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#5031 |
Historian
Join Date: Dec 2018
Location: Russia
Posts: 428
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#5032 |
Archaeologist
Join Date: Jul 2007
Location: United Kingdom
Posts: 1,857
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I need to get around to trying it out later or tomorrow!
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"She will live on forever in our hearts." |
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#5033 | |
Hobbyist
Join Date: Sep 2012
Posts: 46
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Check it ---> TombIDE --> Scripting studio---> Tomb1Main_gameflow.json5 -----> level section. example: "file": "data\\level1.phd", ![]() I use Google translate |
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#5034 | ||
Archaeologist
Join Date: Jul 2007
Location: United Kingdom
Posts: 1,857
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EDIT: So it seems I just needed to build a bigger test room! ![]()
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"She will live on forever in our hearts." Last edited by TombRaiderTim; 23-12-22 at 11:56. |
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#5035 |
Hobbyist
Join Date: Sep 2012
Posts: 46
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Minimum 3 rooms must be connected in tr1 level otherwise it will not load the level.
Otherwise you may receive various error messages when loading tr1 level Example: https://postimg.cc/T5jj25K0 /one room no connected oter rooms/ I use Google translate |
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#5036 | |
Historian
Join Date: Dec 2018
Location: Russia
Posts: 428
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#5037 |
Archaeologist
Join Date: Aug 2010
Posts: 1,787
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Your test level must have at least one block raised. Single room with flat floor won't work because of specific pathfinding limitation of TR1.
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#5038 | |
Archaeologist
Join Date: Feb 2010
Location: France
Posts: 1,074
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Since my post, I bought a macbook with a M1 pro and I tried to run TE on a virtual machine runing Windows 11 ARM version. Through Parallels, Tomb Editor seems to work fine. I didn't test everything like all the buttons and so on.. But it works. I used WadTool to import the objects for the object pack I made for the advent calendar and everything worked from creating a new wad, importing new objects, changing textures files, creating animations and changing sounds... I haven't tried to create an TR4 level yet, but I tried TEN and unfortunately it's slow. I can't run with the native resolution but with lower resolution is fine as long the scenery is'nt too complex. I have a huge FPS drop when there are too much sprites and/or shiny surfaces. The keyboard commands are tedious in the first place but when I reduce TEN and open it again, the commands work well. That's it, I don't know if it can be useful for you since you don't develop TE with the idea to make it work on a Mac with a virtual machine but you know it's relatively playable. ![]() About TR4 there is no reason to not work but i'll try. For TRNG I have some doubt but I'll try to run an older level I made with TE+TRNG and see if it works ![]() |
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#5039 |
Professor
Join Date: Mar 2012
Location: France
Posts: 3,686
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I assume TRNG will work just fine.
About TEN, this sounds actually pretty good. The lag is present also in the Windows version when lots of sprites are drawn, as it is currently missing some optimization. Newer versions (at least the upcoming one) will make it better, but at least this is not an emulation issue. ![]() |
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#5040 |
Archaeologist
Join Date: Feb 2010
Location: France
Posts: 1,074
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Yes, with future optimizations I think it will run smoother
![]() When I talk about huge drop, TEN is running at 5FPS more or less when a light is reflected on a shiny object and when there is lot a sprites, not like windows when there is some fps drop but it's still playable. But the fact it launchs at least, is a good thing. ![]() |
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