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Paolone 10-12-13 20:51

[QUOTE=AkyV;6943111]And now something different, about variables again:

Once you said F297 is okay for you, I said it is buggy.
Now I have some new info: F297 is okay for me only if there are no Empty slots in the room list, before the given room slot.[/QUOTE]

This is a interesting news. I'll check...

raiderromero 11-12-13 14:13

[QUOTE=Paolone;6958835]But what buttons? Those you typed in this message (draw doors and ctrl+o) or those are other different bugs?
[/QUOTE]
yeah draw doors and reload wad objects

[QUOTE=Paolone;6958835]
It could be a nice idea. I'll if I can add an option to handle this limited draw doors features.
[/QUOTE]
good, cause draw doors crash is very annoying XD in fact is waht most causes crashes.

[QUOTE=Paolone;6958835]
To solve this problem I need of a wad that generated that error.
Just using the sapper version to have always this error with Ctrl+o? [/QUOTE]

yeah i only use sapper lastest version , anyway all my wads which use the extra slot in statics will cause this wierd error, so all of them im currently working on make this happen, il send you a wad level later, but you may not be able to reproduce this bug cause it sometimes happens, yesterday i was working on some objects and didnt have this bug, il see if i can upload a video too, cause i also think its related to the room you are, i mean, it is full from objects, when having this error "unknown mesh type" and there is not crash, many other objects will disappear in the room until i realod the wad again...

AkyV 12-12-13 07:03

[B]About 1.2.2.7w

PART1[/B]

1. EDGX_ANIMATION_SLOT
DGX_ANIMATION text is always on the screen. But I think the diagnostic text for EDGX_ANIMATION_SLOT is on the screen only at the first frame of the original animation you want to swap. It is too short time.

2. EDGX_CUTSCENE_LOG: missing from History.

3. I can’t take screenshots (F3) during demos (cutscenes).

4. cutscene_frame_memo_log.txt
I can’t see this log after hitting F8.

5. demo frames: the counter is not running if a menu is open. That possibly makes the information of F8 pause false.

6. EDGX_RECORDING_DEMO
The description doesn’t contain these Diagnostics texts: erase, restore erase, L-actor, E-actor.

7. SPC_HEAD/LOOK
The effect will be somewhat too short (seeming buggy), i.e. I need SPC_PAUSE so the effect will have enough time to play. (Or is that enough if HEAD/LOOK is not the last command???...)
Note: then I experimented this with other SPC’s as well, eg. SPC_TEXT.

8. SPC_SEQUENCE
This seems buggy for me: eg. if I have 3 headmeshes, then perhaps (?) only one mesh will be shown, and always only for a short while. If I play the same sequence with F10, then two cases are possible:
- the three meshes will be seeable for different times. Almost all the time of the sequence shows only the first mesh.
- the first mesh will be seen forever. Even if the sequence ends.

8. SPC_SYLL
I had problems with that if I restarted the level to play the cutscene again (without quitting the game) or if I played it with F10. I mean the Organizer started the Parameters command (i.e. its first command: mouth movements) in those cases not in the proper time but later.

(Item7+8+9 was made with Lara and LaraHeadMesh1 slot. Usually I tested only one or two commands in Parameters line at the same time when I got those results, and using an Organizer only with a few events.)

[B]To be continued…[/B]

-------------

Old things:
1. You said in NG Center/Reference we couldn’t use BKGDT_TITLE for static title images for the time being. It is not true – however, you need the DefaultWindowsFont technique to see the main menu texts.

2. You may need to start a trigger description section in NG Center/Reference. (In the future. I think it is not the most important thing now.)
Some triggers seem complicated without a description.

3. You haven't reacted upon this bug yet:

[url]http://www.tombraiderforums.com/showpost.php?p=6941323&postcount=312[/url]

AkyV 13-12-13 20:48

[B]About 1.2.2.7w

PART2
[/B]
1. FMOV_APOLLO_GRAVITY
- The speed change from slow to max is hardly seen. (I mean, the accelerating part is very short.)
- With Anvil gravity, the fall will stop automatically, if the object reaches the floor. With Apollo gravity, I suspected something similar (“if the object reaches the ceiling”) but nothing happened, the movement seems never ending. Even if I typed a given “distance” in PARAM_MOVE_ITEM.

2. FMOV_APPLE_GRAVITY
The speed change from slow to max is hardly seen. (Better than “Apollo”, but I guess it’s not enough.)

3. FMOV_FROG_JUMP_GRAVITY
Does nothing.

4. FMOV_EXPLOSION_GRAVITY
I experienced the distance of the vertical movement and the speed of falling depend on the vertical speed. Theoretically it should be logical, but it has several inverse (buggy) effect:

- With big speed, the vertical distance is little, so the acceleration is hardly seen (though the speed doesn’t seem slow), falling fast.
- With little speed, the vertical distance and speed is huge, the acceleration is big, falling slowly.

5. FMOV_IGNORE_FLOOR_COLLISION
Is it a never ending movement? Couldn’t I stop the sinking if I type a given “distance” value?

6. FMOV_WAIT_STAND_ON_FLOOR
I don’t really understand this. My “distance” values will always be ignored in the case of gravity, the item will always fall exactly to the floor. So, for me, this constant seems useless.

7. New DIR flags
It would be interesting (and more realistic) if the moved item were able to follow the target position. Eg., according to the actual status of DIR_HEAD_FOR_EXTRA_ACTOR, the item will follow the position of the actor that the actor had in the moment of the activation, even if the actor leaves that position while that item is moving.
And/or (!) it could be even a 3D vector instead of being a 2D vector.

8. DIR_INVERT_DIRECTION
I can’t see any effect with DIR_TURNING flags.

[B]To be continued…[/B]

AkyV 16-12-13 19:58

[B]About 1.2.2.7w

PART3[/B]

1. Won’t that new Extra field of PARAM_MOVE_ITEM mess older PARAM_MOVE_ITEM commands up?

2. Cutscene cameras:

- Cutscene. Camera. Actor with (E) role will look Actor with <&>role (E actor subjective view, E actor not visible)
Isn’t this trigger possible?

-F391: bigger values (above 255 frames) to freeze the camera seems buggy: the frozen status will be too long or to short, compared to the adjusted value.

- F396
This trigger has a wrong POV. It will always look exactly downwards, to the actor (being exactly over him), very close to him.

3. You say C88-C90 for the actors are almost the same as ENV_DISTANCE…
I don’t really get it. So do ENV_DISTANCE… constants work for even enemies, not only Lara?
I thought only the new ENV’s (NO_BOX…, ENEMY_SEE_LARA) works for AnimationSlot, but the old ENV’s are for all Lara.
So any ENV can be useful either in Animation or AnimationSlot command? So eg. I can try ENV_MONKEY_CEILING for a monkey-swinging enemy or ENV_LARA_IN_MICRO_STRIP for another one, in AnimationSlot?

4. F397 is a cool trigger to change the single meshes of Von Croy, even out of cutscenes.
I see there are several parameters in this trigger. But you may create a new PARAM constant (PARAM_CHANGE_MESH?) to expand this trigger for each Moveable slot, so all the slots will be able to change any of their single meshes.

5. A92
It is called A91 in the History.

6. Examine text bug
I don’t think it is fixed. Moreover now I think at least one but maybe more other fields (I tested only InventoryItemName) seem also effectless now.

7. A88
Not a bug, only a note:
This trigger is also useful under non-cutscene circumstances: eg. I have an ANIMATING (as an actor though there is no cutscene playing), I force an animation on that to go forwards, and then the object will stop by itself when hitting the wall – without any non-realistic “going through the wall” effect. (Because eg. I can’t antitrigger the ANIMATING, because I don’t know where it reaches the wall, where should I place that HEAVY to stop itself. Besides, a HEAVY will stop it BEFORE reaching the wall, when reaching that trigger square.)
Or, when the same ANIMATING reaches a slope then it will go up it, not going INTO the slope. – Before the current TRNG, it was possible only with a complicated sequence of PARAM_MOVE_ITEMs or similar ACTION triggers.

[COLOR="Blue"][I]These things make a thought come to my mind:
Some years ago I made a demo project about “people in the streets”, including some cutscene features in real game time.
I tried to simulate repetitive animations here so eg. when a few ANIMATING men, moving car etc. do their own routes again and again, then they will seem not a few but several people, so the street looks busy - though I used only a few ANIMATINGs. A very interesting environment for Lara!
See here:

[url]http://www.skribblerz.com/tuts/ngle/ngle2/pedestrians.htm[/url]

Would you download it and try it, please?
I mention several problems both in the tutorial and in the Readme.txt.

I mention the most important problems now:
- You can’t play through the whole tutorial level in the game (as I say in the readme, you need to restart for each room), because, as I say:
“There is a total transported/moved ANIMATINGs amount limit in a level. So, for example, if you move 6 ANIMATINGs in a room, then stop them, and, after that, move another 6 ANIMATINGs in another room, the setup of the new ANIMATINGs may fail - though, if 6 ANIMATINGs move at once, that should work, that is not so much.
I don't know the exact limit, but I think you cannot transport/move - aggregated - even 10 ANIMATINGs in a level.”

- The last room (called Street Room) is the diamond of the tutorial, showing a complete busy street (looking very nice, I hope). Many objects will control themselves again and again, with HEAVY triggers. However, as I say in the readme, after some time, you need to restart them, or else they will ignore their HEAVY triggers. Is it some memory limit?

- That street is only one room, because ANIMATINGs can’t really be there but only its own room. That is annoying in that setup. Is there a way to move ANIMATINGs not only in their own rooms, in a nice way?[/I][/COLOR]

8. (EDIT:

[QUOTE]- The max durate for recording is about 25 minutes. If you reach this limit the recording will be stopped byself.[/QUOTE]

For a single demo or or aggregated all the 1-999 demos of the game?)
-------------------------------------------------

Some old things I said before – without answers so far ;):

1.

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

2.
If Lara stops moving then F119 camera stops following the moving the non-Lara target – though the camera won’t be switched off, keeping the actual position, keeping turning towards the target.
If Lara starts moving again, then the camera will start following again – as if it had been switched on just now.
(I activated the camera with this TriggerGroup: A42-A41-F119.)

3.
I think F290 in „first command” mode or this new F376 is not really necessary, because F127

- 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.

(I.e. F290 in „first command” mode or this new F376 would be useful only if it is able only to restart Organizers, not starting the ones that haven’t been started yet at all.
So now F127 would work fo starting/restarting, F290”first”/376 only for restarting. Which would be logical.)

Paolone 19-12-13 14:00

[QUOTE=AkyV;6959843][B]About 1.2.2.7w

PART1[/B]

1. EDGX_ANIMATION_SLOT
DGX_ANIMATION text is always on the screen. But I think the diagnostic text for EDGX_ANIMATION_SLOT is on the screen only at the first frame of the original animation you want to swap. It is too short time.
[/quote]
Ok, I'll check, I had not either the time to verify the new EDGX_ANIMATION_SLOT flag
[quote]
3. I can’t take screenshots (F3) during demos (cutscenes).
[/quote]
While there is the playing of demo, I suppose. Ok, I'll see what I can do.
[quote]
4. cutscene_frame_memo_log.txt
I can’t see this log after hitting F8.
[/quote]
That log name is outdated. Now the f8 signal is in "cuscene_log.txt" file. I'll have to correct the description of EDGX_RECORDING_DEMO value.
[quote]
5. demo frames: the counter is not running if a menu is open. That possibly makes the information of F8 pause false.
[/quote]
Really it's not possible showing the frame counter in menu but the counter is running. We could say that is not possible freeze the demo while is some menu context.
[quote]
7. SPC_HEAD/LOOK
The effect will be somewhat too short (seeming buggy), i.e. I need SPC_PAUSE so the effect will have enough time to play. (Or is that enough if HEAD/LOOK is not the last command???...)
Note: then I experimented this with other SPC’s as well, eg. SPC_TEXT.
[/quote]
It's true but this is normal. To allow the overlapping between mesh commands (SPC_SYLL, SPC_SEQUENCE) with other moving commands (SPC_HEAD SPC_LOOK) the two kind of commands work in indpendent way by.
Pratically if you perform two "move/look" commands with no mesh command in the middle, the first will be not visible, because immediatly covered by the first.
So, or you type mesh commands, after a move/look command, or you use a SPC_PAUSE command for the time you wish it remain before next move/look command.
Same speech for text that have not a time of durate.
[quote]
8. SPC_SEQUENCE
This seems buggy for me:
[/quote]
It seems to me, too. :(
I've just checked and there is some trouble.
[quote]
8. SPC_SYLL
I had problems with that if I restarted the level to play the cutscene again (without quitting the game) or if I played it with F10. I mean the Organizer started the Parameters command (i.e. its first command: mouth movements) in those cases not in the proper time but later.
[/quote]
But do you restarted level before demo has been completed?
Have you verified if this problem happens always or only when there is EDGX_CUTSCENE_LOG diagnostic flag?

Paolone 19-12-13 14:21

[QUOTE=AkyV;6960823][B]About 1.2.2.7w
3. FMOV_FROG_JUMP_GRAVITY
Does nothing.
[/quote]
I had tried and it worked. You have to set also a horizontal speed and distance and the frog gravity move up the item in frst phase, and then it falls down.
About other type of gravity remember that you can also customize furtherly them typing a percentage in high byte of speed field.
In this way you can get many different results.
I know that a pefect physicall simulation has not been reached but at least now we have also accelerations other than constant speed with trng action triggers.
[quote]
5. FMOV_IGNORE_FLOOR_COLLISION
Is it a never ending movement? Couldn’t I stop the sinking if I type a given “distance” value?
[/quote]
I believe you can.
[quote]
6. FMOV_WAIT_STAND_ON_FLOOR
I don’t really understand this. My “distance” values will always be ignored in the case of gravity, the item will always fall exactly to the floor. So, for me, this constant seems useless.
[/quote]
Surely it will be not so often used, anyway in the case you wish simuate the falling down of an item, linked with a rope (or other...) that stop it before touching the floor you'll have to omit FMOV_WAIT_STAND_ON_FLOOR flag, set a gravity and compute a distance to stop the item to get it floating in the empty.
[quote]
7. New DIR flags
It would be interesting (and more realistic) if the moved item were able to follow the target position. Eg., according to the actual status of DIR_HEAD_FOR_EXTRA_ACTOR, the item will follow the position of the actor that the actor had in the moment of the activation, even if the actor leaves that position while that item is moving.
[/quote]
It is possible, just using FMOV_INFINITE_LOOP flag and setting a very short distance, and at each new cycle the direction will be updated to current position of target.
[quote]
8. DIR_INVERT_DIRECTION
I can’t see any effect with DIR_TURNING flags.
[/quote]
Weird, I tried all those direction and they work.
You have to use a wide distance and let the time to turning setting right speed rotation.

AkyV 19-12-13 20:42

[QUOTE=Paolone;6964409]But do you restarted level before demo has been completed?[/QUOTE]

No.

[QUOTE]Have you verified if this problem happens always or only when there is EDGX_CUTSCENE_LOG diagnostic flag?[/QUOTE]

I inspected this, and, unfortunately, I must say, with or without that flag, it seems hardly controlled.
I suspect it is some kind of "you need to restart the EXE to fix it" problem for me.

Paolone 19-12-13 21:11

[QUOTE=AkyV;6962570][B]About 1.2.2.7w

1. Won’t that new Extra field of PARAM_MOVE_ITEM mess older PARAM_MOVE_ITEM commands up?
[/quote]
It's true but I hope to have fixed those problems in "x" release.

[quote]
2. Cutscene cameras:

- Cutscene. Camera. Actor with (E) role will look Actor with <&>role (E actor subjective view, E actor not visible)
Isn’t this trigger possible?
[/quote]
I've not thought to add that, because already this view is not so fine, more if from an actor look another we get a view that could be the same of common cutscene camera from some angle.
Between lara and leading actor we can suppose a dynamic action where, for instance the baddy (leading actor) chases lara with his subjective view but between two other actors it's less probable.
[quote]
-F391: bigger values (above 255 frames) to freeze the camera seems buggy: the frozen status will be too long or to short, compared to the adjusted value.
[/quote]
Probably there is a max limit about freezing, in this moment I don't remember, I'll check.
[quote]
- F396
This trigger has a wrong POV. It will always look exactly downwards, to the actor (being exactly over him), very close to him.
[/quote]
When two actors are very close it's true. The problem it's that I used the default target method for cutscene camera and it works with coordinates of target item, but the Y coordinate (height) is always on the floor, therefor when two actors are closed usign subjiective view you have that bad result.
It's better using subjective view only when there is some distance between two actors.
[quote]
3. You say C88-C90 for the actors are almost the same as ENV_DISTANCE…
I don’t really get it. So do ENV_DISTANCE… constants work for even enemies, not only Lara?
I thought only the new ENV’s (NO_BOX…, ENEMY_SEE_LARA) works for AnimationSlot, but the old ENV’s are for all Lara.
So any ENV can be useful either in Animation or AnimationSlot command? So eg. I can try ENV_MONKEY_CEILING for a monkey-swinging enemy or ENV_LARA_IN_MICRO_STRIP for another one, in AnimationSlot?
[/quote]
Almost all condition can be used for enemy in AnimationSlot.
The monkey state does exception because it is an hardcoded state id for lara while there is no standard for enemies. Ok, ninja is able to monkey but he is an exception.
The animationslot uses a simple trick (but with some limitation)
Before using code that has been done for Lara, replace temporarilry in Lara structure the enemy, in this way the code works for lara structure but it has the coordinate of enemy.
ANyway this method works for his position but about state id or monkey or item in the hands ect, it will not work.
In that case you'll have to create specfiic conditions about current animation/state id of enemy.

[quote]
4. F397 is a cool trigger to change the single meshes of Von Croy, even out of cutscenes.
I see there are several parameters in this trigger. But you may create a new PARAM constant (PARAM_CHANGE_MESH?) to expand this trigger for each Moveable slot, so all the slots will be able to change any of their single meshes.
[/quote]
Theorically I may do everything in this trle-world (perhaps I'm god :D) the only thing that I've not of god is his endless time. :(
I need of complete this huge developing of 1.2.2.7 version, and then, with new version, alls will be able to add everything they wish. (and so also they will become god ;)
[quote]
5. A92
It is called A91 in the History.
[/quote]
Oh, well, I'll check.

[quote]
6. Examine text bug
I don’t think it is fixed. Moreover now I think at least one but maybe more other fields (I tested only InventoryItemName) seem also effectless now.
[/quote]
But I worked on position of examine text, like those about snakes enigma, Now you can move up or down the begin position of the examine text.

[quote]
7. A88
Not a bug, only a note:
This trigger is also useful under non-cutscene circumstances: eg. I have an ANIMATING (as an actor though there is no cutscene playing), I force an animation on that to go forwards, and then the object will stop by itself when hitting the wall – without any non-realistic “going through the wall” effect. (Because eg. I can’t antitrigger the ANIMATING, because I don’t know where it reaches the wall, where should I place that HEAVY to stop itself. Besides, a HEAVY will stop it BEFORE reaching the wall, when reaching that trigger square.)
Or, when the same ANIMATING reaches a slope then it will go up it, not going INTO the slope. – Before the current TRNG, it was possible only with a complicated sequence of PARAM_MOVE_ITEMs or similar ACTION triggers.

[COLOR="Blue"][I]These things make a thought come to my mind:
Some years ago I made a demo project about “people in the streets”, including some cutscene features in real game time.
I tried to simulate repetitive animations here so eg. when a few ANIMATING men, moving car etc. do their own routes again and again, then they will seem not a few but several people, so the street looks busy - though I used only a few ANIMATINGs. A very interesting environment for Lara!
See here:

[url]http://www.skribblerz.com/tuts/ngle/ngle2/pedestrians.htm[/url]

Would you download it and try it, please?
[/quote]
Wow, I'll do in next days.
It is a very amazing idea, I had the same many time ago because the world of Lara is really sad: desolate and with only some enemy to kill.
I had thougth own to create people slot and some recursive movement to use newly same people many times.
I believed it was an original idea but now I discover you had same idea first than me. My compliments! :D
[quote]
I mention several problems both in the tutorial and in the Readme.txt.

I mention the most important problems now:
- You can’t play through the whole tutorial level in the game (as I say in the readme, you need to restart for each room), because, as I say:
“There is a total transported/moved ANIMATINGs amount limit in a level. So, for example, if you move 6 ANIMATINGs in a room, then stop them, and, after that, move another 6 ANIMATINGs in another room, the setup of the new ANIMATINGs may fail - though, if 6 ANIMATINGs move at once, that should work, that is not so much.
I don't know the exact limit, but I think you cannot transport/move - aggregated - even 10 ANIMATINGs in a level.”

- The last room (called Street Room) is the diamond of the tutorial, showing a complete busy street (looking very nice, I hope). Many objects will control themselves again and again, with HEAVY triggers. However, as I say in the readme, after some time, you need to restart them, or else they will ignore their HEAVY triggers. Is it some memory limit?

- That street is only one room, because ANIMATINGs can’t really be there but only its own room. That is annoying in that setup. Is there a way to move ANIMATINGs not only in their own rooms, in a nice way?[/I][/COLOR]
[/quote]

Oh well, you tried to realize a simulation like this in a complicated situation, because I had not created stuff to handle a so animated world.
About limitation you say I have to check. I don't believe there is a given limit about number of animating you can move, but there is an absolute limit for all progressive actions (the internal skill that perform for long time some command you began with some trigger/action)
When you reach this limit, of 100 progressive action, oldest action will be deleted and reaplced with newest.
About the limit that you cann't move an animating outside of his room it's a surprise for me.
Only statics are linked forever with their room, all moveables can go everywhere in the level.
I'll check where is the problem. Perhaps some action trigger had been thought for short movement and I forgot to update change of room, like I did for elevator and other stuff.

[quote]
For a single demo or or aggregated all the 1-999 demos of the game?)
[/quote]
The limit of minute is for a single demo.pak, there is no aggregate limit.

[quote]
Some old things I said before – without answers so far ;):

1.

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
[/quote]
I remember this but it's a limitation I cann't solve in reasonable time.
When ngle receive the three number of exported trigger it doesn't know if that trigger had an extra paramerter or less. It supposes that when highest value of a word is different than 0 it should be the extra field, but when that value is 0 (like in your above example: true= 0 value if you click [p] button to see), find trigger is not able to understand the situation.

[quote].
If Lara stops moving then F119 camera stops following the moving the non-Lara target – though the camera won’t be switched off, keeping the actual position, keeping turning towards the target.
If Lara starts moving again, then the camera will start following again – as if it had been switched on just now.
(I activated the camera with this TriggerGroup: A42-A41-F119.)
[/quote]
I can try to fix this only with a little project ready to be studied, because reading the description for me it is normal behavior and for me come back to old feature, build a projet, supposing other profile settings it's tiring.

[quote]
I think F290 in „first command” mode or this new F376 is not really necessary, because F127

- 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.

(I.e. F290 in „first command” mode or this new F376 would be useful only if it is able only to restart Organizers, not starting the ones that haven’t been started yet at all.
So now F127 would work fo starting/restarting, F290”first”/376 only for restarting. Which would be logical.)[/QUOTE]
There are many way to get some result in trng. Probably there are many duplicated triggers or script commands. For me this it's not a real problem.
Since the growing of trng skill has been spreaded in the time, sometimes I add some skill there was already possible in other way but I had forgotten that. :D

AkyV 20-12-13 07:31

[QUOTE][QUOTE]- F396
This trigger has a wrong POV. It will always look exactly downwards, to the actor (being exactly over him), very close to him.[/QUOTE]

When two actors are very close it's true. The problem it's that I used the default target method for cutscene camera and it works with coordinates of target item, but the Y coordinate (height) is always on the floor, therefor when two actors are closed usign subjiective view you have that bad result.
It's better using subjective view only when there is some distance between two actors.[/QUOTE]

You misunderstood. Not the actors are close to each other, only the camera is too close to the target. ;)

[QUOTE]I believed it was an original idea but now I discover you had same idea first than me. My compliments! [/QUOTE]

Thanks!

[QUOTE]About the limit that you cann't move an animating outside of his room it's a surprise for me.
Only statics are linked forever with their room, all moveables can go everywhere in the level.
I'll check where is the problem. Perhaps some action trigger had been thought for short movement and I forgot to update change of room, like I did for elevator and other stuff.[/QUOTE]

Try eg. a baddy1 or a big scorpion in an animating slot to force him to walk out of its room, into other rooms. I used default (18×18) rooms for the test. The animating started blinking in the non-original room, and then walked through the walls into the nothing.
However, I think it is not a TRNG problem, I experienced this in the old TRLE as well, even with objects that were animatings originally.

[QUOTE]
[QUOTE]If Lara stops moving then F119 camera stops following the moving the non-Lara target – though the camera won’t be switched off, keeping the actual position, keeping turning towards the target.
If Lara starts moving again, then the camera will start following again – as if it had been switched on just now.
(I activated the camera with this TriggerGroup: A42-A41-F119.)[/QUOTE]

I can try to fix this only with a little project ready to be studied, because reading the description for me it is normal behavior and for me come back to old feature, build a projet, supposing other profile settings it's tiring.[/QUOTE]

OK, I'll send one later.
-------------
EDIT:
Here you are:
[url]https://www.mediafire.com/?sb3twvzazqz76gl[/url]


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