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Old 04-05-22, 18:31   #271
SLAYER
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Originally Posted by nickp364 View Post
  • fixed pushables breaking with flipped rooms when loading a save
Pushables can't be moved on legacy saves.
(Not sure if T1M still supports these or not)

Edit: Pushables work normally if you save again and then load. I guess it becomes a new format save? anyway, just an observation I had.

Last edited by SLAYER; 04-05-22 at 18:42.
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Old 05-05-22, 17:19   #272
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Originally Posted by SLAYER View Post
Pushables can't be moved on legacy saves.
(Not sure if T1M still supports these or not)

Edit: Pushables work normally if you save again and then load. I guess it becomes a new format save? anyway, just an observation I had.
This and a Pierre bug will be fixed soon.

EDIT: 2.8.1 is out https://github.com/rr-/Tomb1Main/releases

Last edited by nickp364; 05-05-22 at 20:06.
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Old 06-05-22, 01:14   #273
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I wonder if the clipping will be fixed/improved like the 3d precision (wobbling) was.
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Old 06-05-22, 03:42   #274
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Hey so I did a little testing and investigating and I figured out that using 2x scaling on the text size option makes all the text and health/air bars the same size as the PS1 version, which is nice. with that being said, using this setting also makes certain pieces of text overlap with each other in the inventory screen. For example, the controls menu, or the compass menu. I think this is a rendering error and should be corrected at some point.

Increasing the text size also effects the size of the health/air bars, even though there is a separate setting specially for it. Maybe the text setting should only effect the text, and the bar setting should only effect the bars.
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Old 18-05-22, 01:22   #275
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I think I found a bug in Natla's Mines



Lara does the pickup animation but doesn't actually pick up the medkit

EDIT: Also, increasing text size pushes the load and save dialogs off screen (at least at 4k resolution)

Last edited by Opaque79; 18-05-22 at 18:19.
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Old 20-05-22, 09:38   #276
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This is AWESOME. got a new gaming rig recently and, now I've got the right version of OpenGL to run tomb1main and its..perfection!

I've been hunting around to find a solution to a small problem I've got, even in this thread but no luck. I'm using an Xbox controller and it seems to be working all fine, except, some buttons are amiss. Directions work fine and free camera, however (imagine it's a PS1 controller as I dont remmeber exactly what xbox buttons are), triangle makes Lara jump, not draw her weapons. Square is action, not X. Etc.. R1 makes her draw weapons, not walk.

Is there a way on my end to fix this? I've tried the ingame control user keys mapping which doesnt respond to controllers at all it seems, and I cant seem to find any references in the json files.

Cheers!
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Old 20-05-22, 16:25   #277
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(Edited out)

Last edited by Famicom; 21-05-22 at 07:30.
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Old 20-05-22, 18:19   #278
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Quote:
Originally Posted by Opaque79 View Post
I think I found a bug in Natla's Mines



Lara does the pickup animation but doesn't actually pick up the medkit

EDIT: Also, increasing text size pushes the load and save dialogs off screen (at least at 4k resolution)
Hey sorry about that. There’s a new hot fix release today that fixes the medic pack bug. Also the scaling bug will be fixed in the next release sorry!

Quote:
Originally Posted by mizuno_suisei View Post
This is AWESOME. got a new gaming rig recently and, now I've got the right version of OpenGL to run tomb1main and its..perfection!

I've been hunting around to find a solution to a small problem I've got, even in this thread but no luck. I'm using an Xbox controller and it seems to be working all fine, except, some buttons are amiss. Directions work fine and free camera, however (imagine it's a PS1 controller as I dont remmeber exactly what xbox buttons are), triangle makes Lara jump, not draw her weapons. Square is action, not X. Etc.. R1 makes her draw weapons, not walk.

Is there a way on my end to fix this? I've tried the ingame control user keys mapping which doesnt respond to controllers at all it seems, and I cant seem to find any references in the json files.

Cheers!
Nice!! Proper Controller support is actually being worked on atm. Not sure when it will be done but hopefully not too much longer.

Last edited by nickp364; 20-05-22 at 18:20.
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Old 21-05-22, 00:18   #279
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Nice!! Proper Controller support is actually being worked on atm. Not sure when it will be done but hopefully not too much longer.
Thanks for clarifying! does that mean that you're all aiming for mutual Xinput and DInput support?
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Old 21-05-22, 00:34   #280
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Quote:
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Hey sorry about that. There’s a new hot fix release today that fixes the medic pack bug. Also the scaling bug will be fixed in the next release sorry!
Great to hear it's being worked on
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