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The script was this, in a subscript: First status - F1 worked for BS_TG: #DEFINE BS_TG 10 #FIRST_ID TriggerGroup=BS_TG+9 TriggerGroup= Second status - F1 didn't worked for X, causes an error message: #DEFINE X 10 #FIRST_ID TriggerGroup=X+9 TriggerGroup= Third status - F1 worked for X, though the entry of BS_TG is unnecessary: #DEFINE BS_TG 10 #DEFINE X 10 #FIRST_ID TriggerGroup=X+9 TriggerGroup= Quote:
(Btw my favorite executable trigger to test conditions is F355 with red light: if the condition is true then the screen is red, if wrong then not red.) Quote:
Now I used your setup in Title, with 238 Eastern European Set: ColorRGB= 1, 255,0,0 ColorRGB= 2, 0,0,0 WindowsFont= 1, 238:Arial, WFF_BOLD+WFF_SHADOW, 40, 1, 2 DefaultWindowsFont= 1, IGNORE, 75, IGNORE, 20, 20, 20, 20, 10, 20, IGNORE, IGNORE, 10, IGNORE I don't know what characters you see now, but ő, Ő, ű, Ű are still not supported. (EDIT: WFF UNICODE is useless for good Hungarian characters, WFF UTF8 - settings tab still says only English or Italian, after creating that txt. However, with that txt NG Center will show the characters properly - but with wff utf8 that is still not enough for the game.) Quote:
And some other fresh revelations (with 1227b): TGROUP_SINGLE_SHOT_RESUMED The flag isn’t detected in HEAVY activations. (I.e. each square, if the trigger is more squares sized, will do the activation of the TG, even if the TG has that flag.) LIGHTNING (And, btw I experienced something similar before, with some Action Move/Rotate triggers) F359 has an unwanted “look here” function, as if a standalone CAMERA_TARGET had been placed somewhere in the level, not where the target object is. Not always. In the case of the lightning, possibly it happens only at the very first activation of the trigger, while Lara is in the trigger zone – so even after the lightning has stopped -, and she will look at a given corner of the room. It is NW corner – always? -, with Room Editor facing. ParticleDurate: it is not a bug, but extreme (eg. 3000) values in this field will make a cool effect: the substrings will have “huge arches”, mostly with the lengthy and long-keeping lightnings. IntervalTime: honestly, I don't find really awful with long/infinite lightning if I ignore this field. I say, however it is a nice feature if you want to "rarefy" the lightning. Alfa: it’s worth trying it with 3: the lightning has a “main string” and more “substrings”. The substrings go from the start point to the end in an arched way. With 3 the arch is removed, the substrings will leave the main string almost in a parallel way. Beta: I found only 1, 2, 3, 4, 5 useful. The less numbers had bigger smoke effect. With 6 or bigger – no lightning. LGTN: - EXPLODE, the proper description: it will explode any Moveable (except Lara) or Static, but the effect is only spectacular, but harmless without KILL. - KILL: useless without EXPLODE or FIRE_LARA. - FLASH_SCREEN: inverted – the same I said at Buttonswindow.txt. (So eg. if ColorRGB= 255,128,0 then the flash seems 0,128,255.) – Btw, with longer lightning, the pulsing of the flash is too smooth. A random pulsing would be much nicer. - LARA_SCREAM, the proper description: “moan” with FIRE_LARA+KILL, long scream with FIRE_LARA. No effect in other cases. - RANDOM_COLOR: Honestly I don’t really understand this feature. What should I exactly see? I tried but I don’t see the difference without this flag. Is it really spectacular only with specific colors/color ranges? - It is funny but if an LGTN flag is for Lara (scream, fire) then the lighting into/from a Lara Start Pos will affect Lara herself everyway. I continue testing. Have not finished yet. |
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It should turn off this limit, but there is bug with walls, am i right? I didn't updated TRNG to new version because of many bugs so i'm asking :D |
Please ask such things in the regular discussion threads.
This thread is for reporting bugs only and there shouldn't be any discussions in here. Question quoted and answered in the 1.2.2.7 release thread. |
Fresh revelations (with 1227b)
I swapped two [Level] blocks for each other to change the level order. This error came up: * NG Scripter v. 1.04.095 Remove old .dat files from folder: c:\Program Files\Core Design\trle\script Remove old language.dat file from base trle folder: c:\Program Files\Core Design\trle ------------ PARSING FILE <SCRIPT.TXT> ---------- ------------ END FILE <SCRIPT.TXT> ---------- Scanning ENGLISH.TXT Found 359 standard strings Found 302 extra ng strings ERROR: total value (1077) for argument is out of range FAILED loading script.txt Scanning ENGLISH.TXT Found 359 standard strings Found 302 extra ng strings I couldn’t remove the error, even after I changed the blocks back. I changed and built the script many times (sometimes it crashed when I want to open NG Center, saying no English.dat, as I said at Script directives) then somehow I was able to remove the error. I don’t know what that 1077 is. IMAGE When testing the new image features I experienced that quit with Escape works even without IF_QUIT_ESCAPE flag. CUST_BACKGROUND: Usually LoadCamera command - in title works: leaving title (starting a New Game, loading a savegame) - in level works: leaving the level (loading a savegame, leveljump, back to title) But BKGDT_LOADING_LEVEL will mix them this way: - LoadCamera of title: starting a New Game – but only if that new level is not the level with the image, or loading a Savegame - but only if that new level is not the level with the image, - LoadCamera of level: loading a Savegame - but only if that new level is not the level with the image, leveljump - but only if that new level is not the level with the image, back to title, - BKGDT_LOADING_LEVEL image: starting a New Game to this level, or loading a Savegame to this level (the LoadCamera of the level/title you left shows up for a short moment before the image) leveljump to this level BKGDF_KEEP_GAME_SCREEN has a similar problem for the level with this constant („this level”): starting a New Game to this level – it is the title level actual screen, i.e. black, because the title is not playable, loading a Savegame to this level – it is the LoadCamera of the level you left, as usual loading a Savegame from this level - it is the LoadCamera of this level, as usual/ or BKGDT_LOADING_LEVEL image at the new level, if that image exists (the LoadCamera of this level shows up for a short moment before the image) leveljump to this level – it is the actual screen of the level you left (so BKGDF_KEEP_GAME_SCREEN works only here – but it is not the screen of this level) leveljump from this level - LoadCamera of this level, as usual/or BKGDT_LOADING_LEVEL image at the new level, if that image exists back to title – LoadCamera of this level, as usual It is a bit messy, I think. |
Fresh revelations (with 1227b)
WindowsFont: WFF_UNICODE Import Binary String button doesn’t always seem stable. If I either hit Cancel for the direct representation or hit OK to type the TXT name with @, then sometimes nothing will happen, the new string remains empty, even if I hit Update after that. (Moreover: sometimes it is able to overwrite an existent string with contents, sometimes it is not, saying even for empty strings they are reserved.) WFF_UTF8 I created my_scripter_constants.txt in NG Center main folder, with this contents: <START_CONFIGURATION> Version=Hungarian Charset=238 PropFont=Arial FixedFont=Courier <END> Now NG Center shows authentical Hungarian characters – however: - I couldn’t find “Hungarian” language on NG Center/Settings tab. - the game still doesn’t really support them. DefaultWindowsFont: LineSpacing field: it useful only if the text is a menu command. But if it is a simple text (Text FLIPEFFECT, Examine text etc.) then the linespace of that remains the same, but moving vertically that text on the screen - only in "less than 100%" case? OptionSettings field: only the menu commands move, the bars, Options title and (only upwards) the textual (High, Automatic) values don’t. OptionCmdList: it affects only the contents of Control Configuration menu. Options title is not affected. (Because I suppose you mean Options title, saying Option in DefaultWindowsFont description: OptionCmdList: "Option", "Control method" and all the list of game commands and their settings.) ExamineText: no effect. Updating without “install always” from 1227b to 1227c: Code:
CurDir: C:\DOCUME~1\Aky\LOCALS~1\Temp\TRNG\update_trng WFF_ROTATE(_INV)_90 I used them in PARAM_WTEXT to print ExtraNG String0. It printed String1, 2 etc. as well, in a chain, as if all the strings were a huge row. The empty characters between the strings were filled with (mostly) little square symbols. CUST_KEEP_DEAD_ENEMIES fix Maybe it removed the useless collision, but the creature itself will be restored if you save/load after the kill. Try eg. this: A14 “Exploding ground/sky”, with BADDY_1. |
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I'll check... Quote:
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You could download the source of demo project, and replace in the room25 the trigger (more at left in the map) with your to show a ungarian text instead japanese text. You'll have to change also the: WindowsFont=3 in the script, with your charset and font for ungarian texts. |
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When you use BKGDT_LOADING_LEVEL you cover the loadcamera with your custom image for that level. While about the problem: Quote:
To avoid this problem should be the level builder to set a black loadcamera (with 0,0,0,0) to have only for a short time a black screen before the custom image will be showed. |
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When you use a fake translation with only the new charset, that language will result missing in settings panel because there is no real new texts available for that language. |
New revelations (with 1227d):
Supporting Hungarian charactersets You said I should try F363 instead of DefaultWindowsFont. But the problem is the same: ő, Ő, ű, Ű are still not supported. I didn’t use UNICODE or UTF8 constants. Missing descriptions of these new Script constants in the history file: CUST_DISABLE_PUSH_AWAY_ANIMATION FAN_DISABLE_PUSH_AWAY FTYPE_SETTINGS – it talks about “external binary setting files”. What is that? TS_BINOCULAR_LIGHT TS_BINOCULAR_ZOOM By the way the binoculars light/zoom seems totally dumb for me. Either with the original or with the customized sounds. (Yes, the sounds are in my WAD.) Binocular bug First of all, I think the remove of the graphics after hitting ESC has been fixed only for the new binocular image, not for the classic BINOCULAR_GRAPHICS. Then: if I hit ESC with the new image, then the game quits the binocular mode, showing Lara very close to the screen. (And sometimes, after some short moments, inventory will open by itself.) Now I need to hit ESC again for the proper chase camera and to close the inventory. The same with Paused menu when I hit Key P. CUST_BINOCULARS/CUST_BACKGROUND You say in NG Center at Cust Binoculars that you can have not only fullscreen sized background for the binoculars if you don’t want Cust Binoculars. But Cust Background images are always fullscreen sized for me, Image command position parameters will always be ignored. CUST_BINOCULARS Sometimes the compass strip will disappear right away or after more or less moments after I open the binoculars. Probably it depends on the directions: if Lara faces north or east when extracting the binoculars, that seems problematic. (Btw the compass seems a bit slow to follow how the player turns with the binoculars left/right.) BINF_SUPER_ZOOM: it says ×8,4 is the max. But it is ×40. Added the url of new website to detect further new update from [update] pane;l of ng_center Are you sure? When I click on “available updates” then it says “internal error”. #INCLUDE only in main script So it is not true any more, right?: - In spite, theorically you could use an #include directive in another included source, upto 19 level of depth, I don't suggest to use this chance because the F1 command to find the free ID could not work, and it becomes difficultous navigate between the sources since the F6 command allows only to come back to main script.txt. “Millions of updates ago” there was a FAN_USE_EXTRA_SLOT constant but it disappeared without a trace (not now but I’ve forgotten to ask so far). Was it intentional or not? I ask that millions of years ago and you said that: About the FAN_USE_EXTRA_SLOT I removed it a lot of time ago but I believe to have said the reason: the animations of extra slots of lara don't wont work, so I removed it. Anyway, own in last days I discovered a bug in the extra slot animations, so pheraps they could work but I've to verify it. |
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In the Script: Quote:
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[IMG]http://i42.************/2qsa1cx_th.jpg[/IMG] As I said here and here I tested all these and they work: Quote:
---------- ---------- ---------- ---------- ---------- Edit: I'm testing the new cust_background with the title, but the volume bars aren't showed. Only is here, when I load a level and I go to "Options" they are showed :confused: [IMG]http://i39.************/2vdqtti_th.jpg[/IMG] Quote:
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