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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. |
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. |
I don't remember saying anywhere that we should [I]delete[/I] 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. |
I just got and wierd glitch while playing this level
[url]http://www.trle.net/sc/levelfeatures.php?lid=2776[/url] 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 [/CODE] |
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. |
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.
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This thread as name says, is for reporting limitations as well. So I think that following thread and it's problem would fit here:
[url]http://www.tombraiderforums.com/showthread.php?t=207917[/url] 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: [url]http://www.tombraiderforums.com/showthread.php?t=209480[/url] |
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! |
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. |
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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