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#4991 |
Hobbyist
Join Date: Dec 2021
Location: France
Posts: 30
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Hey guys ! Someone knows why the reverb effect doesnt apply in game ?
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#4992 |
Archaeologist
Join Date: Aug 2010
Posts: 1,787
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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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#4993 |
Hobbyist
Join Date: Dec 2021
Location: France
Posts: 30
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I did try to enable it on FLEP but still nothing
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#4994 |
Historian
Join Date: Aug 2010
Location: Germany, Cologne
Posts: 420
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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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TE - the place to unleash your creativity. |
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#4995 |
Professor
Join Date: Aug 2001
Location: CT, USA
Posts: 4,708
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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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Nothing is impossible, just impractical |
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#4996 | |
Historian
Join Date: Feb 2009
Location: Iserlohn
Posts: 405
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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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Greetings, :-) l.m. :-) Last edited by l.m.; 06-10-22 at 08:08. |
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#4997 |
Professor
Join Date: Mar 2012
Location: France
Posts: 3,686
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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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#4998 |
Historian
Join Date: Dec 2018
Location: Russia
Posts: 428
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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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#4999 |
Historian
Join Date: Dec 2018
Location: Russia
Posts: 428
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My new clip:
https://youtu.be/H6kf_kPFyy0 |
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#5000 | |
Professor
Join Date: Mar 2012
Location: France
Posts: 3,686
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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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