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#1111 |
Professor
Join Date: Sep 2014
Posts: 3,580
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that might not be a bad idea on paper, but keep in mind it might be a lot of work. you listed four just then, and there will be countless others besides. i'm not reborn so i can't speak for him (and i think i would also like this if it was feasible), but keep in mind it might not be done.
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#1112 |
Student
Join Date: Jan 2019
Posts: 115
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Yeah, thanks. I do have that in mind. Which is why I brought this as an idea, only.
This one and a lot others suggestions will certainly go under reborn’s review about what is worth working on and what’s don’t. A lot of things won’t work. And that’s completely fine considering even how much we AOD fans have already won because of him. Sorry if eventually I bring something that’s completely out of scope. But until a short time ago at least 50% of what was accomplished in the patcher was also considered impossible so…who knows, right? |
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#1113 |
Tomb Raider
Join Date: Aug 2008
Location: Poland, Warsaw Gender: Male
Posts: 12,043
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So there's no chance this cutscene is still in the game, just disabled entirely, like the cutscene where Lara loses her gun in the Serpent Rouge? We all thought it was gone but then reborninshadows found it.
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#1114 | ||
Explorer
Join Date: Jan 2021
Posts: 732
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I think the reason people didn't find the Serpent Rouge cutscene before is because people were just using the debug menu to view the cutscenes, that menu only shows the cutscenes if there is a trigger in the level to play that cutscene (the trigger may be disabled too, doesn't really matter. that's how people saw the unused cutscenes in the final level with Karel). They removed everything about this cutscene besides the actual files so no one really noticed it, you have to manually add a trigger for it to get it working. But sadly I don't think there are the files either for that bio research cutscene anymore. |
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#1115 |
Explorer
Join Date: Sep 2009
Location: United Kingdom
Posts: 946
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There is a switch at the end of The Serpent Rouge that causes the game to freeze if you use it in the room where you move the light rig does anyone what its actual purpose was intended to be.
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#1116 | |
Archaeologist
Join Date: Jul 2020
Location: United States
Posts: 1,219
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Ostensibly, it was supposed to be used at one point to turn the stage lights on so you could see which one didn't work. At some point they must've simplified it to just having to use the operating controls to move them around, and either forgot or didn't have time to remove the switch.
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"Rodents, I wouldn't wonder. *Big* rodents." |
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#1117 |
Professor
Join Date: Nov 2017
Location: England
Posts: 3,362
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#1118 |
Historian
Join Date: Feb 2008
Location: Portugal
Posts: 326
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This patch is incredible. The reduction on staggering on enemies made the game so much better and challeging. Thank you!
![]() Are you going to implement this and the better controls on the PS2 build? My suggestion: When doing the PS2 build, please change the control map. The original is AWFULL. and give the option to use the D-PAD. Last edited by Kurtis6; 20-02-22 at 09:25. |
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#1119 |
Explorer
Join Date: Jan 2021
Posts: 732
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I may replicate the changes I did on the PC version but I am not planning on doing any PS2 specific changes at the moment like using the D-PAD etc.
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#1120 | |
Explorer
Join Date: Apr 2015
Location: 127.0.0.1
Posts: 596
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![]() I always wondered what that mysterious switch did do. Now I can die peacefully. Last edited by red_lion; 20-02-22 at 15:30. |
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