Is there a reason why it's only possible to have 4 different BAR_CUSTOMs in an entire script? The reason being to have several to show certain enemy HPs with their individual name. Preferably it would be great to have more, but if it's something that cannot be increased then I can work around it. :)
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Bug:
When Using Flipeffect Code:
Sound. (CD) Play <&>CD Track on (E)channel with final restore of old track |
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Brilliant! See...I don't have enough lateral thinking for this. :hea::D
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How many flame emitters can be activate at the same time without problems?
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Huge crash,when I try to load my PRJ of the Mansion:mad:
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Version=1.2.2.2 |
@TR_Freak
The crash repost doesnīt help much. I gues you have to rely on the usual crash removing routines (going back to older backups, changing this and that and finding out possible reasons etc.). Quote:
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No Backup avaible.
I wanted to make one...didn't expected that. The Messages say Evil: Unknown Object Type Detected in Room0 in case (0,0) and Broken Map at Room 37 (auto repair) and the Evil unknown... - message repeats over and over again until I press OK at the message skipping - Crashreport. |
If i have this in the script:
Rain= RAIN_ALL_OUTSIDE i got a problem with the waterfallmist. (OCB 17384 normal turqoise mist) In front of it the nullmesh will flickering and disappearing. :( If Lara will goes behind it, it is normal. If it is not raining, the waterfallmist will be working fine on both sides. Can anybody acknowledge this bug? |
There are some problems with the Cust_flare type. If I change te lifetime there are strange lights and when the sparks are on, the sparks will apear everywhere at the end of the flares life.
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Unconfirmed.
Haven't had any of those two problems with the flares. But maybe someone else has? All I have is that there's some green light right before the flare goes out, even if I changed the colour of the flares to something completely, like red or blue. But this is a known issue already. |
http://www.youtube.com/watch?v=3Z8TxUL4DUk
Is this the flash you get? That is a result of changing te lifetime. ;) And as you can see (hard to see) there are some random flying sparks above te flare at the same time as te flash. It also happens in Lara's hand. |
Looks like that's it.
It's a known bug. Not sure if Paolone is working on a fix or not. Not sure about the sparks though. I've never noticed it and since I'm not using flares anymore... |
Plz Help
when I tried to download TRNG it stopped and said that i had to have NG_CENTER installed and that i could get it by downloading TRNG Mk1 Full Installer , when i tried to download that it said i had to download NG_CENTER first , which was what i was installing Please Help :)
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Don't download the MK1 installer, but the first TRNG installer (I believe it's this one). Then install TRNG Mk1/2.
And welcome to the forums:) |
with the new update of TRNG you could build TR4 with about over 140 wad texture pages.
But what about Wadmerger? What does it bring to us, if wadmerger can't build such big wads? Or can manage wadmerger this by now? |
I'd say: "try and find out."
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what is your biggest wad that is running fine?
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the Y-Orign command of Cust_Bars command don't work.
Customize= CUST_BAR, BAR_LOAD_LEVEL, IGNORE, 15, 500, 150, 12, 1, 2, IGNORE This value is still ignore, if i modify it, the bar is at top of the screen. (like 0 value) Only the "IGNORE" can move the bar down to the orginal value of "444". Also this bug Quote:
http://www.bilderhoster.net/thumbs/cm8tf6y5.jpg |
It isnīt about the torch, but about the flare,l.m.. So you show a completely other problem about the torch.
And be preciase, what you say. So what you say above is wrong. The problem only arises with BAR_LOAD_LEVEL and not with all the other bars. |
ups, i missunderstand torch / flare.
yes, you are right the problem with the bar is only for the load bar. |
It would be nice to fix the Lara swap joints mesh bug.
Until now only joints could be swapped that have the original LARA_JOINTS meshes. Only the textures could be changed. also it would be nice to have a script entry for preserving Global Variables after a Resethub like the PreserveInventory=Enabled command does. It would also be nice to disable some weapon ammos like for the shotgun ,grenadegun and crossbow (just for harpoon possible) |
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I don't know to be honest since I'm not using version 1.2.2.3.
It's the information Raymond posted in the Updates Test thread. |
Just test and see. I tested it only for the shotgun, so more tests are welcomed!
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In the (E)xtra dropdown box for the floor collision flipeffects, the number of clicks appears twice.
Decrease floor collision by 1 clicks Decrease floor collision by 1 clicks Decrease floor collision by 2 clicks Decrease floor collision by 2 clicks etc Pressing the Hide Constants button shows a different number for each selection of the same number of clicks. BTW if you set collision this way the box data is not changed so if you create a 4 click high collision above the floor, Mummies, for instance, ascend the block. You need to mark the sector as a grey (box) sector to prevent this. |
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Increase floor collision by 1 clicks Decrease floor collision by 1 clicks Increase floor collision by 2 clicks Decrease floor collision by 2 clicks etc |
I remember there first being a whole bunch of Increase values and then a whole bunch of Decrease value (or visa versa but I can't remember).
But now it is indeed as Sapper says: Decrease floor collision by 1 clicks Decrease floor collision by 1 clicks Decrease floor collision by 2 clicks Decrease floor collision by 2 clicks etc |
I used the next FlipEffect trigger in my level:
http://img268.imageshack.us/img268/2903/image4ps.th.jpg Then I tested it in the game and Lara actually walks on it. So she's staying on an invisible step, one click above the floor :) Here you can see that I'm very close to the square with the collision trigger, so her shadow is on it: http://img121.imageshack.us/img121/8166/image5nl.th.jpg |
Hm I am just wondering...
Can the collision flippeffects be exported to a TG for that specific square , to avoid filling the room with triggers ? |
I think not, because I clicked "Export Script Trigger" button but this is what I got in the .txt file:
Code:
; Exporting: TRIGGER(16896:0) for FLIPEFFECT(314) |
This is explicitely a no.
For the double entries: The first is an increase, the second a decrease of collision level. So yes, they cause different collision. Just a little fault. |
i've lately been playing Angel of Darkness that, as you know, despite the bad gameplay has a pretty fluid fps (frames per seconds for those who doesn't know)
Today i run the tomb4 after weeks i didn't do it, and as soon as it opened i thought "what the heck, why does it go this slow? I shouldn't have problems at running it" Then i realized it is just its original fps (30) being very low, it's a pity we can't make it higher |
Binoculars bug?
Binoculars bug?
I'm not sure if this has been reported this and/or whether or not it is present in other versions as well. Gerty has also reported the same bug with games she has been playing but I don't know which DLL versions those games used. :o Anyway, I'm currently using TRNG 1.2.2.3-beta (which does not have the mirror-water bug...) and this is what happens when I use the binoculars and look down with them: http://www.tombraiderhub.com/dstorag...ocularsbug.jpg It only happens when looking down. Looking straight forward or up does not cause this. The bug is annoying because Lara can really get in the way when using the binoculars to look down into pits or something. :( I tried some different settings for the chase and look cams with the CUST_CAMERA command but no luck. Is there a way to fix this with the current TRNG features or would this be something for Paolone to tackle? |
Lara could be looking down because its gone into look mode...does she appear when she has look transparency?
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I do indeed have it disabled... *** EDIT *** Yes, she also appears then, only then she is semi-transparant instead of solid. |
I know you make her look down, im saying the binoculars put her into "look mode" so moving the binocular viewpoint down made the model lean forwards.
Something i find rather odd (on a different yet related subject) about the disabled transparency is that lara's polygons vanish far further away when the camera gets close than the TREP patch ever used to. |
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Yes, Lara does indeed lean forwards a bit. But this "Lara getting in the way" does not happen with the original TRLE. Quote:
My guess is that this is also what's causing that binoculars bug and that's why I also tried to fiddle a bit with the distance for the chase cam and look cams through the script. But I only fiddled with the distance values. Perhaps the V and H orient will make a difference? I'll have to try that. :D Speaking of the cams, when you make the distance for the chase cam closer (eg 1000) to Lara the whole environment looks better in proportion with Lara. When you make the distance larger (eg 2000), she looks tiny in comparison. :D I've now settled for something a little closer than default. :D |
I canīt reproduce this in my test-level. So it canīt be a general issue, it must be something specific. I saw this problem on some screens in stuck forums. So it happens also to some others.
It may be difficult to find a cause and a fix. |
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