TRNG - Bugs & Limitations Thread
I thought it would be good that everyone can post here bugs which he/she had with the last TRNG update,or even suggestions(realistic ones,please not wishes :P).At the end I can send Paolone an email with the whole report of us.
How do u think? |
Raymond is already doing that via Skribblerz. He collects bugs or isseus he finds here, posts them on skribblerz for confirmation and extra testing if needed and then he sends reports of to Paolone.
And we don't want to throw different bug reports at Paolone from different sides. He's busy enough already. |
Yes, thatīs already my job, but a seperate bug thread here is ok.:)
|
Then I would like to add my first. I'm converting my game to TRNG.
I have read that enemies should not be placed after the old 255 object limit because of saving and loading. Sinds all my levels are practically ready this is fine. To spice things up in the graphics department I replaced my static banisters with animating ones wich lead up to 364 animating objects. Now my horizontal bursts flame emitters dont work anymore. They only show the light effect. So Lara wont burn. Known bug maybe? I reduced number of rooms to see if it was a limit problem and I have 24 texture pages in the wad but it stays the same. EDIT: Mmmm, seems to be textures plus number of rooms. I deleted objects to reach below 230 and they still are not there so back to the drawing table. |
I would still say, that you hit somehow a limit. Would be interesting, if the NG_Doctor (available with Update 1.2.2.1) can give some valuable info.
Have you experimanted with reducing especially animating count again and/or reducing flame emitters!? |
Quote:
Not sure if its really a bug but even a few low-poly objects seem to really lower turning speed and other reactions in the editor, I know theres a hide objects button but that doesnt help if you want to set up more objects or avoid messing with set up objects. I know its not my computer because Before with my REALLY old one it slowed down the same ammount. |
I think it is room numbers. I have 176 rooms. Not real big rooms but stacked to get textures with doors. Now that we can select bigger textures I can delete all those stacked rooms. Will probably reduce my room count to 115 or so.
I tested the flame in my second level wich has many big rooms and also has 115 room count. Even 48 texture pages and there the flame works so I really think it is room count. Thanks for the help. |
Quote:
I had this, I tought it was a bug |
Ah, yes, sorry, forgot about this. The burners just emit in the opposite direction as they should. So no problem for you. I think, it should be fixed in the next update.
|
^
Ah! I thought it was just me, having forgotten how to work with flame-emitters. But it actually is the other way around now. :D We'll keep this thread then Raymond. But I still think it is best that you will still be the only one collecting the info and sending it to Paolone. :tmb: I've stickied the thread for now, to see how it goes. |
Since this looks like a general bug thread, I figured it would be better to post this here: beetles, locusts and the new fishes flocks do not react to the lightning of the room.
I have a feeling that it is an age-old limitation of the original engine instead of a new bug, but I'm not very sure. I just noticed that because the level I'm (trying to) build has a dark underwater cavern and the fishes floating in there look like they just swallowed neon light-bulbs :/ |
Could indeed be an old TRLE bug.
For now you could darken the textures of the fish. :D |
Quote:
|
Quote:
|
oh glad that this thread is going well:)
i wanted to mention a limitation which i only noticed a week before. its nothing special but it would be more realistic. the matter is when lara swims underwater she can change the direction only 90'. so she can swim just 180'.but i want that she can swim in all directions I want so Lara can make vertical swim circles without swimming to the right or the left. its something little but its a realistic feature so it would be helpful i think.:o anyway if i hope you understand what i mean... |
It's always been like that: Lara can't swim vertical circles because she can't swim upside down.
So it sounds to me like you would have to make a new animation in which she can swim in a vertical circle. Or maybe I didn't understand right... :o |
Quote:
the matter is that when lara is facing 90' vertically up and u press ALT+DOWN she wont swim anymore to that direction but will swim just forward.:( this happens also when she swims downwards. i think i has to do smth with the engine:confused: |
Suggestions
Here are some bugs and suggestions.feel free to comment and tell ur opinion
-Copying some slot behaviour to another slot, and replace its behaviour. For example: Double Magnums in the Sixshooter slot by setting up the pistols behaviour for them. -Allow Lara to swim in form of vertical circles underwater without changing the direction -New enemies converted from old TR games: Centaur (TR1),Dragon (TR2) and maybe some other venician baddies from TR2. -a new add_effect script command:ADD_SPRITE working like other addeffects,but you can specify the sprite number for the effect in the script command. -Fix the flipeffect Lara Swap meshes:the new meshes werent remapped properly ingame,although it had been in strpix. -Fix the "Retexture Object " tool in Ngcenter: an error prevents it from continuing everytime you load a .dxf file. -new feature for objects with shine: instead of the old shine sprite, an object could be assigned a new sprite number. in this way you could simulate the golden shotgun and silver mini smgs from TRA,each reflecting in another way (another sprite) a syntax example: Customize=CUST_SHINE,object slot,sprite number a concrete example : Customize=CUST_SHINE,ANIMATING_3,15 (where 15 is the number of the sprite) -a script command which let the player to get several pickup items by going through them like in jump n run games(no animation,no key pressed) syntax example: Customize=CUST_PICKUP,object slots (divided by +), a concrete example: Customize=CUST_PICKUP,UZI_AMMO_ITEM+SHOTGUN_AMMO1_ ITEM+SIXSHOOTER_AMMO_ITEM -enabling of a trigger animation for the rope,so a grapling gun would be possible in TRLE -raising the numbers of ropes possible in a level. -changing the length of the rope for a specific object ingame.also enable changing the sprite used for a specific rope syntax example: Customize=CUST_ROPE,Object Id in map,Rope length in blocks,sprite number concrete example: Customize=CUST_ROPE,495,10,16 -2 new Condition Parameters in NGLE: Effect: The object (x)has been assigned an (y) addeffect. Effect: The object (x)hasnt been assigned yet an addeffect. -Enable the using of the mouse syntax example: Customize:CUST_MOUSE,mouse flags,leftclickgamecommand,rightclickgamecommand, wheelclickgamecommand the flags could be: MF_ROTATE_CAMERA enable dynamic rotating of the camera with the mouse MF_SCROLL_WEAPONS enable changing of weapons with the mouse wheel |
Quote:
Quote:
Quote:
For the rest, there are some good suggestions, but some things need just a workaround like the falling rope. http://www.cosgan.de/images/midi/froehlich/g030.gif |
Quote:
Quote:
Quote:
See, with the flame addeffect for example you can see something happening, the effect looks "alive" so to speak. Not sure how to explain this... :o Quote:
Quote:
It is very odd if Lara simply runs over something and then it magically appears in her inventory. Lara has to do all sorts of things to make her way through a level but then she does not pick stuff up (perform the animation I mean)? Btw, I'm sure you can achieve this effect already with either a fragmented trigger or a "when touching the object" trigger. You then triger the pickup item to become invisible or move into the floor and then you use the "add to inventory" flipeffect to add the object to Lara's inventory. :D Quote:
I thought I saw that happening once... Quote:
|
@LarasBoyfriend
Could you be very precise and descriptive about this issue: "-Fix the "Retexture Object " tool in Ngcenter: an error prevents it from continuing everytime you load a .dxf file." Can somebody confirm the problem? |
I found a "bug":
If you use the Image= command, the image shows its OK, but when you step to a fixed camera trigger, the image dissapear from the screen. When you out of the fc's trigger, the image will be back. |
Quote:
Its always the same thing:( |
Just found another bug:
When you use the FR_ADD_DRIPS_TO_LARA in the Customize=CUST_RAIN command it wont work. Lara has no drops. And if you use the water first and than the rain trigger, this is the problem too + if you use this command, Lara have no drop after she came from the water. |
What do you mean "if you use the water first and than the rain trigger"?
The drops work for me, but the drops aren't visible while Lara is in the rain. The drops only appears when Lara goes into a dry room. I'm using these rain commands: Code:
Rain= RAIN_SINGLE_ROOMS I assigned rain to the rooms so it always rains when you enter those rooms. |
Quote:
Quote:
"By default there is no drips when lara is under the rain but only after lara has been in a pool." |
Quote:
As far as i know it shouldnt be hard to fix this bug. Anyway i though of implementing the TR1-3 Inventory system in trng.i doubt its possible with flipeffects and scipting now,or? |
Whats the TRNG limit for active flame emitters?
|
Itīs a matter of test. It should be above 32. Itīs still a good idea to antitrigger them, if they arenīt needed anymore.
|
Found another bug:
On option screen you will get thunder sound, when you use the arrows :confused: Tryed with two projects, I don't have any ideas why doing it. |
There's no thunder sound when I use the arrow buttons in the Options screen.
|
Quote:
Then do that command where you dont hear or hear another sound.look at the log in SFX MISSING.search for this numbers in the sound table of ngcenter and note down their names .open ur wad with wadmerger and select sound editor.search for the sounds which were missing and make sure its checked.apply the changes and save ur wad.tell me if you encounter problems cuz this isnt a TRNG related bug.good luck :D |
Quote:
I really can't see what is the problem, because I've never converted the original title, and it has the thunder sound too. So I dunno. :o |
Quote:
|
Tryed it, no luck. :( Btw thank you so much :hug: Still can't understand, why the sound is different, because engine uses the same on the menu/indentory and in the options screen too. :confused: m_rotat, m_choose, etc...
|
Thatīs a normal sound issue and has nothing to do with the TRNG.
A good and careful sound conversion should always help. Shouldnīt be dealt with here. |
Quote:
|
new suggestions>:)
-ADD TO ADDEFFECT: ADD_ELECTRO like the electric from the lightning conductor -fix a Lara swap meshes bug:if the new joints have other textures, the outfit isnt remapped properly -remove the black lines from FLYBYS (choosing specific flybys) -raise the number of flyby sequences possible in a level. -fix the object NO COLLISION bug for vehicles -enable using of the SIXSHOOTER in a vehicle -customizing Vehicle properties like speed and speedometer graphic what do u think? |
Quote:
|
Quote:
Otherwise you wonīt get the bug fixed.:) |
All times are GMT. The time now is 12:21. |
Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2024, vBulletin Solutions Inc.
Tomb Raider Forums is not owned or operated by CDE Entertainment Ltd.
Lara Croft and Tomb Raider are trademarks of CDE Entertainment Ltd.