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#121 |
Moderator
Join Date: Jul 2003
Location: Drenthe, The Netherlands
Posts: 33,225
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If anyone knows I'd say it would be AkyV.
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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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#122 |
Archaeologist
Join Date: Aug 2010
Posts: 1,787
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I'll publish patch set with binoculars bugfix anyway.
Probably it will interfere GT_USING_BINOCULAR global trigger, but I'm not sure. Please test it in various circumstances, especially with GT_USING_BINOCULAR global trigger and in mirror rooms, because I'm not sure how TRNG produces additional mirror reflections. Last edited by Lwmte; 05-02-13 at 16:36. |
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#123 |
Moderator
Join Date: Dec 2011
Location: Hungary
Posts: 4,778
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Some binocular-relevant things which just come to my mind:
- Equipment Script command or "Inventory-Item..." flipeffects to add/remove the binoculars. - "Inventory..." Condition triggers to examine the presence of the binoculars. (See something similar: "Inventory. Binocular (1= present) (Byte)" Savegame Memory Zone field.) - CUST_SET_INV_ITEM makes the item be able to used forever, such as binoculars or KEY_ITEM12. - GT_USING_BINOCULAR GlobalTrigger. - "Lara. Special2 Status of Lara (Byte)" Savegame Memory Zone field: Bit4 (i.e. +16) means: the screen is seen through the binoculars or the lasersight graphics. - "System. Unknown (Item chosen from Inventory? (Long)" Savegame Memory Zone field: 22 means "binoculars". - "Flags. Main flags (Short)" Slot Memory Zone field: flag 512+1 for binoculars graphics, flags 512+32+8+1 for binoculars. (The items must be in the TR4 file for these values.) - If I remember well then "lighting things" (binoculars, flame, flare etc.) can't be bigger than 108. (I don't know why I noted it and who said that.) |
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#124 |
Archaeologist
Join Date: Aug 2010
Posts: 1,787
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Inventory commands are safe to ignore, because it's not related to rendering Lara on screen, but as for this Special2 status, maybe this is it. Is there address for this variable somewhere in NGLE, or it is processed internally?
For Lara visibility override, I am using LaraPointer+8 field (not sure how it's called in TRNG, but it's the same as with LaraPointer+22 for Lara HP, LaraPointer+40/44/48 for her position, etc.), which is always set to -1 when Lara is visible, and set to 0 when there's a title flyby active, or binocular view is selected. So I've modified binoculars routine to put -2 in this field instead and added additional check for it before Draw Lara TRNG interception. Last edited by Lwmte; 04-02-13 at 12:41. |
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#125 |
Professor
Join Date: Jul 2012
Posts: 4,268
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Another useful TREP patch was disabling the Binocular light function if it's possible to port.
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#126 | ||
Moderator
Join Date: Dec 2011
Location: Hungary
Posts: 4,778
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Note: when there is the lasersight graphics on the screen and Lara’s shooting with the revolver then +8 won’t be added to +16. I.e. it will only with the crossbow. Last edited by AkyV; 04-02-13 at 13:05. |
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#127 | |
Tomb Raider
Join Date: Aug 2008
Location: Poland, Warsaw Gender: Male
Posts: 12,043
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#128 |
Hobbyist
Join Date: Sep 2011
Posts: 47
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Thank you for the new update, it works fine
![]() I would like to ask you, is it possible to keep the position of SMOKE EMITTER (Sprite: fire)? Because when Lara is over the SMOKE EMITTER it changes the position to horizontal position, i mean that the position of SMOKE EMITTER is changed by Lara |
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#129 |
Professor
Join Date: Jul 2012
Posts: 4,268
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Is it possible to write a patch that disables the Normal and Poison ammo of the crossbow? Palone made the poison ammo disable-able when he made the possibility of turning it into the harpoon gun but I would like to turn it into the rocket launcher.
A port of the TREP flametail patch for the crossbow would be a great added effect. Also forcing it to automatically have the lasersight attached and them to be unseperable would be cool for rocket launchers or sniper guns using the slot. Like the gun in the VCI levels of chronicles. (was it a M15?) Short of this a port of the TREP grenade ammo one-touch patch would be good for rocket launchers in the grenade gun slot. Last edited by Boobandie; 05-02-13 at 03:48. |
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#130 | |
Tomb Raider
Join Date: Jun 2005
Posts: 11,868
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