Oh duh... never mind then. :vlol:
My Mayvacation has started. Let's just say I'm not quite awake because its vacation. :vlol: |
Using TRNG 1.2.2.7+
Something suspicious about: Customize=CUST_BACKGROUND,BKGDT_INVENTORY,BKGDF_KE EP_GAME_SCREEN,IGNORE,IGNORE Has anyone encountered something unusual when using this script command? Took me quite a while till I figured out that this command is probably buggy. When going into inventory or pause the game the screen is blinking/flickering in random split seconds, but what is worst (it`s not 100% it`s only an assumption) that very rarely it changes the background music! I mean if I enter inventory the background music changes, or if I pause the game or if I use f5 f6 to save/load game etc... As I said, this happens very rarely, but still unsure if it really is this command causing it, but since I removed it the flickering/blinking of the oinventory screen doesn`t happen anymore and neither I`ve encountered the audio change yet so...???? anybody anything more about this? |
This really is the thread for reporting confirmed bugs.
Since you are not absolutely sure, this is best posted somewhere else, like and new thread or the TRNG chat thread, so people can test and see if it happens on their end as well. Once it has been confrimed that this script is the culprit, it can be posted here. |
Oh if so then sorry, I thought that here we can report/discuss potential bugs.. I am mostly trying to avoid creating new topics but anyway, this script is causing flickering of the inventory screen for 100% (or at least on my pc), I am just not 100% sure about the audio issue if it`s related to this or not though...
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Report, yes.
Reporting confirmed bugs. If anything is found that might be a bug and it needs to be discussed, that's what all the other threads are for. :D Just to keep this thread as clean as possible so Paolone will have an easier time finding the real bugs that he might need to look into. :) |
Sometimes the game refuses to start. Sometimes, after updating plugin DLL or building the script or converting the project (but not always if I do these things).
I checked it with the log program: Quote:
I need to restart the computer or at least log out/in, to fix it. |
I don't know if it's right thread for this kind of question, but. Is it possible to make something like "slide show" using images from PIX folder and organizers? It could be for example used for simply "cutscenes", that contain only images. Of course there is always possibility to do this as FMV, but there can be problems with them.
I wonder also if its possible to add using this method fancy effects like one image overlapping old one when coming on the screen, etc. Or only plain regular image swaps are possible. I think that it's good idea for new tutorial for forum's tutorial section, if anyone is interested to write. :) |
This thread is called TRNG - Bugs & Limitations Thread, so this is indeed not the right thread for this.
The general chat thread would be more suiteable. |
Yes I agree, I will create new thread better.
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Here's definitely a bug, of the "Script" tab of NG_Center:
If you press "go to bookmark" if no bookmarks exist, the program falls into endless, unbreakable search loop. There's no other way to stop it than terminate the process, losing all changes since the last save. Nothing big but can be annoying. |
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--------------- EDIT: I don't know if this animated textures bug has already been reported: http://www.tombraiderforums.com/show...&postcount=487 |
Arrow tile.
My tile turns black instead of having a white arrow on it with TRNG. I didn't have that problem with TRLE. I'm sorry if this question annoys anyone. I'm very new to creating my own Tomb Raider Levels. I followed a 1 hour tutorial on youtube and I'm pretty much ready to go. Except for this small problem. Any help or pointers would be very much appreciated!!!! :):):)
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^
That question is best asked in the general TRNG help and chat thread. :D The issue you are having is not a bug in TRNG. Looks like your main TRLE/TRNG folder is missing the EDGEPTR.PCX file. |
thank you
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The #Include Directive only works with a single whitespace between #include and the first "
If you have a tab between these (for example to align the script.txt), it will fail to open the #include with F5 and tells you that you are missing the " |
I read some time ago that there is bug in new TRNG versions - if you load save too many times, game will have low framerate, am I correct? Can you tell me details about this bug, when it exactly happens and are there ways to avoid it? I am using currently TRNG 1.3.0.1 and never encountered this bug so far. But if I will encounter and there is no any fix, I may be forced to switch back to 1.2.2.7.
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I have tomb4.exe 1.2.2.7 and trng.dll 1.3.0.6 and I encounter this bug.
https://streamable.com/prc5p Something that's weird is that it occurs suddenly. The FPS don't drop with the time. They simply drop once to 3-5 FPS and are only this when playing the game. Title, Inventory, Options have normal FPS. |
Thanks for answer. So another question - save is corrupted and new game is required when it happen, or restarting game will fix this? If second case, it's not that bad..
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I use tomb4.exe 1.2.2.7 and trng.dll 1.3.0.7 and I do not encounter this bug. :D
Not with my own game and not with Sabatu's game. |
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Ohh and well, can you share with me your laras sound fx :D they are amazing.. or at least tell me your source |
If game is restarted bug disappear, or save game is corrupted and only new game fix this?
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Not sure if this is described already, but in TRNG 1.2.2.7+ Action70 is buggy. There is <E> field is missing, so it can't be customized
Action itself: Code:
; Set Trigger Type - ACTION 70 |
In 1.2.2.7+,
I control bridge collision by overlapping C16 on bridge trigger. A bridge collision can be disabled when the condition is false, and it can be enabled when the condition is true. This is very applicable. But in 1.3.0.7(1.3.0.0 or later), It does not work. Bridge collision is disable even if the condition is true. I do not know if this is a bug. Does this issue will be fixed in the future? |
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@ Dustie
Well, I think so too. I will use 1.2.2.7+. Thanks for the reply.:) |
Yeah, Paolone has not been active for a while and most likely will not continue TRNG.
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Hi!
When I'm opening the diary in game the audio on channel 2 is aborted. Is there a way to change that situation? I'm using 1.2.2.7+ |
Hi, Maati!
There's a chapter here about it. |
Yeps, I've read it and didn't found the answer :(
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Swap them.
Use a GT to play your looping background track on channel 2. Use channel 1 to play your other tracks. Tracks that play on channel 1 won't be interrupted in the diary. This way when the player leaves the diary the background track will continue in channel 2. |
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I have an odd issue currently with NG_Center where I request to update from 1.3.0.0 on the control panel of the program and all I receive in the downloaded folder instead of "TRNG_Installer.exe" is something called "BaseFolder.bin" and nothing more.
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I've noticed there is a limitation with how many objects you can apply transparency to using an A53 trigger before these objects themselves start disappearing completely or the transparency is removed. Maybe its already been posted here I'm not sure...
I was using a number of movables in condition triggers using there transparency level as the condition. I then tried to use a movables current animation instead but this hasn't consistently been stable in save game memory on a reload. I wonder does anyone have any other tricks that work for condition triggers other than using variables? Cheers :) |
Very interesting to know about the transparency limit.
I always use the "creature is currently: active" condition for my globaltriggers, using random static movables that have no real animation (MIP objects are not savegame stable, though). Hopefully this is some info that helps :) |
Ahuh! Nice one :D, I've given this a try with some mixed results.
Initially this wasn't working consistently for me, maybe its because I was using a bridgeflat as the 'static' moveable. I was using the conditions - 'is not yet activated' and' is dead' as I was 'killing' it so the collision and dummy trigger were removed. Instead I'm now using a +TGROUP_NOT 'living and that seems to work consistently so far. I had the same problem surprisingly with a flame emitter. I tried all combinations of the living/active dead/inactive conditions and so far The game still thinks its active when I haven't triggered it so I will probably just use something else in this instance, Oh how I wish for another 100 or so variables to boss around :D At least I'ts teaching me to be more efficient, but I would really like to have released this damn level a month ago at least by now lol. |
This is what we get for being so ambitious, Loch :vlol:
And yes, I originally also tried using Bridge_Flats with failed results! Then I tried MIPs with failed results. I've never had trouble with Smoke or Flame Emitters, though... Either way, normal Animating 1-16 appear to be most savegame-stable for me for this trick :) |
Thats so good to see we are getting the same results. Its probably something I missed with the flame emitters but I got it to work with the 'killing' of the bridgeflat instead so I will leave that alone unless it doesnt hold.
Glad to see we can have confidence in the Animating objects also, thanks for that research ;) |
Hi! Did anyone notice that shatter with ocb 1024 can be destroyed not only by explosives but also with shotgun? :confused: Also I'm not using Customize=CUST_SHATTER_SPECIFIC
Is this a bug from 1.3.0.7 or it's just for my game? :confused: |
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From NG_Center:
If you add 1024 to ocb of some shatter object you can increase its hardness and the static will be destroyed only by explosive ammo (not flash grenade), sphinks, jeep, sidecar and Rollingball (if it has correct OCB). .. and it should be destroyable only with explosives, but I've weird bug that in whole game I can use also shotgun (not pistols, sixshooter etc.) |
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