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1227 u test
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But you also should mention the max. amount (number) in those descriptions. Because eg. if a builder see this: „Note: the valid range for IdGroup field is 1 / 9999”, then (s)he will think (s)he can have 9999 TriggerGroups in a level, though that is only 999. Speaking of ID’s/amounts, you should mention the new Animation command amount (256) in the description. And is that the max ID for the command? And is that also true for AnimationSlot command? Moreover, I can’t see ID/amount ranges with other command descriptions either: how much is the maximum ColorRGB command ID/amount? How much is the maximum Image command ID/amount? Etc. etc….. ItemGroup command, Switch command etc. etc….. And once more: why is the difference between flipeffect and action triggers about maximum AddEffect amount/ID? Quote:
Eg. you say you can have maximum 9999 TriggerGroup ID’s in Script/trigger but now you say that can be even 32565 in Script.??? Or eg. you say you can have maximum 2559 MultEnvCondition ID’s in Script and 1023 in trigger, but now you say that can be even 32565 in Script??? Etc.??? Quote:
"TriggerGroup. Perform <&>TriggerGroup from script.dat (mutiple performing - to use when in TriggerGroup there is some condition)" Quote:
- will start a new Organizer - will restart a working Organizer - will restart a finished Organizer - will restart a stopped Organizer so F127 is able to do the same what „first command” mode can do. On the other hand, „first command” mode is also able to do the same, not only restarting, i.e. it will start a new Organizer that has never been started before. Quote:
SC_DOUBLE_WIDTH wasn’t buggy… |
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The max number of Animation commands in same level section is 256. While for AnimationSlot is 512. Anyway I'll try to add info for all script commands about max IDs or amount. Quote:
While action trigger let only an argument of max 127. Quote:
That value (that I typed wrongly, it was 32767) is only the max Positive value you can type in a field for ID, and since it's bigger than max id (9999) there is no limitation for script commands to manage higher IDs. Quote:
Anyway it's true that it's better having the same description for both triggers. Quote:
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"Continuous" TriggerGroup is naturally the same as "multiple", but that must switched off by F192.) 1227 v test Quote:
Anyway, is there a way for a similar error message if you type not only too many commands but if you type a too big ID? Because I typed ColorRGB= 2000 (which is above that 1-1999 ID range), when I was in that 1-199 amount range, and there was no error message. |
Some other 1227 beta bugs
1. ENV Some ENV constants are made for Animation command and Lara, some of them are made for AnimationSlot command and other Moveable objects. But, technically, you can use "Lara ENV's" in AnimationSlot (to use Lara's positions as a condition for that other object's animation) or "other object ENV's" in Animation (to use the other object's positions as a condition for Lara's animation). Which is good. - Yes, I tested that. However, if I use DGX_ANIMATION Diagnostics, then the YES/NO mark won't mind "other object ENV's" in the tested Animation command, it says YES if "Lara ENV's" are true. And one more thing: DGX_ANIMATION won't work if I want to test an AnimationSlot animation. 2. DefaultWindowsFont OptionSettings - it moves only the text, the bars will keep their original positions. ExamineText - I don't think it works. ---------------------------- A crucial older TRNG bug I've forgot to mention: If two GlobalTriggers have the same IdPerformTriggerGroup and IdOnFalseTriggerGroup fields then only one of the GT's will work: GT1= if X condition is true then do A or else do B GT2= if Y condition is true then do A or else do B Okay, that is a solution if I use only one GT (if X or Y condition is true then do A or else do B), but, under some circumstances I definitely don't want to merge the GT's. ------------------------- These CUST_SFX bugs are older and not so important: TS_ELEVATOR_SQUASHED_LARA, TS_PUSHED_ITEM_IMPACT - I don't think they work. (Note: I hope sometime later TS constants will be filled up with old TRLE hardcoded sounds as well. And that would be cool if the new sound in Sound Effect Number field were even a "pure sound file", not only a TRLE sound slot, because mostly we don't really know which sound slot is free in the actual game to contain a "swap sound".) |
Paolone im making several sprites like a phone conversation with animated frames, everything works fine except for the fact that having two animated sprites on screen at the same time will cause the second (last) activated to have a flickering, ive done some tests and both sprites are ok, but they can't work fine at the same time? is there some limitaion about this? or can this be fixed :(
Parameters=PARAM_SHOW_SPRITE,27,FSS_ANIMATE,265,32 0,120,120,CUSTOM_SPRITES,33,IGNORE,IGNORE,IGNORE,1 037;lara Parameters=PARAM_SHOW_SPRITE,28,FSS_ANIMATE,665,32 0,120,120,CUSTOM_SPRITES,46,IGNORE,IGNORE,IGNORE,1 034;male edit: i also wanted a background image with "going on" text for conversation, but i found a big problem, if i use a image in full screen the game will freeze and the animated sprite wont run til i get rid of the full screen image, if i use a pop image+full screen (which the text and sprite work all fine at the same time, the text wont be printed over the full screen pop image? even if i use : Parameters=PARAM_WTEXT, 7, WTF_OVER_IMAGE, 5, 200, 0,0, 1000,1000, the text will only be visible if i remove the pop +full screen image could you please force that wtf_over_image to be true in pop images+full screen ? Image=3,25,IF_TRANSPARENCE+IF_FULL_SCREEN+IF_POP_I MAGE,IGNORE,IGNORE,IGNORE,IGNORE,IGNORE,IGNORE this is waht i mean: https://www.youtube.com/watch?v=MTtM0nJBqso ive done everything like that except that i cant get to show the text over the pop full screen image and 2 animated sprites playing at the same time will have flickering in one XD ive thought about some solutions of this by showing the first animated sprite and then the other( 2 persons dont talk at the same time anyway) and the other is to create another magenta rectangle in the pop full screen image where the text will be shown and moving lara to a dummy room that will have the same texturing as the image and make lara invisible to show the text correctly, i just dont want do this i think this is unnecessary. |
@Paolone
Find Trigger (in export script trigger mode) is buggy (i.e. Window Extra will be empty if I click the button) with CONDITION triggers if Window Extra value is 0. - Eg. I tried to retrieve this: ; Set Trigger Type - CONDITION 5 ; Exporting: CONDITION(5:62) for PARAMETER(4) ; <#> : Jumping ; <&> : Lara. (Status) Lara is performing <#>action is (E) ; (E) : TRUE (Lara is performing #action) ; Values to add in script command: $8000, 4, $5 |
With F71 I can only make sounds up to number 351 (LARA_ROPE_CREAK) play, while the sounds.txt has up to 369 entries.
Same when placing a sound from the Effects menu: the list ends at number 351. |
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About examine text, do you mean that the alignment don't work or that the examine text is not visible? Quote:
I'll have to check the code, it's a weird situation. Quote:
Anyway I'll check newly |
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Have you tried to change the position? Because aligned in horizontal and very closed is the worse situation, I presume. Try to add more distance in horizontal, or see what happes when you place first above and the second belove. At least to verify. I would perform a test but where can I find big animated sprites? Quote:
About the freezing of animated sprited with full screen image it's normal, unfortunately. Quote:
When I wached that video I was shocked, because that was a idea of mine for future version: the comunicator. A customizable interface to simulate phone calls and other hi-tech comunication between lara and other guys. You are doing the same with old trng feature, well done. ;) Anyay I'll try to fix some bug to help you in this amitious project. |
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