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#1 | ||||||
Moderator
Join Date: Dec 2011
Location: Hungary
Posts: 4,778
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Hi, everybody!
This is the thread where you can discuss my released plugins with me or with others. These plugins are well-tested, however, if you discover a new bug, then please report it to me here, and I will (try to) fix it. Thank to everyone who sent me test results! ------------------------------------------------ Please, do not forget to check if your TRNG version is not older than the TRNG version recommended in the plugin text files! A fresh installation of TRLE and TRNG is recommended before using plugins! ------------------------------------------------ Plugin name: AkyV_Mix03 Plugin version is 1.0.0.0. Developing environment: NGLE+TRNG 1.3.0.7. Released: 05-03-2020 download Other plugins needed: mostly none. Except: my AkyVMix02 plugin for some bug fixes (see the detailed descriptions for more info). The biggest thanks to my main tester, ChocolateFan. Also many thanks to Alisa97 for testing. Also thank to anybody who gave me advices to build this plugin. Feature list: - you can adjust a set for inside/outside/underwater ambience audio tracks, when the proper track is automatically used, - you can change the properties (sample, volume etc.) of a particular sound sample in-game, - a heavily customizable feature to show the health displays (bar+text+sprite) of the enemy aimed by Lara, plus, of the enemies near her, - some special customization (eg. pulsing) to change the color of classic bars (Lara's health, Lara's air etc.) and default TRNG bars (Damage, custom etc.), - Lara's hanging strength display in a grip bar, like in Angel of Darkness (plus a condition to check this strength), - Lara's walking mode switch (walking icon, plus walking mode on/off), like in Angel of Darkness, - if you find boring and irrealistic that Lara can shoot endlessly, then the required weapon must be reloaded each time eg. if the clip in it has run out of ammo, with a new feature, - a trigger which lets you change room flags or intensities, based on editor room ID's (or some other parameters), including specified for flipped rooms, - till now, you could check the distance only between Lara and a Moveable/Static object. But with a new condition here, now you can examine it between any objects. See the detailed description here. Or in NG Center, after installing the plugin, using Export Description button. ------------------------------------------------ Plugin name: AkyV_Mix02 Plugin version is 1.0.0.0. Developing environment: NGLE+TRNG 1.3.0.7. Released: 26-12-2018 download Other plugins needed: none. The biggest thanks to my main tester, ChocolateFan. Also many thanks to Alisa97, for testing much back in summer. And also thank you, Titak and LGG_PRODUCTION, for sending some test results. Also thank to anybody who gave me advices to build this plugin. Main features: - creature shadow on/off, - enhanced variable set, with new variables, new operations, new log records, new diagnostic screen, - tiny leveljump features: scripted finish to LARA_START POS, checking the ID of the previous level, - new sprite features (variable-based position, fading in/out), - dripping Lara feature by triggers, - "raindrop on the camera lens" effect by sprites, - activating triggers during menus or loadscreens,* - checking many parameters of the actual camera, - enhanced Trigger Triggerer feature: for multisquared trigger area or for scripted triggers, - switch sequences. *: as for inventory, it is NOT compatible with JMN's ring inventory plugin. See the detailed description here. Or in NG Center, after installing the plugin, using Export Description button. ------------------------------------------------ Plugin name: AkyV_Mix01 Plugin version is 1.0.0.0. Developing environment: NGLE+TRNG 1.3.0.7 Released: 04-01-2018 download Other plugins needed: none. This plugin contains several new executable triggers and condition triggers, for different features. Several new things in this plugin are also available with easier or complex triggering and scripting, in variable and memory zone based setups, using only trng.dll. However, any variable mentioned there, are NOT used in these new triggers. This plugin is variable-free for level builders! OCB added: Quote:
Script constants added: Quote:
ACTION triggers added: Quote:
Several triggers hosting Moveable objects are not Action triggers but Flipeffects. Believe me, I had a good reason to do that, this is not a bug or an error, triggers like that work properly only this way. FLIPEFFECT triggers added: Quote:
Many Flipeffect triggers (controlling objects) of this plugin has a limitation: only one or a few objects can be used with that feature at the same time. I did that limitation because they need some extra memory: a, It is a continuous feature, we need to execute it again and again, or else the effect will be lost. Or b, New savegame data is needed for this feature. And I created that extra memory only for one/a few numbers of objects. CONDITION triggers added: Quote:
It seems the best or sometimes the only way to use some condition triggers is if you use them as GlobalTrigger conditions, not placing them in the map. (But maybe you will be more lucky than me when you test them in the map, that is why they are not only GlobalTrigger conditions.) Bug fixes: Quote:
Last edited by AkyV; 22-06-21 at 20:02. |
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#2 |
Moderator
Join Date: Dec 2011
Location: Hungary
Posts: 4,778
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Reserved for later.
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#3 |
Moderator
Join Date: Dec 2011
Location: Hungary
Posts: 4,778
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Reserved for later.
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#4 |
Professor
Join Date: Mar 2012
Location: France
Posts: 3,686
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I actually don't get why this thread doesn't have any reply, I don't even get how I didn't post earlier to thank you for your huge work. This is not one big ready-to-use feature, but rather an extension of TRNG, which somehow makes it even more valuable because it allows for even more gameplay features.
Things like checking the rolling ball speed so we can make a puzzle where we have to make a rolling ball fast enough to shatter something for example, ro lens flare control, counting how many times a switch has been used, checking if Lara is currently on a scarab sector (so we can use it as an extension to gameplay for whatever purpose we want)... can be used in combination with other things to create even more interesting puzzles. I remember a few years ago I spent time reading the triggers TRNG had, or more recently your hidden triggers tutorials, and it actually gave me inspiration several times for interesting/new puzzles (well, I didn't actually make most of them, but still ![]() So thank you for this plugin, and for all the things you're helping us do in our games. I hope we'll get to see more in the future. ![]() Last edited by Joey79100; 18-01-18 at 20:43. |
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#5 | |||
Moderator
Join Date: Dec 2011
Location: Hungary
Posts: 4,778
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![]() Quote:
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![]() Yes, I am just working on my second one (probably will be released in this year), and, for example, I have just finished a really tiny feature last week: a little request to turn on/off Lara's or enemies' shadow. Last edited by AkyV; 18-01-18 at 23:08. |
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#6 |
Student
Join Date: Nov 2013
Posts: 243
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Yes I agree with Joey that this plugin is amazing and I especially love that now we can set up the audio properly, so no more background music and foreground music playing at same time!
Just curious to ask about LensFlare, I see that there are some additional options but still can`t see to be able setting up negative coordinates (for west and north) and that would be very useful for me, as I can`t rotate the map in editor and realised too lately that we can`t use negative numbers, do you think it is possible to make it work, AkyV? please? Or is it really a limitation which can`t be changed at all? |
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#7 | ||
Moderator
Join Date: Dec 2011
Location: Hungary
Posts: 4,778
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Recommended interval: 0 (north), 256 000 (south). Recommended interval: 0 (below - Lara's floor level), -128 000 (above - top of the sky). Recommended interval: 0 (west), 256 000 (east). So it is only recommeded, you can try bigger/smaller. Besides, as you can see, 0 is in west and north directions, not the middle. However, those are logical borders. I mean, eg. values above 256000 are really meaningless, you cannot really see real difference eg. between 250000 and 290000. And sometimes these "over-border" values could be ugly, "buggy". And again: these are NGLE cardinal points, the game is not the same. |
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#8 |
Student
Join Date: Nov 2013
Posts: 243
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Maybe I did not understand well about the lensflare coordinates. in picture below is how I understood it
![]() 0 is at the border and can`t go any further beyond west and north while we can set up sun coordinates beyond borders of 2d map for south and east directions, the thing is if I set up lensflare for west and north the effect will move away from its location as Lara moves while it is almost impossible for the effect moving away of its place for south and east because the lensflare effect is too far away so even if we walk with Lara far to the other side of the map the effect optically stays in its location... But maybe I did not understand it well, please correct me someone if what I wrote is nonsense... EDIT: so what I want is to be able to put -256 000 for west and north coordinates Last edited by OverRaider; 01-02-18 at 18:13. |
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#9 | |
Moderator
Join Date: Dec 2011
Location: Hungary
Posts: 4,778
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(0,0) is not where Lara is. That can be also "far away" from Lara, who is kinda in the middle of this little map you drew.
Positive and negative number can have the same meanings sometimes. This is how it works also eg. with the layer speeds. I also explain it in my C189 trigger: Quote:
But, again, if this is not what you experience, then you can try negative values, what I say there is only recommended. ![]() |
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#10 |
Moderator
Join Date: Jul 2003
Location: Drenthe, The Netherlands
Posts: 33,225
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A question regarding the C165 trigger.
I have this: Code:
Parameters= PARAM_WEAPON_HOLSTERS, 1, IGNORE, SIXSHOOTER_ITEM, 1, IGNORE TriggerGroup= 106, $028000, 1, $A5 TriggerGroup= 108, $2000, 355, $1405 GlobalTrigger= 46, FGT_SINGLE_SHOT_RESUMED, GT_CONDITION_GROUP, IGNORE, 106, 108, IGNORE So far nothing... Changed the framenumber in the PARAM_WEAPON_HOLSTERS command. Took FGT_SINGLE_SHOT_RESUMED out of GT46. Nothing. Have I done something wrong with the C165? ![]()
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If it walks like a duck and if it quacks like a duck, it is a duck. Last edited by Titak; 26-02-18 at 15:53. |
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