06-12-19, 21:42 | #14021 |
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Joined: Mar 2019
Posts: 687
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you need trng to enable ClassicInventory and the last version at that so it's not faked at all :x
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07-12-19, 00:55 | #14022 | |
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Joined: Jul 2012
Posts: 4,286
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Quote:
The main background (green arrow) can't be using the compass object because we can see it. The compass method was imperfect anyway as it doesn't properly fit to the screen. From the screenshot it looks like you're using both the TRNG CUST_BACKGROUND method as well as the downloaded compass. Hence the confusion. You seem to be asking for help on something that's already working. |
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07-12-19, 14:00 | #14023 |
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Joined: Dec 2006
Posts: 2,120
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Hi guys, I'm in a pickle.
With no Emergency Settings I have an extremely laggy inventory, so I turned on Soft Full Screen which fixed it. For a while I could play on lower resolutions with no issue, but on higher ones everything would be in a tiny box in the top left corner of the screen (the rest of the screen just being pitch black). But now, no matter what resolution I pick with Soft Full Screen on, the whole screen is always in a tiny box in the corner. Can anyone please tell me what I need to do to stop this? Last edited by Teeth; 07-12-19 at 14:02. |
08-12-19, 10:41 | #14024 |
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Joined: Mar 2012
Posts: 3,741
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Soft Full Screen is meant to be a borderless full screen windowed mode, which is why resolution changes aren't effective when using that mode, because it's meant to use Windows' screen resolution. Why it looks small on your end is weird though. Does your monitor have any scaling options for different resolutions? Maybe you could play with that, to make sure it stretches to the screen resolution. Maybe your graphic card's settings has such an option too.
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08-12-19, 18:59 | #14025 |
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Joined: Dec 2006
Posts: 2,120
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Your advice didn't fix the game, but it did fix some other issues I was having with the display not fitting the screen outside of TRLE, so thanks.
Just feel like there's a solution to the tiny box problem. I feel like I had it before a few years ago and found a way to fix it... This is what I'm working with. Last edited by Teeth; 08-12-19 at 19:08. |
09-12-19, 17:49 | #14026 |
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Joined: Sep 2015
Posts: 520
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I want to move a bridge_flat horizontally with an Action trigger but the collision's bridge doesn't move, is there a way to do this?
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09-12-19, 18:36 | #14027 |
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Joined: May 2010
Posts: 1,187
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^ Make sure you put a dummy/regular trigger on every square the bridge can move to
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09-12-19, 18:55 | #14028 |
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Joined: May 2001
Posts: 1,275
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But in that case all the squares with a trigger on them would have a bridge floor from the start, wouldn't they?
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09-12-19, 19:13 | #14029 |
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Joined: Jul 2016
Posts: 1,905
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^yeah they will
One way would probably fake a flipmap, where the new normal or dummy trigger is placed in the right sectors |
09-12-19, 19:31 | #14030 |
Member
Joined: May 2010
Posts: 1,187
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Indeed you two are correct. I dug up an old, old thread where it was described how to implement something like this: The horizontally moving platform
And the solution indeed uses a flipmap in combination with a door portals and toggle opacity 1... didn't expect it to be this complex |
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