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Old 27-09-21, 15:54   #511
Jathom95
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Originally Posted by reborninshadow View Post
It'a barely noticable without having a rotatable camera (or without a FOV increase with the multipatcher) but it should be there.
Ah, I see. I still have a save close to that area so I'm gonna look again and see if I can find it.

Hmm, I wonder if in addition to being disabled on PC by default if the effect is dialed down as well. Like how the gas in Galleries Under Siege was toned down from the PS2 until nakamichi fixed it.

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Speaking of the basement, I know this is more texture related so maybe TRJTA is on this, but should the Monstrum marking's in Vasiley's basement be fixed and colored to being red? They've always been a burnt black color in the final version, not red like in VC's Apartment. Is it meant to be that way? Are we meant to think that the police scrubbed the symbols away? What do people think?
Could be a texture issue. Every example we come across is always blood red. Even in Von Croy's Apartment. And by the time Lara returns there, it's been 2 days since he was killed and the police already have his door taped up.
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Last edited by Jathom95; 27-09-21 at 15:58.
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Old 27-09-21, 15:57   #512
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Ah, I see. I still have a save close to that area so I'm gonna look again and see if I can find it.

Hmm, I wonder if in addition to being disabled on PC by default if the effect is dialed down as well. Like how the gas in Galleries Under Siege was toned down from the PS2 until nakamichi fixed it.
Yeah it seemed to be less visible compared to the PS2 version when I was testing it. Really weird how the script file was missing this effect on the PC though considering those files are compatible between PC and PS2 so generally they should be the exact same.
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Old 27-09-21, 16:11   #513
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I've been meaning to ask, how exactly do ladders and such work? What I mean is, from Lara standing in front of one and grabbing hold of it.

The reason I'm asking is because there's one ladder in the Strahov in the second room (where the operatable crane is) that won't allow you to grab it unless you come at it from a very specific angle. I meant to bring that up a while back but kept forgetting about it.
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Old 27-09-21, 16:32   #514
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I've been meaning to ask, how exactly do ladders and such work? What I mean is, from Lara standing in front of one and grabbing hold of it.

The reason I'm asking is because there's one ladder in the Strahov in the second room (where the operatable crane is) that won't allow you to grab it unless you come at it from a very specific angle. I meant to bring that up a while back but kept forgetting about it.
They should be adjustable the same way as triggers work but it would be best if you provided a screenshot showing which ladder that is.
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Old 27-09-21, 17:00   #515
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I'll try to get one soon if needed when I'm at my home PC, but I can tell you exactly where it is in the meantime.

In that second larger room (with the turrets and crane cutscene), it's on the right side of the room on the catwalk
where the ladder leading up to the controls for the crane are (the ones that you have to activate before the crane itself is usable, that makes the operating light turn on). If you're facing that ladder, turn to your right from there and walk forward and at the end there should be a ladder leading down to where the trucks are. That's the one that's affected.
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Old 27-09-21, 17:45   #516
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Yeah, I was looking forward to a light beam effect when solving the puzzle, but didn't get anything either. There was a new light beam though shining into Vasiley's basement, coming in via the light beam from the sewers.

Speaking of the basement, I know this is more texture related so maybe TRJTA is on this, but should the Monstrum marking's in Vasiley's basement be fixed and colored to being red? They've always been a burnt black color in the final version, not red like in VC's Apartment. Is it meant to be that way? Are we meant to think that the police scrubbed the symbols away? What do people think?
Ah yes this is a very good one! That once went through my head months back. That should logically be red indeed. I will do this and send the files to reborbinshadows so he can implement that into the next release. Thanks!
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Old 27-09-21, 17:48   #517
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Hey Reborninshadow, is there a release date for a PS2 version?

So far I am loving to replay AOD with this patch. It DEFINITELY CHANGES THE EXPERIENCE OF THE GAME FOR THE BETTER!

POINTS I ENJOYED:

# The new text on the Notebook. - It's more clear of what you need to do and gives you more background story.
# Item placement - The new item placement, especially the weapons makes more sense and changes slightly your gameplay choices. - It becomes more of a stealth experience.
# Finally the money has a purpose. Thank you!
# New textures on the cutscenes becomes more clear on whats happening on the story.
# "New Items" - The item added, like the faxes, gives you more background info to better understand the story. LOVED IT!
# More enemies, I loved the added enemies, gives you a more dangerous place, and makes sense.
# The item placement of the dual vectors are perfect. Keep them that way!
#The new tutorial section and please maintain the command crawl tutorial. It's perfect.

POINTS I THINK NEEDS TO BE IMPROVED:
# Maintain the police on Paris Ghetto after exiting the Club but remove Janice. - As a "Lady of the streets" she went elsewhere to do "her business". Makes sense?
# More Vector Ammo on Prague. I love using the duals and went out of ammo. There's a lot of empty places in Prague and you could reward the player with ammo by exploring.
# More enemies...

Last edited by Kurtis6; 27-09-21 at 17:50.
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Old 27-09-21, 18:53   #518
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^ am I missing something or is this the same comment from https://www.tombraiderforums.com/sho...&postcount=494
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Old 27-09-21, 19:19   #519
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I just pulled up a walkthrough on YouTube for Monstrum Crime Scene on PS2. The light beam effect is most definitely more pronounced there.

I also noticed that the numerals on the floor don't seem to flicker either like they do on PC.
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Old 28-09-21, 10:13   #520
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Next update, tonight or tomorrow.
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