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

TrueRaider 19-08-10 15:39

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. :)

TR-Freak 19-08-10 16:12

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.

Raymond 19-08-10 16:29

[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.

TrueRaider 19-08-10 16:31

Brilliant! See...I don't have enough lateral thinking for this. :hea::D

l.m. 26-08-10 07:42

How many flame emitters can be activate at the same time without problems?

TR-Freak 26-08-10 18:32

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]

Raymond 26-08-10 18:42

@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.

TR-Freak 26-08-10 18:51

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.

l.m. 16-09-10 06:32

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?

-Brutus- 22-10-10 22:34

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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