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#1 |
Moderator
Join Date: Jul 2003
Location: Drenthe, The Netherlands
Posts: 31,689
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Hi everybody!
![]() As you may have noticed the previous 'Patches for LE' thread sadly had to be closed. But since TREP and other currently available patches have become such an important part of levelbuilding we do not want to deny you a place to discuss the patches and post requests for adding new features to the patches. So feel free to post whatever request you might have that you would like to see added to any of the patches. FIRM REQUEST: Please keep the conversation civilized and within this forum's Terms & Conditions Of Use so this thread will be a safe and pleasant place for all of us to post ideas, opinions and comments about the patches, which will help us all to improve/customize our levels.
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If it walks like a duck and if it quacks like a duck, it is a duck. |
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#2 |
Moderator
Join Date: Jul 2003
Location: Drenthe, The Netherlands
Posts: 31,689
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![]() ![]() ![]() Its a really cool patch. It allows you to change almost all of the codes of tr4, like enemy damage pistol damage, flare colour, fix holster bugs and it also allows you to write custom flipeffects. Check user guide for detailed instructions and pictures and instructiones: Link: Also download syntax file and draco patch set from that page it contains commands for custom flipeffects, and new patches. TREP ------------------------------------------------------------------------------User Guide: User GuideYou may also need europian version of trle exe get it from here: Windows 98 Windows XP In order to use increase static limit u need new version of wadmerger get it from here: Wadmerger Update Be Sure to Read Here how to use wadmerger. When u are out of statics slots just press shift and copy the staic to extra slots. It would be copied to same slot then again select it on wad side and select rename and select any one of extra slots One very usefull tool within TREP is the Flipeffect Editor. This Editor allows you to create custom flipeffects which can be triggered ingame. You enter a certain command in the Flipeffect Editor to create your own custom flipeffect. The possiblities are enormous! You can find more codes (and add ones yourself) in THIS THREAD. ![]() Greetings, Titak ------------------------------------------------------------------------------ This info was originally posted by Barry Matharoo in the original Patches for LE thread.
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If it walks like a duck and if it quacks like a duck, it is a duck. Last edited by Titak; 20-09-07 at 08:56. |
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#3 |
Tomb Raider
Join Date: Jul 2006
Posts: 17,334
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cool, cant wait for the upcomming update
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Next year this time when I'm playing it (Bayonetta3) on Xbone-Mr GaGa–eventually |
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#4 |
Moderator
Join Date: Jul 2003
Location: Drenthe, The Netherlands
Posts: 31,689
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![]() Next Generation Level Editor: By Paolone Features: LinkThe Feature list is quite large but some imortant ones are: 1. 128X128 textures can now be used 2. spinning problem solved 3. no more cashing for large levels for more reda the help file This new editor will be followed shortly by the Next Generation Tomb 4 game Engine. Until then, however, a number of the features - like cold breath, rain and snow - will not be available. Make sure you also do download update dll from there Help File Help File ----------------------------------------------------------------- Extended memory patches: By Paolone two patches to extend memory in tom2pc.exe and tomb4.exe Link Patch for tom2pc.exe allows to handle until to 30 pages of textures in wad files without crash. Tomb4 patch extends memory for geometry world (vertex of rooms and statics) from 4 MB to 20Mb. __________________________________________________ ______________ To discover cause of crash of own custom levels: Link This is a logger program to enable newly the diagnostic functions of tomb4. Probably programmers of eidos used somewhat to test tomb4 with their official level. Remeber to apply the patch you find in above zip file if you perform tomb4 under windowsxp. That patch remove a memory leak bug under windowsxp. To have best result you can perform tomb in windowed mode and you'll can see in real-time always the last mexage sent from tomb4. At end you can use command Show->Last tomb log to see whole log file created by tomb4. __________________________________________________ ______________ For the next two patches u require standars uk version of winroomedit get it form here: Link In this version there is the patch for slowdown but not for that for 6000 objects but you can patch also that with this version. This patch allows you to use 6000 objects with winroomedit: Link Bug Warning: If u have patched your winroomedit and saved your project thenu must always use patches winroomedit to open your projects otherwise all triggers and objects would get messed up __________________________________________________ ______________ This is the patch to remove trouble of too fast rotation in room editor. To avoid to slow down always the program (not good thing) you can enable slow down keeping down the left shift key. While shift is down the slowdown is enabled, while when the shift is released the program will work at max speed. In this way operation like to create wad will can work fastly. Since, when the prject grows, the program (normally) slows down, you can set 9 different slow down factors, using combination of SHIFT + numeric key (not pad) Pratically: SHIFT + 1 (fast, only with a little slowing down) SHIFT + 2 more slow .... SHIFT + 9 (slowest) __________________________________________________ ______________ Lens Flare Color Changer By:Heinz Lens Flare Color Changer __________________________________________________ ____________ Some More stuff By: Various all custom flipeffects and draco patches that are not inclued with trep but had been posted in forums here is the link: http://www.geocities.com/barry_trle/draco.txt i will add new commands in them as they come by new color for flashes: By : Heinz the flash command in flipeffect editor ![]() http://www.geocities.com/barry_trle/flash.zip just copy new colors from this syntax file and paste it in your syntax file This info was originally posted by Barry Matharoo in the original Patches for LE thread.
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If it walks like a duck and if it quacks like a duck, it is a duck. Last edited by Titak; 20-01-07 at 19:53. |
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#5 |
Moderator
Join Date: Jul 2003
Location: Drenthe, The Netherlands
Posts: 31,689
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![]() Weather patch by:Tomo all the features described below have been now been added to TREP itself Previous links to Tomo's seperate patches have therefore been removed and some of the info has been changed. Features - Weather - Lara Positionchanger The Lara positionchanger overwrites the WHITE_LIGHT slot. All you have to do is to place the object in the map and trigger it. When Lara steps on the trigger she warps to the object. She will be facing towards the cone of the object. Do not place the trigger on the same square like the object or else lara sticks on this square forever and you have to restart the level. To set weather, you need use new FURR command called CHANGE_WEATHER with extra parameter which specifies weather type (0 goes for nothing, 1 goes for rain, 2 — for snow, and 3 — for both rain and snow at the same time). For example, CHANGE_WEATHER 0 resets weather, and so on. - Please don't forget to set the rooms to OUTDOOR else there is no weather - You don't need to reset the weather when you want new weather, just step on a flipeffect trigger with another timer and weather changes immediately. - Also when using snow somewtimes snow won't show in rooms that have been set outdoor and sky is showing its not a bug in patch but it is a feature of trc. In order to show snow in that room create an empty room on top of the room and set it to outside. More info here: Snow Bug - You can also use weather in the title flyby now! IMPORTANT: When using these new features, make sure you have the option "extend Tomb4 exe size" and "remap particle" buffer switched to ON. It won't work otherwise!! Note: there was a rumour that this patch does not work with 98. Well it works a ok. Also sometimes the level crashes when u start the level or end the level. A way to avoid this is simple untrigger weather befor ending level and don't trigger weather directly beneath lara at begining of level. Trigger weather just at next block and your level will now experience no crashes at all. This info was originally posted by Barry Matharoo in the original Patches for LE thread.
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If it walks like a duck and if it quacks like a duck, it is a duck. Last edited by Titak; 05-10-07 at 14:46. |
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#6 |
Moderator
Join Date: Jul 2003
Location: Drenthe, The Netherlands
Posts: 31,689
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Finally to get help for all these patches u can post a topic here at trf or visit the forum
Link (Warning, you should use popup blockers and spy ware protection before getting in here.) ------------------------------------------------------------------------ An Old Thread related to patches Thread ------------------------------------------------------------------------- Mac Patches Now finally something for mac players you can change amounts of secrets in a level Thread Credits go to: SSJ6Wolf ------------------------------------------------------------------------ This info was originally posted by Barry Matharoo in the original Patches for LE thread.
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If it walks like a duck and if it quacks like a duck, it is a duck. |
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#7 |
Archaeologist
Join Date: Oct 2006
Location: France
Posts: 1,380
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How to check if Lara is facing on a wall ?
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I'm part of the "should be reading more but life's too short" generation. |
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#8 |
Explorer
Join Date: Feb 2006
Posts: 526
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Aaah, enfin!
I feared that this tread would be forever closed and that members of the forum would get banned for refering to patches or using the word "patch". To celebrate the reopening of the thread and the non existence of censorship i made a DRACO addon which increases/decreases the height of Lara's mirror reflection. The codes I found out some time ago and published them, but here they are compiled and ready for import via Ensi's patchmerger. (Bear in mind that the ponytail does not get affected by the patch) ----------------------- DRACO=0.2 /bgn 000 Omnipresence=1 Name=MIRROR SIZE Description=CHANGES THE SIZE OF LARA'S REFLECTION IN THE MIRROR.//NOTE: LARA'S PONYTAIL SIZE DOES NOT CHANGE!//ALL FOUR PARAMETER VALUES MUST BE SET EQUAL TO EACH OTHER. EG: By setting all four parameters to -32, Lara's reflection will be half size RequiresRemap=0 RequiresYiff=0 RequiresPart=0 Dependencies= CondBehave=0 bambi=0|1 ronno=0|1DA5E gprince=0|-64 faline=0|VALUE 1 mena=0|5 bambi=1|1 ronno=1|1E58E gprince=1|-64 faline=1|VALUE 2 mena=1|5 bambi=2|1 ronno=2|22327 gprince=2|-64 faline=2|VALUE 3 mena=2|5 bambi=3|1 ronno=3|68AF9 gprince=3|-64 faline=3|VALUE 4 mena=3|5 /end 000 ------------------------- Heinz Long live the freedom of speech! |
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#9 |
Explorer
Join Date: Feb 2003
Location: Australia
Posts: 501
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Nice summary Titak
![]() As mentioned in PM, I'm just wondering if it is at all possible to have a running list at the front of this thread that summarises current requests and their status e.g. possible/ not possible right now/ done. It might help to keep track of things. The last thread got so massive that it felt like some requests got lost in the thread. I'm sure that's not the case and I feel for Ensi having so many requests to field. We probably all need to be a little more patient, he's doing a great job. ![]() And finally this is just my personal soapbox/opinion/observation to all contributors, it might be good if everyone attempts take the time to explain themselves fully when making requests i.e. clearly what function/move/effect they are are after and why. Then perhaps some of the misunderstandings of the previous thread can be avoided. There have been several occasions where people are too brief or unclear in their requests. Here is my one outstanding request from previous thread that is unanswered: Changing a behaviour of the Mine Object: Request: To remove the pre-explosion Flame. When a mine object is triggered it burns before exploding. Sometimes this works well with an object you want to explode. But there are situations where it would be nice to be able to explode something without seeing the pre-explosion flame. It gives away the fact that the object is about to explode. So it would be neat if the flames prior to the explosion could be turned off, to make some more options for 'blowing stuff up'. ![]() Happy patching all. Looking forward to lots of creative stuff ![]() |
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#10 |
Explorer
Join Date: Feb 2003
Location: Australia
Posts: 501
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@Heinz
Interesting sounding patch. ![]() This is probably a dumb question and I need to think outside the square a bit, but in what situations might this be used? |
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