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Old 03-10-22, 22:34   #4991
SalimB
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Hey guys ! Someone knows why the reverb effect doesnt apply in game ?
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Old 04-10-22, 07:14   #4992
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Because you don't have corresponding patch enabled in FLEP (tomb4 case) or it is disabled in settings (TEN case)?
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Old 04-10-22, 19:30   #4993
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I did try to enable it on FLEP but still nothing
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Old 04-10-22, 21:25   #4994
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Quote:
Originally Posted by SalimB View Post
I did try to enable it on FLEP but still nothing
Would be useful if you describe all steps what you have done to enable it, at best with screenshots etc.

Also what you have done in the Editor to enable it etc.

Otherwise we can only guess why it's not working in your case.
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Old 06-10-22, 01:04   #4995
justin
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Default Strange characters when script is compiled through tombide

Has anyone else encountered ï¿ randomly appearing in printed texts? It looks like it's when I use @ to call a file, for like a diary page or something. So my diary entries always have ï¿ at the beginning or end, and other texts printed will start with ï¿

Is there a way to work around this while still calling files? Note that this doesn't happen when compiling the script with NG_Center outside of TombIDE.

Other characters get messed up as well, like ... and ;, but those are less of a concern.

Thanks!
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Old 06-10-22, 07:14   #4996
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Quote:
Originally Posted by Lwmte View Post
Because you don't have corresponding patch enabled in FLEP (tomb4 case) or it is disabled in settings (TEN case)?
you mean Reverb works normally out of the box in TEN?
I thought this is not implemented by now?

Where can I find all this Flow.Settings Properties? I thought it was only settings.errorMode ... :
https://lwmte.github.io/2%20classes/Flow.Settings.html

Where can I find the other entries for the properties that we can configure in Flow.Settings?
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Old 06-10-22, 18:08   #4997
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The page you linked is the page that shows everything that Flow.settings has. Which is, right now, errorMode only.

And yes, reverb is already implemented in TEN.
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Old 13-10-22, 19:35   #4998
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why is the function of deleting a room made when an empty sector is allocated to the button? I've already accidentally deleted rooms so many times that I can't count, and it's impossible to cancel this action! and saved the project randomly after that.

previously , it was impossible to remove rooms in this way - and this is good - it did not lead to unforeseen circumstances .

can you reassign this action to a separate button? it is for removing the entire room.
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Old 27-10-22, 08:22   #4999
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My new clip:
https://youtu.be/H6kf_kPFyy0
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Old 27-10-22, 17:06   #5000
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Quote:
Originally Posted by vasatomb View Post
why is the function of deleting a room made when an empty sector is allocated to the button? I've already accidentally deleted rooms so many times that I can't count, and it's impossible to cancel this action! and saved the project randomly after that.

previously , it was impossible to remove rooms in this way - and this is good - it did not lead to unforeseen circumstances .

can you reassign this action to a separate button? it is for removing the entire room.
I think it always did that, but I might be wrong.

However, TE does ask you for confirmation when you are about to delete a room. When you are deleting objects, it just deletes them, without asking for confirmation.
So the popup should make you aware that you are about to delete a room and not an object.

It sounds like you instinctively click "Yes" without reading, before realizing what you have done.
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