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#621 |
Archaeologist
Join Date: Aug 2011
Location: New York
Posts: 2,110
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Thank you Kirishima! Everything works perfectly now and I can play it!
![]() *Off topic* Any chance you saw my last question here in this thread concerning TR3? https://www.tombraiderforums.com/sho...d.php?t=226568 |
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#622 |
Explorer
Join Date: Oct 2011
Posts: 663
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To answer your other question, you either get rid of dgvoodoo or you get rid of Arsunt's patch. If you do get rid of arsunts patch, then you're going to need a separate patch for widescreen support.
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#623 |
Archaeologist
Join Date: Aug 2011
Location: New York
Posts: 2,110
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Great thank you! I will look into that!
I don't play the classic games in widescreen mode because I do not think they were meant to be experienced like this. Instead, I change my display settings to 1920 x 1440 temporarily during the time that I play and have had no problems with this. So we'll see if I even need Arsunt's TR3 patch, then I can get the FMVs back. I do hope someday though that Arsunt makes a TR3Main with all these wonderful improvement like he did with TR2Main... ![]() |
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#624 |
Golden
Join Date: May 2005
Location: Austria
Posts: 6,545
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Hi!
Jacob and I have been trying to get Tomb Raider 2 running on Mac via Wine (Porting Kit). We've been using TR2Main since this looked the most promising for controller support and it enhances the overall game experience greatly. We are currently having the following issues: * Since the upgrade to MacOS Monterey, the controller is no longer recognized * CD audio is not working despite having the cdaudio.mp3 and cdaudio.dat files in the audio folder next to the executable. * Since CD audio is not working, ingame cutscenes aren't played correctly as they end prematurely I know MacOS isn't a supported operating system, but maybe someone has any idea what could be done about the issues above? The controller issue is the least important for the moment, since using the Mac equivalent of Joy2Key seems to work well. But it would be great to have the audio issues fixed.
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~ Die Welt? Ein Tor. Zu tausend Wüsten, stumm und kalt. ~ |
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#625 |
Historian
Join Date: Jan 2010
Location: Russia
Posts: 366
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Try to install K-Lite codec pack into your Wine bottle.
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#626 |
Golden
Join Date: May 2005
Location: Austria
Posts: 6,545
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Thanks.
I'll try that ![]()
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~ Die Welt? Ein Tor. Zu tausend Wüsten, stumm und kalt. ~ |
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#627 |
Historian
Join Date: May 2020
Posts: 481
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Hey Arsunt, I noticed that Tomb1Main now offers 3D pickups and after playing with this feature, it's hard to go back to vanilla. This got me thinking that TR2 is the only other classic game that uses sprites for pickups, do you by any chance have plans to implement the 3D pickups feature in TR2Main as well?
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#628 | |
Historian
Join Date: Jan 2010
Location: Russia
Posts: 366
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![]() Quote:
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To seek. To learn. To do. (C) Quest for Glory |
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#629 |
Historian
Join Date: May 2020
Posts: 481
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#630 |
Golden
Join Date: May 2005
Location: Austria
Posts: 6,545
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Sweet!
I'm just wondering (not even thinking about you implementing it), but would it theoretically be possible to patch 3D models for the secrets in on the fly? I assume they work the same as all the other pickups, except that they do not have 3D versions in the level file, right? So if someone were to provide geometry data for them they could - in theory - be patched into the levels on the fly, right? Textures will probably be an issue, since those aren't part of the level files as well - unless we treat them as very thin objects and use the sprite for the side-faces and only use an appropriate color for the thin side-faces... ![]() ... which also makes them more or less the same as sprites, with the disadvantage that they won't be seen as well as the spites since the 3d objects probably won't turn with the camera like sprites do, right?
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~ Die Welt? Ein Tor. Zu tausend Wüsten, stumm und kalt. ~ Last edited by ANoDE; 29-11-21 at 14:47. |
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