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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[/CODE] And Lara dies,the old Track will be played,instead of silence. |
[QUOTE=TrueRaider;4831886]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. :)[/QUOTE]
No problem. You can use one bar for all enemy HPīs. Just use the same variable for all and the text can be changed simply by using a text variable. |
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:
[CODE]Version=1.2.2.2 CRS=Enabled Last diagnostic mexage: Resumed crash in 0x44D0FE Last directX error: START_P1:1002AC47 END_P1:1006B09B START_P2:1007B2C0 END_P2:1009D0F6 START_P3:100A58E7 END_P3:100D4172 START_P4:10006C77 END_P4:1000F338 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 WRITE AT OFFSET 0x2BEEEA2 RECOVERABLE : YES CRASH OFFSET: 0x428D40 REGISTERS: EAX=1 EBX=2BEEE8E ECX=1F EDX=2 ESI=2BEEE80 EDI=465ED0 EBP=2BEEEA6 EIP=428D40 ESP=42EFC30 DYNAMIC POINTER LIST: ------------------------------------------ 103C7C90:Ptr_VetBigTails 04FE0020:Ptr_MemoriaMesh 02CD18F8:Ptr_MemoriaVertici 02CF7110:Ptr_MemoriaListaVertici 00000000:ptr_Memoria1_6Mb 02C54E30:Ptr_ObjectCodeArray 02C7A080:Ptr_VetBaseOggetti 02CBBCF0:Ptr_VetSlotOggetti 00000000:Ptr_BaseImmagineTextureOggetti 00000000:Ptr_VetMeshPointers 00000000:Ptr_ObjjBonesWad 02C49878:Ptr_VetRoomSlots 02C1FA20:Ptr_VetPointerRooms 00000000:Ptr_MemoriaPerDatiCD 00000000:Ptr_MenuAttivo 0046E4D8:Ptr_Pointer_VetDirectDrawDevice 0046E4F5:ptr_BaseDirectXLibrary 0046E0A8:Ptr_ColorTableEntry 00B1BFAC:Ptr_IDirect3DDevice3 02C187A6:Ptr_TabellaColori 02A0205A:Ptr_MemoriaTexFaces 02C31FE8:Ptr_TextureTailInfos 00280BD8:Ptr_DatiPoligoni 02C63940:Ptr_VetCodeTriggers 02D11700:Ptr_VetTriggers 02C31FE8:Ptr_MemoriaRoomTexInfos 02C35FF0:Ptr_ObjectTextureWad 06370020:Ptr_TextureRawImage 02C1DE18:Ptr_MemTestTextureNero 00000000:Ptr_VettorePuntatoriTexture 02CB78E8:Ptr_VetObjectCodeEffetti 02C67150:Ptr_VetSoundEffects 02C5DF38:Ptr_VetItemEffetti 00000000:Ptr_MemoriaFileTexture 00A5F700:Obj_IDirectDrawSurface3 00ADA740:Obj_IDirectDraw7 00ADA7A0:Obj_IDirectDraw4 00000000:Obj_IDirect3DTexture2 00000000:Obj_DirectDrawSurface4 00000000:IndiceRoomAttuale 00000000:TipoModeView 00000000:TestMostraFlipMap 00000000:TestDrawDoors 00000064:Tot_RoomSlots 00000000:TestFaceEdit 00000000:TestModoLightning 0018FF88:SalvaBaseStack1 042EFF88:SalvaBaseStack2 ------------------------------------------ MEMORY USAGE ------------------------------------------ VetPtrMeshObject memory <EMPTY: never used> ZonaVerticiObjectMesh memory <EMPTY: never used> ZonaMemoriaVertex memory is full at 80.00 (Used 0x1067E4 bytes) ZonaMemoriaVertexSecondario memory is full at 20.00 (Used 0x419E4 bytes) MemoriaTexFaces memory is full at 0.69 (Used 0x2038 bytes) MemoriaPoligoni memory is full at 0.47 (Used 0xBB4 bytes) VetSegnaliMesh memory <EMPTY: never used> MemoriaTexture8Bits memory <EMPTY: never used> ZonaOverlaps memory <EMPTY: never used> VetTexSonorePrj memory <EMPTY: never used> VetTextureBumpMap memory <EMPTY: never used> VetAnimatedTilesTextures memory is full at 99.90 (Used 0xFFC bytes) ZonaListaElenco memory <EMPTY: never used> ZonaVetCamera memory <EMPTY: never used> ------------------------------------------ Stack=0x42EFC30 pContesto=0x42EF948 pInfoEccezione=0x42EF8F8 PRIMARY_STACK: ESP=0x42EFC30 STACK_TRACE: 0x428182 0x426C0F 0x426C9E 0x1004C15E 0x100D1003 0x44999C 0x1002B3F6 0x100BAA35 0x100BADF9 0x436697 0x436C54 0x433FB3 0x100AE2CD 0x100CE40E 0x100D20A0 0x100D2615 0x419F10 0x44B45A 0x44B47B 0x44D3C0 0x44B424 END_STACK_TRACE SECONDARY_STACK: ESP=0x18B168 STACK_TRACE: 0x440028 0x410040 0x430042 0x450044 0x410060 0x430042 0x450044 0x100AD01E 0x100CEBDB 0x444672 0x444610 0x444610 0x444610 0x444610 0x444610 0x100AD01E 0x100CEBDB 0x444672 0x444610 0x444610 0x444610 0x444610 0x444610 0x100AD01E 0x100CEBDB 0x444672 0x444610 0x444610 0x444074 0x444559 0x44B5D6 0x44D3C0 END_STACK_TRACE [/CODE][URL="file:///D:/Spiele/TRLE/Levels_Bauen1/Crash_Report_5.txt"][/URL] |
@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=l.m.;4850964]How many flame emitters can be activate at the same time without problems?[/QUOTE] I think, it isnīt a certain number, because it seems to depend on different factors, like for instance, how much other animation stuff is going on etc.. Paolone increased a limit about the dynamic lights, which was 32 and is now 128, but this alone doesnīt seem to mean, that you can use much more flame emitters, then 32. So itīs just the old routine to antitrigger, what you can. |
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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