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-   -   TRNG - Bugs & Limitations Thread (https://www.tombraiderforums.com/showthread.php?t=165980)

Caesum 10-01-15 21:05

I'm not sure if this can be considered a limitation, but it's surely something that has been bugging me and our community for a long time.

For some reason statics with movable lighting seem to react different than movables with movable lighting. What I mean is statics with movable lighting react only to ambience light, while movables with movable lighting react to all kinds of light present in the level.

Would it be possible to make static objects react to lighting the same way movable objects do? Like Lara object, enemies etc. This way we would have more complex lighting without the need to use meta2tr, that would be especially good for level builders who prefer not to use meta2tr or who are beginners in TRNG world.

Also I would like to remind the issue with diary/save/load menus not showing when anti-aliasing is enabled in 1.2.2.7. When I released my level-set lots of questions were asked about this issue, so it seems it's quite popular. It happens only in 1.2.2.7 version of TRNG.

Titak 11-01-15 10:11

I like your suggestion, but I don't want it for all statics. We should still have the possibility to have statics with inner lighting.
As Teme9 already stated, things like lightrays depend on it.

So statics should only react to lighting as moveables do when they were imported as "moveable" in STRPix.

Caesum 11-01-15 10:29

I don't remember saying anywhere that we should delete static lighting, Titak. ;) I was talking about making movable lighting work exactly like for Lara/enemies.

Especially that dynamic lighting seem to be less fps demanding than static lighting. This would be an instant win-win for everyone who wanted to achieve graphics greatness while keeping nice fps. :ponder:

EDIT: That reminds me. It would be fabulous if SOUND effect from room editor could use v130 slot sounds.

igor32 25-01-15 15:26

I just got and wierd glitch while playing this level

http://www.trle.net/sc/levelfeatures.php?lid=2776

I cant acess the menu, pause, or even save game, it just crash

I've even tried replacing with the newest update, but kept happening :(
Code:

Version=1.2.2.7+
Date: 19 January 2015  (20:2:14)  Size=1765376 bytes
CRS=Disabled
Last diagnostic mexage:DXCreateSurface
Last directX error:

MEMORY CODE MAPPING:
BASE    START  END      #ID PLUGIN
-----------------------------------------------------
10000000 10001000 10129000    0 Tomb_NextGeneration.dll
-----------------------------------------------------
REMAPPED MEMORY ZONES:
OLD_ADDR  NEW_ADDR  END_NEW_ADDR
--------------------------------
0080DE80  020701C0  02070240
0080DEA0  02071EF0  02071F70
00660998  02555D08  025563E8
00670B60  020700C0  02070110
00804740  021D0048  021D0C30
004BFD70  036B6020  0385F2A0
00533290  021D0E40  021D2880
004B09B4  02071C80  02071D80
008012E0  021D2A88  021ECA88
005C0678  03877020  04477020
00660B60  04489020  04549020
004AE590  021ED788  021F1788
0052A220  021F2508  021F4088
007FFE40  021ECC90  021ED490
00532C70  021F1990  021F1F90
007F7769  021F5BB8  021FD99D
007FE1E0  02071A00  02071A80
007FE100  020718F0  02071970
007F5960  021FF658  02204658
007F6DA8  020717E0  02071860
007F57C8  020716D0  02071750
004ACAC0  022068E8  02206C80
00660678  025586D8  02559358
005C0350  0255B6C8  0255C348
--------------------------------
............... QUICK DIAGNOSTIC LOG ...............
WARNING: level "pierrelevel.TR4" has a version (1.2.2.6) different than current dll
WARNING: level "laralevel.TR4" has a version (1.2.2.6) different than current dll
At moment of crash the program was managing:
....................................................
CRASH REASON: EXCEPTION_ACCESS_VIOLATION
        The thread tried to read from or write to a virtual address for which it does not have the appropriate access.
EXTRA_INFO: VIOLATION ON READ AT OFFSET 0x641830A
RECOVERABLE : YES
CRASH OFFSET: 0x477CE2
REGISTERS:
        EAX=6333BEA 
        EBX=F800 
        ECX=B 
        EDX=72390 
        ESI=80 
        EDI=9AD6E4C 
        EBP=72390 
        EIP=477CE2
        ESP=746FD7C
DYNAMIC POINTER LIST:
------------------------------------------
00000000:Camera_Room
00000000:Camera_TargetRoom
0018FF18:BaseSalvaStack1
06DAFF8C:BaseSalvaStack2
0732FF88:BaseSalvaStack3
0018FB08:Trng_Stack
------------------------------------------
Lara:  x=42020  y=0  z=13824  StateId=2  NextId=2  AnimNow=103  Room=0

MEMORY ALLOCATION ARRAY
---------------------
Memory            ID    ToFree
---------------------------
  1) 0x025548C0  6236  0
  2) 0x02070340  6236  0
  3) 0x02072D60  6236  1
  4) 0x020713C0  6236  0
  5) 0x021F4290  6236  0
  6) 0x02070010  6236  0
  7) 0x02071120  6236  0
  8) 0x021F5308  1496  1
  9) 0x02212940  1496  1
 10) 0x0255C550  4424  0
 11) 0x0221C258  4424  0
 12) 0x00000000  0  0
 13) 0x00000000  0  0
 14) 0x00000000  0  0
-----------------------------

Stack=0x746FD7C  pContesto=0x746F918  pInfoEccezione=0x746F8C8
PRIMARY_STACK:
ESP=0x746FD7C
STACK_TRACE:
        0x477F87
        0x4780F2
        0x43B13B
        0x100C36B2
        0x100C0DAB
        0x451FB3
        0x451166
        0x475155
        0x49E67C
        0x40FFFF
        0x40FFFF
        0x40FFFF
        0x40FFFF
        0x40FFFF
        0x40FFFF
        0x40FFFF
        0x40FFFF
        0x40FFFF
        0x40FFFF
        0x40FFFF
        0x40FFFF
        0x40FFFF
        0x40FFFF
        0x40FFFF
        0x40FFFF
        0x40FFFF
        0x40FFFF
        0x40FFFF
        0x40FFFF
        0x40FFFF
        0x40FFFF
        0x40FFFF
        0x40FFFF
        0x40FFFF
        0x40FFFF
        0x40FFFF
        0x40FFFF
        0x40FFFF
        0x40FFFF
        0x40FFFF
        0x40FFFF
        0x40FFFF
        0x40FFFF
        0x40FFFF
        0x40FFFF
        0x40FFFF
        0x40FFFF
        0x40FFFF
        0x40FFFF
        0x40FFFF
        0x40FFFF
        0x40FFFF
        0x40FFFF
        0x40FFFF
        0x40FFFF
        0x40FFFF
        0x40FFFF
        0x40FFFF
        0x40FFFF
        0x40FFFF
        0x40FFFF
        0x40FFFF
        0x40FFFF
        0x40FFFF
END_STACK_TRACE

SECONDARY_STACK:
ESP=0x18B0F8
STACK_TRACE:
        0x48D323
        0x48D323
        0x48CC6B
        0x48CACE
        0x49F26B
END_STACK_TRACE

OTHER_STACK:
ESP=0x6DAB16C
STACK_TRACE:
<CRASH DURING STACK TRACE>
END_STACK_TRACE


Titak 25-01-15 16:02

This thread is for reporting confirmed bugs, not for discussing issues you might have with one particular level.
Please make a seperate thread or use the general TRNG thread.

A_De 17-02-15 22:11

After testing animations I found a bug: with FAN_RANDOM flag in Animation= command we can have maximum first 3 random animations. The others are being ignored.

tomb2player 18-03-15 23:36

This thread as name says, is for reporting limitations as well. So I think that following thread and it's problem would fit here:

http://www.tombraiderforums.com/showthread.php?t=207917

I am posting it here, so maybe Paolone or someone else who know these kind of things will notice it and maybe in next versions of TRNG will be solved, if possible :)

EDIT: I thought that I will post also thread about bugged Harpoon Gun:

http://www.tombraiderforums.com/showthread.php?t=209480

teme9 15-05-15 16:15

Can anyone confirm that "Cutscene" flipeffects stop working after updating the NGScripter/center to a 1.04.0192? (im using 1.2.2.7+ version of TRNG .dll)

Before updating to the latest update the cutscene flipeffects worked without problems.

*edit

I have no idea what has changed but now the cutscenes seem to be working again? I removed one assignslot= from my script and they started working. Something odd is going on!

TombRaiderTim 01-07-15 10:02

Not really sure if anyone else has this but it seems the whole of the screen on the ngle in game appears as if it's zoomed in slightly, not displaying it completely.

Although I have noticed it displays it all normally on windowed mode, so I am not too sure whats going on.

Joey79100 01-07-15 10:30

Ulike TREP, TRNG's widescreen cuts the highest and lowest parts of the screen instead of adding more scenery to the sides. That's why it looks zoomed unfortunately. :o


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