler some other random object (like a timer), and hide the ammo with inventory item flags. You would (of course) force the gun to show the the statistics when clicked. - Complicated stuff without plugins (which I don't believe we have). :vlol: |
I got your mix plugin 1 Akyv, NG_Center asked me where to unpack it to.
But instead of extracting to my trle root folder, all working files got duplicated. So I have one copy in root and another in internal /Plugin_AkyVMix01 folder. I didn't notice that and compiled the script, now the newest is in the root... Is this normal? Maybe it is, but doesn't look like it. Do I need both copies? If not, which files do I need and which I can delete to avoid data loss? |
Can't you check with folder NG-Center uses for the files? :ponder:
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Not really.
NG_Center says the plugin files are used by the internal folder. Of script.dat, now I have: - in root folder: probably last compilation, 17:38 - but in subfolder: version from 15:30 when I didn't even yet have the plugin. But that version in plugin folder wasn't shipped with plugin files. I assume it was created and bound with them but the date is wrong. The script.txt is only one, in the root folder. But when I mounted the plugin, this file was auto-updated with plugin info. So I cannot really be sure what changed and where... |
I recommend to unpack first (anywhere), before installing it. Not only mine, it seems general about plugins.
Anway (should be automatical by the installation): BTN: NG Center root SCRIPT: NG Center root OCB: NG Center root DLL: TRLE root TRG: TRLE root TXT: with Plugin name, transformed into a Properties TXT, in NG Center root Other TXT: made only for the plugin install folder |
This is precisely what I did. Unpacked and selected "install from folder".
Then I did the same but "install from zip file" and there was no change. My major concern is all the duped files - is this error, backup or update... |
You don't need to install it from folder/ZIP/RAR. Those are only options.
And only one DLL was uploaded. There are no othere versions. DLL was compiled at 24-12-2017 1:33 AM. No backup, no update. I hope you used the official link. http://www.tombraiderforums.com/show...90&postcount=2 If you can still enter the test forum, then perhaps there can be WIP links there. I hope you didn't choose them... :) |
I guess I know what happened.
I unpacked to the root folder. Not installed but just unpacked. Then I clicked on "install", but the files were already in correct places... so the installer didn't know what to do and duped them into a subfolder. Does it make sense? But it doesn't explain why it duped ALL files together with plugin ones... I mean load, english, script, projects, exes, even the exported trigger txts. So... I'm gonna compare those 150MB file by file, and check the size differences... I think this is the safest, if not the only option... |
Honestly, a plugin installation should be very easy:
1. Unpack anywhere. (No, this custom folder is not the correct place.) 2. Choose "install from folder". 3. Installing... 4. As the warning message says, restart NG Center before doing anything else in the script. Project, english etc. - these have nothing to do with plugins. :confused: NG Center never did anything like that to me.... (Is it TRNG 1.3.0.7?) But duped files (not Tomb Raider, though) also happened to me, a few times (I mean, not when doing anything with plugins). I don't know what caused that, I needed a so-called "consistence check" (or what the proper English term is) to fix them. (fsutil dirty query c:, chkdsk c) |
Yep. I just unpacked to the only folder I shouldn't have unpacked to :D
De-duplicated... I mean unified the folder.... ready to test the plugin :) Let's see..... |
I did exactly as you said. TRNG crashes instantly after launch :/
This persists even after I uninstalled the plugin... dammit... I need to clean up the entire folder and reinstall the workshop. Then I'll make a video to show you precisely what happens. There's a little chance I hit some uncharted glitch or what... |
1. Video. Okay.
2. Some people reported crashes or similar issues with plugins (not only this one) when realized they don't have the minimum 1.3.0.7. Do you have? :D 3. Some of us established some weeks ago that the best way to install any plugins after a fresh installation of TRLE/TRNG. (Not for everyone. As far as I know Titak installed it successfully for a working, huge and important TRNG project, her Avalon2. Funny, anyway, that we can never say OS issue. I mean, I wrote this plugin in my old PC, under XP, and Titak uses it with Win10.) 4. After I installed TRNG 1.3.0.X (I don't remember what was X exactly), I encountered random crashes. Before doing anything with plugins. And that still exists. My solution is I have another TRLE installed as well (yes, a pure one, without any TRNG), where I use ALT+ENTER to switch on/off window mode. Perhaps also starting/loading something in that TRLE. Just for a few moments and then I exit. Then that crash is fixed. For a while... |
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As far as I can see, ng_settings.bin is the file where the list to open "last projects" is stored. Perhaps is it detected that older projects of the list aren't compatible (?) with the plugins and that causes the crash? :ponder:
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No way at least in my case: project 1.3.0.7, plugin 1.3.0.7.
Apparently klona is correct... it was this very file, ng_settings.bin. It appears to remember projects from several previous trle folders. A chunk of it even contained an... enemy jeep tutorial??? Deleted. Recreated. The projects open. Weird... Edit: In the light of the above I tried again to use the Mix1 plugin. But nope, as soon as installed it, NGLE does an instant crash. And no, it's not the project because I can't even load any. Yep, gonna make that video... |
A log info could be also helpful.
1. Launch Tomb4_log.exe in TRLE/tools folder. 2. Launch the game. It crashes. 3. Maybe you could also see the issue in the log program window, but it is the better if you can open tomb4_log.txt in tools folder: this is the result of the last run of log.exe. Probably the last row(s) of the log info have something useable about the reason of the crash. Edit: Wait, you mean NGLE, the editor, not the game? That also has a log exe/txt there, tomb5_log. |
Yep, it's NGLE not the game.
Will check out the log file. Recording for you right now... EDIT: Now I can't download your plugin at all. It says "bad gateway"... |
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No problem here... |
How odd it doesn't install properly on your end, DJ Full. :confused:
I haven't had any issues with AkyV's plugin or the rollingball plugin. I sure hope you guys figure out what the problem is. |
I guess I just made some obvious mistake or what.
Here's the entire procedure as I'm trying to follow it: |
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