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

Mulf 13-02-13 23:09

I recently replayed a level I built with the original TRLE way back when, using the TRNG tomb4.exe with 'keep dead enemies' enabled. On loading a savegame, two of the enemies I had killed previously reappeared, standing upright and with full collision—not moving though, and Lara wouldn't target them (technically still dead I guess). I realised that those two enemies were the ones I had killed using explosives.
I'm not sure whether this is a known bug, but it certainly goes beyond a mere glitch, since dead enemies with full collision could easily get you stuck.

tomb2player 08-04-13 19:53

It would be nice if Assign_slot command from TRNG had nice features like: Assigned Enemies can have different sounds, can affect to Lara different damage, can have different animations...

I noticed some bug in this command with baddy_2 type enemies ( those with mesh_swap ) : If I place in script line with this type of enemy, other lines won't work which are below script line of baddy_2... for example, If i have something like this:

AssignSlot= ANIMATING1, SAS
AssignSlot= ANIMATING4, BADDY_2
AssignSlot= ANIMATING4_MIP, MESHSWAP2
AssignSlot= SCORPION, SAS
AssignSlot= SAS_CAPTAIN, SAS

In this case because of bug only ANIMATING1 and ANIMATING4 will work. SCORPION and SAS_CAPTAIN won't work, because they are below BADDY_2 in script. If i do something like this:


AssignSlot= ANIMATING1, SAS
AssignSlot= SCORPION, SAS
AssignSlot= SAS_CAPTAIN, SAS
AssignSlot= ANIMATING4, BADDY_2
AssignSlot= ANIMATING4_MIP, MESHSWAP2

All will work now, because BADDY_2 is the last one. Could it be fixed? Of course, I can put BADDY_2 as last one and it will be ok, but I can't have more than one assigned enemy from BADDY_2...

Crischanneedst 14-04-13 11:42

If you customize the properties of an enemy with the "Enemy=" entry, you can use NEF_ONLY_EXPLODE, so the creature can be killed with explosives only (like the mummy). At least it should. Unfortunately the enemy becomes completely immortal. :( I wonder if I'm the only one who has this problem? :confused:
Maybe this issue can be fixed with the next TRNG version coming this summer. :)

Titak 14-04-13 12:07

^
Since this bug is not confirmed yet by other TRNG users |(at least not that I know), it is best to post this in a new thread or the general TRNG chat thread.
So it can be discussed and perhaps confirmed.

Also, it is best if you would give some more details, like which slot the enemy is in, whether or not the slot is customized (like it is now a TR3 enemy which has been converted to work in this slot for example) and/or what the rest of your Enemie= script looks like.

Titak 12-05-13 22:04

Quote:

Originally Posted by Irishwolfhound (Post 6773153)
Ok I've done the animate ranges thing with my water textures set them to 6fps but no matter what theres still no movement from them in the game?

Quote:

Originally Posted by Titak (Post 6773387)
Wrong. :p
They do make a difference.
I use it all the time to get a good speed for the animating textures.

Something I just noticed...

I have a couple of river-rotate animating textures in my level.
But there was no difference ingame between speed 1 and speed 4.

In my testroom I also applied the textures as normal non-transparant AND I placed them semi-transparant and double-sided.
Guess what?
When they are applied as non-transparant (opaque) the speed is the one I assigned in the Animation Ranges window AND they properly animate when applied to triangles.
The semi-transparant + double-sided ones however all move at speed 1 (first animationrange I assigned) and they do not animate properly on triangles.

AkyV 27-07-13 13:04

So in this thread we will collect bugs for Paolone for the released TRNG 1227?
Then here are some newer finds:

ButtonsWindow.txt:

Click on "place object" button, and then – instead of clicking on a square to place the object there - accidentally click on this new window of buttons. - The editor freezes now.
(In fact this freezing problem was discovered by Raymond two years ago during the early beta tests.)

#INCLUDE:
Hitting F5 on the directive – but not being in the main Script -: NG Center will crash – “Run time error 9 Subscript out of range” (It doesn't seem a constant problem.)
Using F5 and F6 will tabulate the first row of the main and sub script files, again and again.
Hitting F1, F5, F6 when the cursor is not on the proper place, in any (main/sub) script will SOMETIMES (?) crash the NG Center with “Run time error”. – Sometimes it could be very dangerous: once the crash removed English.dat, then I can’t really reopen NG Center after that, because error messages come, and the NG Center crashed again when I closed the messages. I needed to copy/paste a fake English.dat from somewhere else so I was able to open NG Center.

#DEFINE:
It is not easy to describe this problem:
I used a DEFINE directive with a FIRST_ID in a “sub-script” (“include file”), with BS_TG for a TriggerGroup ID. Then, I replaced BS_TG by X (just being curious). - A similar case worked in the main Script, so constants could be anything in DEFINE.
So, I hit F1 at the TriggerGroup, using the DEFINE/FIRST_ID rows of X, and this message pops up (F1 didn’t put an ID now):

[IMG]http://i42.************/2lkcs9h.jpg[/IMG]

(That temp…txt is the name of the actual sub script file.)
After that, I let DEFINE+FIRST_ID rows for X there, but also type DEFINE BS_TG again – without typing FIRST_ID for BS_TG again.
And X works for TriggerGroup ID now! – So, hitting F1 was successful now (for X), but without any task for DEFINE BS_TG row. But without that DEFINE BS_TG row, an error will occur.

The odd is it happened with other constans too (eg. TG), not only with BS_TG but eg. it did not happened with that X.

AkyV 28-07-13 12:39

Sorry for the doublepost but I don't want Paolone to miss these bugs.
--------------------------
NG Center – Checking for available Updates:
Only an error message comes up. Maybe the new website isn’t attached to the button?

NG Center – Change version:
- Info in the green window: 1.2.2.6. is not for Mk2, it’s Mk4.
- Error messages come up, changing down/up (tried between 1.2.2.6 and 1.2.2.7):
Eg. from 1227 to 1226:

ERROR TRYING TO SAVE CURRENTLY SELECTED BOOKMARKS: INVALID PROCEDURE CALL OR ARGUMENT

then

THERE ARE SOME ERROR MEXAGE. DO YOU WANT READ THE LOG FILE?

Log:

Code:

Short Path of Folder to restore: D:\TOMBRA~1\NG_CEN~2\Versions\v1_2_2_6
Long Path of Folder to restore: D:\Tomb Raider\NG_CENTER\Versions\v1_2_2_6
Loading: D:\Tomb Raider\NG_CENTER\center_settings.bin
Found: C:\Program Files\InstallerForTRNG\Settings_installer.bin
Paths found in: Settings_installer.bin
        Trle      = d:\Tomb Raider\Level Editor
        NG_Center = d:\Tomb Raider\NG_CENTER
        WadMerger = d:\Tomb Raider\Accesorries\WAD szerkesztő\WADmerger\1.98B
        Merger.exe= d:\Tomb Raider\Accesorries\WAD szerkesztő\WADmerger\1.98B\WADMerger.exe
        TestIgnoraWadMerge=False
DirWadMerger=d:\Tomb Raider\Accesorries\WAD szerkesztő\WADmerger\1.98B
NomeExeWadMerger=d:\Tomb Raider\Accesorries\WAD szerkesztő\WADmerger\1.98B\WADMerger.exe
Found wad merger exe: d:\Tomb Raider\Accesorries\WAD szerkesztő\WADmerger\1.98B\WADMerger.exe
Starting restore version: D:\Tomb Raider\NG_CENTER\Versions\v1_2_2_6
Start timer event
Locate current version for: d:\Tomb Raider\Level Editor\Tomb_NextGeneration.dll
The folder for current version is: d:\Tomb Raider\NG_CENTER\Versions\v1_2_2_7
Found current version folders:
        d:\Tomb Raider\NG_CENTER\Versions\v1_2_2_4
        d:\Tomb Raider\NG_CENTER\Versions\v1_2_2_6
        d:\Tomb Raider\NG_CENTER\Versions\v1_2_2_7
Version folders after the sorting:
        d:\Tomb Raider\NG_CENTER\Versions\v1_2_2_4
        d:\Tomb Raider\NG_CENTER\Versions\v1_2_2_6
        d:\Tomb Raider\NG_CENTER\Versions\v1_2_2_7
Index of Current Version=2
Index of version to install=1
Increment to move from Current to Install version: -1
Install version of folder: d:\Tomb Raider\NG_CENTER\Versions\v1_2_2_6
        TagName=<TRLE>\Tomb_NextGeneration.dll
        FullDest=d:\Tomb Raider\Level Editor\Tomb_NextGeneration.dll
        SourceFile=d:\Tomb Raider\NG_CENTER\Versions\v1_2_2_6\Tomb_NextGeneration.dll
ERROR copying file from:
d:\Tomb Raider\NG_CENTER\Versions\v1_2_2_6\Tomb_NextGeneration.dll
To:
d:\Tomb Raider\Level Editor\Tomb_NextGeneration.dll
        TagName=<NG_CENTER>\NG_Scripter.exe
        FullDest=d:\Tomb Raider\NG_CENTER\NG_Scripter.exe
        SourceFile=d:\Tomb Raider\NG_CENTER\Versions\v1_2_2_6\NG_Scripter.exe
        TagName=<NG_CENTER>\help_new_script_command.txt
        FullDest=d:\Tomb Raider\NG_CENTER\help_new_script_command.txt
        SourceFile=d:\Tomb Raider\NG_CENTER\Versions\v1_2_2_6\help_new_script_command.txt
        TagName=<NG_CENTER>\help_ocb_list.txt
        FullDest=d:\Tomb Raider\NG_CENTER\help_ocb_list.txt
        SourceFile=d:\Tomb Raider\NG_CENTER\Versions\v1_2_2_6\help_ocb_list.txt
        TagName=<NG_CENTER>\help_ButtonsWindow.txt
        FullDest=d:\Tomb Raider\NG_CENTER\help_ButtonsWindow.txt
        SourceFile=d:\Tomb Raider\NG_CENTER\Versions\v1_2_2_6\help_ButtonsWindow.txt
        TagName=<NG_CENTER>\TRNG\Tomb_NextGeneration.dll
        FullDest=d:\Tomb Raider\NG_CENTER\TRNG\Tomb_NextGeneration.dll
        SourceFile=d:\Tomb Raider\NG_CENTER\Versions\v1_2_2_6\Tomb_NextGeneration.dll
        TagName=<NG_CENTER>\TRNG\new_32_TOMB4.exe
        FullDest=d:\Tomb Raider\NG_CENTER\TRNG\new_32_TOMB4.exe
        SourceFile=d:\Tomb Raider\NG_CENTER\Versions\v1_2_2_6\new_32_TOMB4.exe
        TagName=<NG_CENTER>\TRNG\Tomb4.exe
        FullDest=d:\Tomb Raider\NG_CENTER\TRNG\Tomb4.exe
        SourceFile=d:\Tomb Raider\NG_CENTER\Versions\v1_2_2_6\Tomb4.exe
        TagName=<NG_CENTER>\scripter_constants.txt
        FullDest=d:\Tomb Raider\NG_CENTER\scripter_constants.txt
        SourceFile=d:\Tomb Raider\NG_CENTER\Versions\v1_2_2_6\scripter_constants.txt
        TagName=<NG_CENTER>\RestoreVersion.exe
        FullDest=d:\Tomb Raider\NG_CENTER\RestoreVersion.exe
        SourceFile=d:\Tomb Raider\NG_CENTER\Versions\v1_2_2_6\RestoreVersion.exe
ERROR copying file from:
d:\Tomb Raider\NG_CENTER\Versions\v1_2_2_6\RestoreVersion.exe
To:
d:\Tomb Raider\NG_CENTER\RestoreVersion.exe
        TagName=<WAD_MERGER>\TR4Objects.dat
        FullDest=d:\Tomb Raider\Accesorries\WAD szerkesztő\WADmerger\1.98B\TR4Objects.dat
        SourceFile=d:\Tomb Raider\NG_CENTER\Versions\v1_2_2_6\TR4Objects.dat
        TagName=<WAD_MERGER>\Objects.h
        FullDest=d:\Tomb Raider\Accesorries\WAD szerkesztő\WADmerger\1.98B\Objects.h
        SourceFile=d:\Tomb Raider\NG_CENTER\Versions\v1_2_2_6\Objects.h
        TagName=<TRLE>\Tomb4.exe
        FullDest=d:\Tomb Raider\Level Editor\Tomb4.exe
        SourceFile=d:\Tomb Raider\NG_CENTER\Versions\v1_2_2_6\Tomb4.exe
        TagName=<TRLE>\Objects.h
        FullDest=d:\Tomb Raider\Level Editor\Objects.h
        SourceFile=d:\Tomb Raider\NG_CENTER\Versions\v1_2_2_6\Objects.h
        TagName=<TRLE>\ng_constants.txt
        FullDest=d:\Tomb Raider\Level Editor\ng_constants.txt
        SourceFile=d:\Tomb Raider\NG_CENTER\Versions\v1_2_2_6\ng_constants.txt
        TagName=<TRLE>\WideScreen_ButtonsWindow.txt
        FullDest=d:\Tomb Raider\Level Editor\WideScreen_ButtonsWindow.txt
        SourceFile=d:\Tomb Raider\NG_CENTER\Versions\v1_2_2_6\WideScreen_ButtonsWindow.txt
        TagName=<TRLE>\NetBook_ButtonsWindow.txt
        FullDest=d:\Tomb Raider\Level Editor\NetBook_ButtonsWindow.txt
        SourceFile=d:\Tomb Raider\NG_CENTER\Versions\v1_2_2_6\NetBook_ButtonsWindow.txt
        TagName=<TRLE>\help_ButtonsWindow.txt
        FullDest=d:\Tomb Raider\Level Editor\help_ButtonsWindow.txt
        SourceFile=d:\Tomb Raider\NG_CENTER\Versions\v1_2_2_6\help_ButtonsWindow.txt
Completed

Though another message says the version is restored. However if NG Center opens now, it says for the versions: 1227 (new), 03.039 (old).

NG Room Editor Help menu:

Check for updates: refers to the old site.
About NGLE: old site typed here.
NGLE Help: refers to the old site.
Revised Level Editor Help: refers to the old site.

AkyV 29-07-13 19:18

Fresh revelations

ENV_NO_BOX: the green walls (including the walls made by the green button) are handled as boxes now.

C84/ ENV_ENEMY_SEE_LARA:
Change the sentry gun angle in the lightning demo into 180 degrees (from $254 to $854 in TriggerGroup2), and you will see clearly:
- the angle is less than 180 degrees
- 180 degrees must be a 90 degrees in the right/left half, but that „less-than-180” sector is clearly not divided into two equal half. In fact, the condition starts becoming true only in front of the gun, if the gun is turning right, so the left half is always false.
- Sometimes, if I save/load the game then that “less-than-180” sector turned left with 90 degrees.
- If I saved/loaded the game when the condition was just true then the next time the text didn’t show up.

It is just an example, so the problem is not the 180 degrees itself.

Titak 30-07-13 11:19

1.2.2.7b
The background track(s) stop playing when using images.
Tested this with Customize= CUST_BACKGROUND, BKGDT_INVENTORY, ****.
This was also the case in 1.2.2.7.

(Background tracks do keep playing when going into the SaveGamePanel.
This was fixed in 1.2.2.7b.)

Paolone 30-07-13 12:37

Thanks for the signalations.

About #define directive perhaps it's more easy if you post the script or subscript where it happens that problem.
There are some limitation about #define:
1) You have to define a constant before using it (of course)
2) The define work in local way only in current source, therefor you cann't define a constant in a sub script and use that constant in main script or viceversa.

About detection of lara and angle view there could be a problem about the method I used to show text "I see you"
Pratically I put the mistake to set a durate time to show that text (I see you) and for this reason it remains on the screen for some second in spite the sentrygun didn't no more detecting Lara.


I'll try to fix other bugs.

About the chance to use eastern charset in game, could you (akvy) try to use ungarian text in game?
This only if there were problems in the past to show some unguarian characters in game.

AkyV 30-07-13 17:28

Quote:

Originally Posted by Paolone (Post 6865649)
Thanks for the signalations.

About #define directive perhaps it's more easy if you post the script or subscript where it happens that problem.
There are some limitation about #define:
1) You have to define a constant before using it (of course)
2) The define work in local way only in current source, therefor you cann't define a constant in a sub script and use that constant in main script or viceversa

The problem is not the limitation, I kept that in my mind.
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:

About detection of lara and angle view there could be a problem about the method I used to show text "I see you"
Pratically I put the mistake to set a durate time to show that text (I see you) and for this reason it remains on the screen for some second in spite the sentrygun didn't no more detecting Lara.
Maybe that setup is really problematic, but not the setup itself caused the angle detection bug, because I tried that in another setup, and that failed, too.
(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:

About the chance to use eastern charset in game, could you (akvy) try to use ungarian text in game?
This only if there were problems in the past to show some unguarian characters in game.
In the past some Hungarian characters weren't supported.
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:

@Crischanneedst
If you customize the properties of an enemy with the "Enemy=" entry, you can use NEF_ONLY_EXPLODE, so the creature can be killed with explosives only (like the mummy). At least it should. Unfortunately the enemy becomes completely immortal. I wonder if I'm the only one who has this problem?
Maybe this issue can be fixed with the next TRNG version coming this summer.
I can confirm it. Tested with BADDY_1.

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.

tomb2player 31-07-13 13:26

Quote:

Originally Posted by AkyV (Post 6864998)
Fresh revelations

ENV_NO_BOX: the green walls (including the walls made by the green button) are handled as boxes now.

This command is related to limit " boxes: x/2040 " ?
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

Titak 31-07-13 14:01

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.

AkyV 31-07-13 19:07

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.

AkyV 01-08-13 19:43

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
Found <history>
Found preference files: C:\Program Files\InstallerForTRNG\Settings_installer.bin
        DirNGCenter=d:\Tomb Raider\NG_CENTER
        DirTrle=d:\Tomb Raider\Level Editor
        DirWadMerger=d:\Tomb Raider\Accesorries\WAD szerkesztő\WADmerger\1.98B
        NomeExeWadMerger=d:\Tomb Raider\Accesorries\WAD szerkesztő\WADmerger\1.98B\WADMerger.exe
Start updating: 26 files available for updating
TemporaryFolder="C:\DOCUME~1\Aky\LOCALS~1\Temp\TRNG\update_trng"
Folders:
        TRLE ..... :  "d:\Tomb Raider\Level Editor"
        NG_CENTER. :  "d:\Tomb Raider\NG_CENTER"
        WAD_MERGER :  "d:\Tomb Raider\Accesorries\WAD szerkesztő\WADmerger\1.98B"
        MERGER.EXE :  "WADMerger.exe"

The folder for new version is: d:\Tomb Raider\NG_CENTER\Versions\v1_2_2_7
The folder for backup corresponding to version already installed in NG_Center is: d:\Tomb Raider\NG_CENTER\Versions\v1_2_2_7
Backup new UpdateTrng.txt in folder: v1_2_2_7
Backup all new files in folder: v1_2_2_7
        Copy from: C:\DOCUME~1\Aky\LOCALS~1\Temp\TRNG\update_trng\Tomb_NextGeneration.dll  To: d:\Tomb Raider\NG_CENTER\Versions\v1_2_2_7\Tomb_NextGeneration.dll
        Copy from: C:\DOCUME~1\Aky\LOCALS~1\Temp\TRNG\update_trng\Tomb4.exe  To: d:\Tomb Raider\NG_CENTER\Versions\v1_2_2_7\Tomb4.exe
        Copy from: C:\DOCUME~1\Aky\LOCALS~1\Temp\TRNG\update_trng\ng_Tom2Pc.exe  To: d:\Tomb Raider\NG_CENTER\Versions\v1_2_2_7\ng_Tom2Pc.exe
        Copy from: C:\DOCUME~1\Aky\LOCALS~1\Temp\TRNG\update_trng\Objects.h  To: d:\Tomb Raider\NG_CENTER\Versions\v1_2_2_7\Objects.h
        Copy from: C:\DOCUME~1\Aky\LOCALS~1\Temp\TRNG\update_trng\ng_constants.txt  To: d:\Tomb Raider\NG_CENTER\Versions\v1_2_2_7\ng_constants.txt
        Copy from: C:\DOCUME~1\Aky\LOCALS~1\Temp\TRNG\update_trng\WideScreen_ButtonsWindow.txt  To: d:\Tomb Raider\NG_CENTER\Versions\v1_2_2_7\WideScreen_ButtonsWindow.txt
        Copy from: C:\DOCUME~1\Aky\LOCALS~1\Temp\TRNG\update_trng\NetBook_ButtonsWindow.txt  To: d:\Tomb Raider\NG_CENTER\Versions\v1_2_2_7\NetBook_ButtonsWindow.txt
        Copy from: C:\DOCUME~1\Aky\LOCALS~1\Temp\TRNG\update_trng\help_ButtonsWindow.txt  To: d:\Tomb Raider\NG_CENTER\Versions\v1_2_2_7\help_ButtonsWindow.txt
        Copy from: C:\DOCUME~1\Aky\LOCALS~1\Temp\TRNG\update_trng\NG_Scripter.exe  To: d:\Tomb Raider\NG_CENTER\Versions\v1_2_2_7\NG_Scripter.exe
        Copy from: C:\DOCUME~1\Aky\LOCALS~1\Temp\TRNG\update_trng\help_new_script_command.txt  To: d:\Tomb Raider\NG_CENTER\Versions\v1_2_2_7\help_new_script_command.txt
        Copy from: C:\DOCUME~1\Aky\LOCALS~1\Temp\TRNG\update_trng\help_ocb_list.txt  To: d:\Tomb Raider\NG_CENTER\Versions\v1_2_2_7\help_ocb_list.txt
        Copy from: C:\DOCUME~1\Aky\LOCALS~1\Temp\TRNG\update_trng\help_ButtonsWindow.txt  To: d:\Tomb Raider\NG_CENTER\Versions\v1_2_2_7\help_ButtonsWindow.txt
        Copy from: C:\DOCUME~1\Aky\LOCALS~1\Temp\TRNG\update_trng\Tomb_NextGeneration.dll  To: d:\Tomb Raider\NG_CENTER\Versions\v1_2_2_7\Tomb_NextGeneration.dll
        Copy from: C:\DOCUME~1\Aky\LOCALS~1\Temp\TRNG\update_trng\new_64_TOMB4.exe  To: d:\Tomb Raider\NG_CENTER\Versions\v1_2_2_7\new_64_TOMB4.exe
        Copy from: C:\DOCUME~1\Aky\LOCALS~1\Temp\TRNG\update_trng\Tomb4.exe  To: d:\Tomb Raider\NG_CENTER\Versions\v1_2_2_7\Tomb4.exe
        Copy from: C:\DOCUME~1\Aky\LOCALS~1\Temp\TRNG\update_trng\ng_Tom2Pc.exe  To: d:\Tomb Raider\NG_CENTER\Versions\v1_2_2_7\ng_Tom2Pc.exe
        Copy from: C:\DOCUME~1\Aky\LOCALS~1\Temp\TRNG\update_trng\scripter_constants.txt  To: d:\Tomb Raider\NG_CENTER\Versions\v1_2_2_7\scripter_constants.txt
        Copy from: C:\DOCUME~1\Aky\LOCALS~1\Temp\TRNG\update_trng\RestoreVersion.exe  To: d:\Tomb Raider\NG_CENTER\Versions\v1_2_2_7\RestoreVersion.exe
        Copy from: C:\DOCUME~1\Aky\LOCALS~1\Temp\TRNG\update_trng\RestoreVersion.exe  To: d:\Tomb Raider\NG_CENTER\Versions\v1_2_2_7\RestoreVersion.exe
        Copy from: C:\DOCUME~1\Aky\LOCALS~1\Temp\TRNG\update_trng\TR4Objects.dat  To: d:\Tomb Raider\NG_CENTER\Versions\v1_2_2_7\TR4Objects.dat
        Copy from: C:\DOCUME~1\Aky\LOCALS~1\Temp\TRNG\update_trng\Objects.h  To: d:\Tomb Raider\NG_CENTER\Versions\v1_2_2_7\Objects.h
        Copy from: C:\DOCUME~1\Aky\LOCALS~1\Temp\TRNG\update_trng\my_Help_Edit_Font.txt  To: d:\Tomb Raider\NG_CENTER\Versions\v1_2_2_7\my_Help_Edit_Font.txt
        Copy from: C:\DOCUME~1\Aky\LOCALS~1\Temp\TRNG\update_trng\my_help_ocb_list.txt  To: d:\Tomb Raider\NG_CENTER\Versions\v1_2_2_7\my_help_ocb_list.txt
        Copy from: C:\DOCUME~1\Aky\LOCALS~1\Temp\TRNG\update_trng\my_help_remap_skin.txt  To: d:\Tomb Raider\NG_CENTER\Versions\v1_2_2_7\my_help_remap_skin.txt
        Copy from: C:\DOCUME~1\Aky\LOCALS~1\Temp\TRNG\update_trng\my_help_wmv_encoder.txt  To: d:\Tomb Raider\NG_CENTER\Versions\v1_2_2_7\my_help_wmv_encoder.txt
        Copy from: C:\DOCUME~1\Aky\LOCALS~1\Temp\TRNG\update_trng\my_scripter_constants.txt  To: d:\Tomb Raider\NG_CENTER\Versions\v1_2_2_7\my_scripter_constants.txt
Tomb_NextGeneration.dll : VERSIONS "1.2.2.7" = "1.2.2.7"
Same version: further check for date of Tomb_NextGeneration.dll ...
Tomb_NextGeneration.dll : DATE "29 július 2013" <  "01 augusztus 2013"
        Updated
Tomb4.exe : RELEASE:2_ICON:32x32_SIZE:UNCORRECT(794624)_TYPE:TRNG
        Already updated: nothing to change
ng_Tom2Pc.exe : DETECTED CORRECT NG_TOM2PC TYPE
        Already updated: nothing to change
Objects.h : DATE "23 március 2011" =  "23 március 2011"
        Already updated: nothing to change
ng_constants.txt : DATE "16 július 2013" =  "16 július 2013"
        Already updated: nothing to change
WideScreen_ButtonsWindow.txt : DATE "18 augusztus 2011" =  "18 augusztus 2011"
        Already updated: nothing to change
NetBook_ButtonsWindow.txt : DATE "18 augusztus 2011" =  "18 augusztus 2011"
        Already updated: nothing to change
help_ButtonsWindow.txt : DATE "15 szeptember 2011" =  "15 szeptember 2011"
        Already updated: nothing to change
NG_Scripter.exe : VERSIONS "1.04.095" < "1.04.097"
        Updated
help_new_script_command.txt : DATE "29 július 2013" =  "29 július 2013"
        Already updated: nothing to change
help_ocb_list.txt : DATE "17 április 2011" =  "17 április 2011"
        Already updated: nothing to change
help_ButtonsWindow.txt : DATE "15 szeptember 2011" =  "15 szeptember 2011"
        Already updated: nothing to change
Tomb_NextGeneration.dll : VERSIONS "1.2.2.7" = "1.2.2.7"
Same version: further check for date of Tomb_NextGeneration.dll ...
Tomb_NextGeneration.dll : DATE "29 július 2013" <  "01 augusztus 2013"
        Updated
new_64_TOMB4.exe : DATE "15 április 2013" =  "15 április 2013"
        Already updated: nothing to change
Tomb4.exe : RELEASE:2_ICON:32x32_SIZE:UNCORRECT(794624)_TYPE:TRNG
        Already updated: nothing to change
ng_Tom2Pc.exe : DETECTED CORRECT NG_TOM2PC TYPE
        Already updated: nothing to change
scripter_constants.txt : DATE "13 július 2013" <  "31 július 2013"
        Updated
RestoreVersion.exe : VERSIONS "1.0" = "1.0"
Same version: further check for date of RestoreVersion.exe ...
RestoreVersion.exe : DATE "25 február 2013" =  "25 február 2013"
        Already updated: nothing to change
RestoreVersion.exe : VERSIONS "1.0" = "1.0"
Same version: further check for date of RestoreVersion.exe ...
RestoreVersion.exe : DATE "25 február 2013" =  "25 február 2013"
        Already updated: nothing to change
TR4Objects.dat : DATE "23 március 2011" =  "23 március 2011"
        Already updated: nothing to change
Objects.h : DATE "23 március 2011" =  "23 március 2011"
        Already updated: nothing to change
my_Help_Edit_Font.txt : DATE "23 március 2010" =  "23 március 2010"
        Already updated: nothing to change
my_help_ocb_list.txt : DATE "13 április 2011" =  "13 április 2011"
        Already updated: nothing to change
my_help_remap_skin.txt : DATE "23 március 2010" =  "23 március 2010"
        Already updated: nothing to change
my_help_wmv_encoder.txt : DATE "23 március 2010" =  "23 március 2010"
        Already updated: nothing to change
my_scripter_constants.txt : DATE "19 július 2013" <  "31 július 2013"
NomeTag: '<NG_CENTER>\LANG_Italian\my_scripter_constants.txt' was missing in 'UpdateTrng.txt': add it now
                Perform backup of: d:\Tomb Raider\NG_CENTER\LANG_Italian\my_scripter_constants.txt
                in DirBackup=d:\Tomb Raider\NG_CENTER\Versions\v1_2_2_7
        Updated

WARNING: missing "d:\Tomb Raider\Level Editor\script\french.txt" file in SCRIPT folder
WARNING: missing "d:\Tomb Raider\Level Editor\script\german.txt" file in SCRIPT folder
WARNING: missing "d:\Tomb Raider\Level Editor\script\spanish.txt" file in SCRIPT folder
WARNING: "\script\italian.txt" has not yet converted to ANSI format
WARNING: found language.txt files with old irregular ascii format. REMEMBER to update all your language.txt files with [Convert texts to new format] button you find in [Tool] panel of NG_Center program

--------------- WARNING LIST -----------------
WARNING: missing "d:\Tomb Raider\Level Editor\script\french.txt" file in SCRIPT folder
WARNING: missing "d:\Tomb Raider\Level Editor\script\german.txt" file in SCRIPT folder
WARNING: missing "d:\Tomb Raider\Level Editor\script\spanish.txt" file in SCRIPT folder
WARNING: "\script\italian.txt" has not yet converted to ANSI format
WARNING: found language.txt files with old irregular ascii format. REMEMBER to update all your language.txt files with [Convert texts to new format] button you find in [Tool] panel of NG_Center program
--------------------------------------------------------------------
updating Complete:

 5 -> Updated files
 0 -> Created Files
21 -> OK Files

New revelations after installing 1227d:

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.

Paolone 02-08-13 08:23

Quote:

Originally Posted by AkyV (Post 6865889)
The problem is not the limitation, I kept that in my mind.
The script was this, in a subscript:

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=

It's weird, since the second and third are the same, pratically.
I'll check...
Quote:

Maybe that setup is really problematic, but not the setup itself caused the angle detection bug, because I tried that in another setup, and that failed, too.
(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.)
It's a good idea, I'll try to use your method.

Quote:

In the past some Hungarian characters weren't supported.
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.
Could you try this experiment using a f363 trigger with the string in the extra ng strings, instead by using defaultwindowsfont?
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.

Paolone 02-08-13 08:55

Quote:

Originally Posted by AkyV (Post 6867026)
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,

This is the normal behavior we wait.
When you use BKGDT_LOADING_LEVEL you cover the loadcamera with your custom image for that level.

While about the problem:
Quote:

(the LoadCamera of this level shows up for a short moment before the image)
This is a problem that I cann't solve for thenical reasons.
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.

Paolone 02-08-13 08:59

Quote:

Originally Posted by AkyV (Post 6868016)
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.)

I'll check this problem.

Quote:

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.
Really in the settings panel you see only languages for whom you have a real translation, and its own LANG_language subfolder.
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.

AkyV 02-08-13 20:16

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.

Suikaze Raider 02-08-13 21:02

Quote:

Originally Posted by AkyV (Post 6869009)
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.

That encoding are supported, but you must put the encoding number (For Central European is 238), later a colon mar and the name of font, like that:

In the Script:
Quote:

;Windows Font
WindowsFont= 1, 238:Arial, WFF_SHADOW, 40, IGNORE, IGNORE
DefaultWindowsFont= 1, IGNORE, 75, IGNORE, 20, 20, 20, 20, 10, 20, IGNORE, IGNORE, 10, IGNORE
In the language file:
Quote:

[ExtraNG]
0: 238:Arial
You can see the result here :)

[IMG]http://i42.************/2qsa1cx_th.jpg[/IMG]

As I said here and here I tested all these and they work:

Quote:

ANSI_CHARSET (0) - West European (Windows) [Page Code: 1252]
SHIFTJIS_CHARSET (128) - Japanese (Shift JIS) [Page Code: 932]
GB2312_CHARSET (134) - Simplified Chinese (GB2312) [Page Code: 936]
CHINESEBIG5_CHARSET (136) - Traditional Chinese (Big5) [Page Code: 950]
ARABIC_CHARSET (178) - Arabic (Windows) [Page Code: 1256]
EASTEUROPE_CHARSET (238) - Central European (Windows) [Page Code: 1250]
RUSSIAN_CHARSET (204) - Cyrillic (Windows) [Page Code: 1251]
The full encoding table is in "WindowsFont" Command description in: NG Center > References > New Script Commands.

---------- ---------- ---------- ---------- ----------
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:

;Background
Image= 2, 2, IF_FULL_SCREEN, IGNORE, 255, IGNORE, IGNORE, IGNORE, IGNORE
Customize= CUST_BACKGROUND, BKGDT_TITLE, IGNORE, IGNORE, 2
Customize= CUST_BACKGROUND, BKGDT_LOADING_LEVEL, IGNORE, IGNORE, 2
Cheers :)

AkyV 03-08-13 10:14

Quote:

Originally Posted by Suikaze Raider (Post 6869070)
That encoding are supported, but you must put the encoding number (For Central European is 238), later a colon mar and the name of font, like that:

Yes, I've tried 238 before. The solution:
without 238 - only some Hungarian characters are supported,
with 238 - some more Hungarian charactersets are supported, but still not all the ones, ő, Ő, ű, Ű are still not. (ő, Ő, ű, Ű is not ö, Ö, ü, Ü.)
In the game, with 238: ő=ő ,Ő=Ő , ű=ű, Ű=Ű
Hungarian characters are: á, é, í, ó, ö, ő, ú, ü, ű, Á, É, Í, Ó, Ö, Ő, Ú, Ü, Ű.
---------------------------------------------

NOT YET WORKING. DO NOT USE!
- says Paolone in NG Center about BKGDT_TITLE.

Suikaze Raider 03-08-13 16:41

Quote:

Originally Posted by AkyV (Post 6869587)
Yes, I've tried 238 before. The solution:
without 238 - only some Hungarian characters are supported,
with 238 - some more Hungarian charactersets are supported, but still not all the ones, ő, Ő, ű, Ű are still not. (ő, Ő, ű, Ű is not ö, Ö, ü, Ü.)
In the game, with 238: ő=ő ,Ő=Ő , ű=ű, Ű=Ű
Hungarian characters are: á, é, í, ó, ö, ő, ú, ü, ű, Á, É, Í, Ó, Ö, Ő, Ú, Ü, Ű.

I know it :) Check the next message please. I added a test script showing Hungarian and another Central European special chars :)

http://www.tombraiderforums.com/show...21#post6869921

Cheers :)

Paolone 03-08-13 19:11

Quote:

Originally Posted by Suikaze Raider (Post 6869070)
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:

Cheers :)

Really the cust_background with title doesn't work and in fact I had also typed in docs to do no use it. :o
Anyway it's true that, using in according with defaultwindowsfont (the only way to see the texts) it's work enough fine.
I've not noticed this problem about sound bars in options screen, also because I had suspended the release of this skill for the title.
Anyway I can check if I can fix this problem and modify the description of BKGDT_TITLE, explaining that it works only togheter with defaultwindowsfont command.

Paolone 03-08-13 19:45

Quote:

Originally Posted by AkyV (Post 6869009)
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.

I believe that omitting those constant is not possible having supports of charset different than western in game.
The UTF8 is sometimes confused for a common ascii set (8 bits) but it's more complicated and it's able to support many easter charset.
Anyway about the eastern text, since I'm not able to test it on my computer, the best expert is suikaze raider that, in fact, helped me also some month ago to do work japanese texts in game.

Quote:

Missing descriptions of these new Script constants in the history file:[/B]

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.)
It's true, I forgot to insert in the history above constants and about the TS_BINOCULAR_LIGHT and TS_BINOCULAR_ZOOM constant I have own forgotten to handle those sounds. :(
I'll fix in next beta release.
Quote:

Binocular bug

CUST_BINOCULARS/CUST_BACKGROUND[/B]
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.
I don't remember where I typed that.
I find this sentence in the description of BKGDT_BINOCULAR constant:
Quote:

Since the image has to be in full screen (other settings will be ignored) you have to use transparent settings for the image.
Really the image for binocular has to be always and only in full screen.

Quote:

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.
I'll check these problems.
About the wrong description I had another problems of mine.
Yesterday I discovered to have lost last version of my internal list of command and constant descriptions, so I tried to recover a backup but it's possible (like you discovered about x8.4 and x40) that some description was old.
Now I have to find and fix these un-updated descriptions. :(
Quote:

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”.
This is because I removed from both webistes the little file for automatic download of updates. This is a temporary measure to avoid that LE users download beta-release instead by the final 1.2.2.7 version.
I'll place that file for automatic updated when we'll have the final version.
Quote:

#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.
Pratically no, it's not.
Probably that is one of that old description that I had changed and then lost.
The include method can work only with main script call one (or more) include file, but it's not foreseen that included files can includes other files.
Quote:

“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.

I had forgotten that matter.
I can give a look in my notes to see if it's possible add newly that fan_ with a fixing, in short time

AkyV 04-08-13 11:39

Quote:

Originally Posted by Suikaze Raider (Post 6869922)
I know it :) Check the next message please. I added a test script showing Hungarian and another Central European special chars :)

http://www.tombraiderforums.com/show...21#post6869921

Cheers :)

I downloaded your setup, and tried it. Then I made a similar, new setup, using your description.
Unfortunately, none of them worked on my computer.

Quote:

Originally Posted by Paolone (Post 6870068)

I don't remember where I typed that.
Really the image for binocular has to be always and only in full screen.

CUST_BINOCULARS:
Quote:

IMPORTANT NOTE: while when you use CUST_BACKGROUND for binoculars, alone, the binocular image for background can have any size, when you wish customize advanced features for binoculars with this CUST_BINOCULARS command, you have to use as background image for binoculars an image with size 1024 x 768.
This requirement is necessary to work on a well-known size to grant correct alignment between the background and the different values, bars or strips that will be added to it.

Dino14 04-08-13 18:50

When I updated TRNG I started to see in game lines which goes down to up (like in old VHS). Looks like those doesn't appear in screens (haven't try video yet). I don't know what causes it. I don't see those lines in levels which haven't this new update. Is it only my computer or this new update?

Suikaze Raider 04-08-13 19:59

Quote:

Originally Posted by AkyV (Post 6870685)
I downloaded your setup, and tried it. Then I made a similar, new setup, using your description.
Unfortunately, none of them worked on my computer.

@AkyV: That's so strange :confused: Did you test my script without changes?

You could try test it with the charset 1 too:
Quote:

DEFAULT_CHARSET 1
@For All: Somebody with a no West European, American or Australian PC Configuration (Central European, Turkish, Greeks,...) could test it too? :confused:

Cheers :)

AkyV 05-08-13 16:35

Quote:

Originally Posted by Suikaze Raider (Post 6871168)
@AkyV: That's so strange :confused: Did you test my script without changes?

You could try test it with the charset 1 too:

New tests
- either just saving a TXT in Script folder (i.e. without choosing Central European Windows) for a diary (OK, probably my computer default is Central European Windows...),
- or just typing Hungarian characters directly in ExtraNG to print them with PARAM_WTEXT:

1. Characterset 1 (Default) was useful, ő, Ő, ű, Ű now was OK!

But it didn't work with "usual" Text Flipeffects, using DefaultWindowsFont. (Still not using UNICODE or UTF8.)

2. I tried Set 238 in another Hungarian XP SP3 computer - and ő, Ő, ű, Ű worked there!
So my Set 238 problem for ő, Ő, ű, Ű is not a system language/OS problem, but caused by something else.

Titak 05-08-13 17:56

RUBBER_BOAT
When Lara climbs or jumps into the rubber boat, it goes either backwards or forwards a bit.
When repeated it can even go into a wall this way!
And it also causes issues when it is placed in a corner, back towards a wall.


The animations of both the rubber-boat and rubber-boat-lara do not show any going back or forth so it must be coded into the behaviour of the rubber boat in another way somehow.

I also checked the MOTOR_BOAT and this boat does NOT show the same behaviour: it keeps its position when Lara climbs or jumps into it. :D


I think the RUBBER_BOAT should act the same as the MOTOR_BOAT: stay in position when Lara climbs or jumps into it.


Note:
This might not be a strictly 1.2.2.7 issue.
But it's the first time I noticed it since I have been working on a puzzle involving the rubber-boat.
And I'd like to keep using the rubber-boat instead of switching to the motor-boat. :p

AkyV 06-08-13 17:19

I tried BMP5 (the binoculars image) of Paolone's lightning demo as an inventory background being transparent in the middle.
I tried it on two different XP SP3 computers, using the same (i.e. non JPG-converted) BMP.
However, one of the computers couldn't handle it, performing the original TR4 menu background instead.
The problem should be not the size, because the much larger - but not transparent - BMP1 (Lara in the storm with jungle ruins) worked properly.
And the problem is not the transparency, because removing IF_TRANSPARENCE didn't help. Or, on the other hand, another, transparent BMP (with less kilobytes, btw.) worked properly.
JPG-converted BMP didn't help either.

EDIT:
Is there a way to synchronize the new lightning function with the flash/thunder of the classic Lightning command? That would be more realistic.

Paolone 07-08-13 13:00

Quote:

Originally Posted by AkyV (Post 6870685)
IMPORTANT NOTE: while when you use CUST_BACKGROUND for binoculars, alone, the binocular image for background can have any size, when you wish customize advanced features for binoculars with this CUST_BINOCULARS command, you have to use as background image for binoculars an image with size 1024 x 768.
This requirement is necessary to work on a well-known size to grant correct alignment between the background and the different values, bars or strips that will be added to it.

Ah, now I understand.
Above text doesn't speak about full screen or less but only about the source size of the image.
When you do not use the cust_binoculars but only cust_background with binoculars, you can use any source size for image and it will be always fit to the full screen.
While with cust_binoculars the source size of image has to be always of 1024x768 (and then it will be fit to the full screen, too)

Paolone 07-08-13 13:01

Quote:

Originally Posted by Dino14 (Post 6871081)
When I updated TRNG I started to see in game lines which goes down to up (like in old VHS). Looks like those doesn't appear in screens (haven't try video yet). I don't know what causes it. I don't see those lines in levels which haven't this new update. Is it only my computer or this new update?

You should perform at least once the setup (hit CTRL key while tomb4 is starting) and set a reasonable resolution for your pc.

Paolone 07-08-13 13:07

Quote:

Originally Posted by AkyV (Post 6872013)
1. Characterset 1 (Default) was useful, ő, Ő, ű, Ű now was OK!

But it didn't work with "usual" Text Flipeffects, using DefaultWindowsFont. (Still not using UNICODE or UTF8.)

I believe you have to use UTF8 otherwise the font will work fine only "fortunately" when the target PC has already the right setting.
Differently, if you use UTF8 (using write.exe to type your text) or UNICODE (using words) trng will force the right charset and conversion.

More, using a text editor (like write.exe) on your computer, you can verify what font name you are using and what characters are really supported. Some fonts could have not some special character.

AkyV 07-08-13 17:16

1227f test

- CUST_KEEP_DEAD_ENEMIES is still not OK for "Exploding Moveable" feature. (It is OK with "Exploding creature", but that was never buggy.)
- Fixed bug for BKGDT_TITLE:
So we should be able to use it? As opposed to what you say in NG Center?
However, it is not useful, covering all the texts, except volume bars. (I mean, transparent parts naturally won't cover them with IF_TRANSPARENCE.)
And "big" pictures (see eg. your BMP1 in lightning demo) seems to have low quality.
- BINF_SOUND: they work, including the customization.
One little problem: if you hit zoom, you will hear the sound even if you reached the maximum/minimum.
- Compass/sextant strips: if the player reaches the left/right/up/down maximum of the actual POV, and keeps hitting the arrow buttons, then the swinging continues, though the binoculars won't move.

Paolone 07-08-13 19:33

Quote:

Originally Posted by Titak (Post 6872086)
RUBBER_BOAT
When Lara climbs or jumps into the rubber boat, it goes either backwards or forwards a bit.
When repeated it can even go into a wall this way!
And it also causes issues when it is placed in a corner, back towards a wall.


The animations of both the rubber-boat and rubber-boat-lara do not show any going back or forth so it must be coded into the behaviour of the rubber boat in another way somehow.

I also checked the MOTOR_BOAT and this boat does NOT show the same behaviour: it keeps its position when Lara climbs or jumps into it. :D

I had never noticed this. :confused:
But this movement does it happen after she entered in the boat?
Isn't it a problem of initial alignment?
I have to check in game to understand better. :o

Paolone 07-08-13 19:51

Quote:

Originally Posted by AkyV (Post 6874264)
1227f test

- CUST_KEEP_DEAD_ENEMIES is still not OK for "Exploding Moveable" feature. (It is OK with "Exploding creature", but that was never buggy.)

Then, I had not understood very well the problem.
You mean that using the A15 trigger in the mode "Exploding moveable on ground/sky" there is that problem...
Ok, but do you applied that mode on a creature like Baddy1?
Because I set different method own to work in according with item kind.
Anyway now I'll check but in this case it's only a matter of settings.

Quote:

- Fixed bug for BKGDT_TITLE:
So we should be able to use it? As opposed to what you say in NG Center?
However, it is not useful, covering all the texts, except volume bars. (I mean, transparent parts naturally won't cover them with IF_TRANSPARENCE.)
The problem was own that background image seem really a foreground image, convering all standard texts.
Anyway, in limited situation of using DefaultWindowsFont, now BKGDT_TITLE can work.
Quote:

And "big" pictures (see eg. your BMP1 in lightning demo) seems to have low quality.
I'll check this and other problem you discovered, I thank you.

Titak 07-08-13 22:18

Quote:

Originally Posted by Paolone (Post 6874383)
I had never noticed this. :confused:
But this movement does it happen after she entered in the boat?
Isn't it a problem of initial alignment?
I have to check in game to understand better. :o

It happens during her climbing into the boat (animation 0 of the RUBBER_BOAT and RUBBER_BOAT_LARA) and jumping into the boat (not sure which animation this is exactly because I can't see any meshes when viewing RUBBER_BOAT_LARA in WADMerger Animation Editor... It might use the last frames of animation0 for all I know... :o)

The boat goes either about 1/3 of a tile forwards or backwards.
This seems to alternate as long as you keep doing the same animation: climbing in all the time or jumping in all the time.
When you switch from climbing in to jumping in, or visa versa, the boat might go forwards or backwards again. And this is how it can end up in a wall/block.


**** EDIT ****
I was using CUST_ROLLING_BOAT for the RUBBER_BOAT and it turns out that it is this command that causes the boat to go forwards or backwards when Lara jumps/climbs in.

AkyV 08-08-13 07:00

Quote:

Originally Posted by Paolone (Post 6874405)
Then, I had not understood very well the problem.
You mean that using the A15 trigger in the mode "Exploding moveable on ground/sky" there is that problem...
Ok, but do you applied that mode on a creature like Baddy1?
Because I set different method own to work in according with item kind.
Anyway now I'll check but in this case it's only a matter of settings

(A14 is that A15.)
Yes I tested it only with Baddy_1.
But the problem seems a bit more complex for me:

Try C14 with an "enemy dead" condition. (Use that F355 red light as I said, to test the condition, it is very spectacular, if the screen is red, when the condition is true.) Kill the enemy with pistols, then save/load the game - and the screen stop being red.
Or try the same, but this time kill the enemy with a poisoned arrow - the screen won't go red when the enemy dies.

So we have two problems with death conditions:

- they are not savegame-stable,
- C14 can't detect special deaths.

See Chapter 1.1.6. Condition combination (3) here:

http://www.skribblerz.com/tuts/ngle/...ntriggers3.htm

As you see there, Flags of Item field is able to detect many special deaths, using their own values for them. - Btw, the value is 4 here for a "usual" death (i.e. eg. death by pistols).
I discovered in most of these cases the "death value" of the field turns back to 36 (if I remember the value well...) if we save the game, and then we load that.

This probably has something to do with the "killed enemies" Statistics data, because, with "killed enemies"

- each killing by explosive ammunition now is calculated as if Lara had killed 2 enemies at once,
- “special” deaths (killings by ACTION triggers, WRAITH1 disappears in the water, poisoned death, “headless” skeleton etc.) isn’t calculated in "killed enemies".

I think that is why "killed enemies" is missing from TR4 Statistics Screen...

EDIT:
Paolone, did you read some "new" bug descriptions since your last post (#300) in this thread?:

http://www.tombraiderforums.com/show...197687&page=31

AkyV 14-08-13 09:42

1227j test

Update issue (only on a given computer)
The Office installer always launches by itself when I launch NG Center or WADMerger.

Play button fix
“Start Tomb4.exe”, “Last backup” and similar messages in Room Info Box isn’t removed after the conversation. (And after other procedures?)

Hide Objects

From raiderromero:
emm paolone the "hide objects" buttom is now messed up if i click on it the warning message appears and appears then after a while all the objects disappeared cant be restore, i need to close NGLE

I can confirm it.

EDIT:
On another computer, NGLE crashed when I hit Hide Object.

Dart bug
Now all the dust directions are good. But a new bug arose: till now, the darts are emitted from the square side where the bottom of the red pyramid nullmesh is, towards the pyramid tip. But now the darts are emitted from the square side where the pyramid tip is – the dart direction hasn’t changed.
(Note: maybe it is old but I discovered it now: if a dart poisons Lara with DRT_FIX_POISON_BUG flag, then the health bar disappears for some moments – but if she is poisoned, then the bar shouldn’t do that, right?)

Pushable/pickup bug

What do you mean with we should remove the collision with WADMerger? I.e. we should use “Disable Collesion” button or we should use “Collesion/Disable Colesion (frame)” or “Disable Mesh Sphere” menu command in Animation Editor, when that pickable item is selected? Because none of them seems to work to solve this problem.

Weather. Set in advance the rain setting using the intensity of <&>Room
This F361 trigger name is still the same.

Variables. Convert the <&>NGLE Room index in TOMB Room Index to CurrentValue
It happens even with a very simple brand new test project like that: I still have only the original room Room0 (0:0), and then I create another one: Room16 (16:1). Now I placed this trigger (F297) in Room0, about Room16. So Current Value is 0 now, but Lara steps on the trigger. Now Current Value should be 1, right, because this is the Tomb index of Room16. But, no, Diagnostics on the screen says Current Value has become -1 now.

But these triggers worked:
301: Variables. Convert the NGLE Item Index to Tomb Item Index in CurrentValue
299: Variables. Convert the NGLE Room Index to Tomb Room Index in CurrentValue
300: Variables. Convert the Tomb Item Index to NGLE Item Index in CurrentValue
298: Variables. Convert the Tomb Room Index to NGLE Room Index in CurrentValue

Maybe you meant F298-301 when you say it worked, so you were not talking about F297?

F195 for fog start point. But what about end point?
F227 "Weather. Fog. Set Hardware <&>End Fog limit"

No, that is wrong. First of all, F227 description is: “Weather. Fog. Set <&>End Fog limit for Distance fog”.
Besides, F227 works with a sudden move, so F227 is the pair of F194, that is the sudden move for the start point.
F195 changes the start point during a given time. There is no trigger that moves the end point during a given time.
(By the way, other pairs:
- Looped changes: F228, F229 – and F230 to stop the looped sequence.
- Pulsing changes: F196, only for the start point but it also affects the end point, because the range is constant during the moves - and F198 to stop the pulsing sequence.)

Paolone 14-08-13 21:09

Quote:

Originally Posted by AkyV (Post 6879419)
Pushable/pickup bug[/B]
What do you mean with we should remove the collision with WADMerger? I.e. we should use “Disable Collesion” button or we should use “Collesion/Disable Colesion (frame)” or “Disable Mesh Sphere” menu command in Animation Editor, when that pickable item is selected? Because none of them seems to work to solve this problem.

I tried with three different pickups (lasersight and two puzzle items) and it works.
You have to:
1) Open wadmerger
2) Select pickup you wish modify
3) Click on [Animation Editor] button
4) Click on in bottom left panel, on "Animation 0" (and it should be the only with pickups)
5) Now from Collesion menu choose [Disable colesion (frame)]

Quote:

Variables. Convert the <&>NGLE Room index in TOMB Room Index to CurrentValue
It happens even with a very simple brand new test project like that: I still have only the original room Room0 (0:0), and then I create another one: Room16 (16:1). Now I placed this trigger (F297) in Room0, about Room16. So Current Value is 0 now, but Lara steps on the trigger. Now Current Value should be 1, right, because this is the Tomb index of Room16. But, no, Diagnostics on the screen says Current Value has become -1 now.

But these triggers worked:
301: Variables. Convert the NGLE Item Index to Tomb Item Index in CurrentValue
299: Variables. Convert the NGLE Room Index to Tomb Room Index in CurrentValue
300: Variables. Convert the Tomb Item Index to NGLE Item Index in CurrentValue
298: Variables. Convert the Tomb Room Index to NGLE Room Index in CurrentValue

Maybe you meant F298-301 when you say it worked, so you were not talking about F297?
I tried the F297 and for me it works.
The only theoretical bug should be if the ngle room was higher than 255, but in our example that didn't happen.
Quote:

F195 for fog start point. But what about end point?
F227 "Weather. Fog. Set Hardware <&>End Fog limit"

No, that is wrong. First of all, F227 description is: “Weather. Fog. Set <&>End Fog limit for Distance fog”.
Besides, F227 works with a sudden move, so F227 is the pair of F194, that is the sudden move for the start point.
F195 changes the start point during a given time. There is no trigger that moves the end point during a given time.
It's true, now I remember. The end fog limit is set in hardware mode and it doesn't work fine to change it continuosly, for this reason I let only the dynamic change for start point since that is comptued in software way.


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