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#151 |
Student
Join Date: Jan 2019
Posts: 143
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Latest version: first post.
New patches:
This patch disables the stretchy "joints" between the hair pieces. It makes Lara's hair behave like in TR2 and TR3. |
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#152 |
Historian
Join Date: Aug 2010
Location: Germany, Cologne
Posts: 441
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Unfortunately, my game crashes when I updated Flep with the new patches.dll and patches.flep and plugin. And then try to modify patches.bin and restart level.
The level tries to load and when the loading bar is nearly full it crashes.
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TE - the place to unleash your creativity. |
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#153 | |
Student
Join Date: Jan 2019
Posts: 143
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![]() ___________ In other news: The "Disable Hair Skinning" patch has been updated and now allows for the usage of the CUST_HAIR_TYPE script command. Download in the first post, as always. |
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#154 |
Historian
Join Date: Aug 2010
Location: Germany, Cologne
Posts: 441
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Thanks for the updated files!
However, I don't want to be the scapegoat here, but I installed a fresh Flep with a fresh patches.bin. Added the new patches.dll and patches.flp And reinstalledthe given plugin with TombIDE. But the crash remains!!! ![]() As soon as I modify patches.bin with any patch (older or newer ones) it crashes.
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TE - the place to unleash your creativity. Last edited by Die Basis; 13-04-23 at 09:52. |
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#155 | |
Student
Join Date: Jan 2019
Posts: 143
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#156 |
Hobbyist
Join Date: Jan 2016
Posts: 23
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Last patch (13/04) works for me, the game don't crash anymore
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#157 |
Explorer
Join Date: Dec 2017
Location: I am female
Posts: 524
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Latest version: first post.
New patches:
Thank you to Caesum for suggesting the patch and making the video! The Fix sector boundaries patch is meant to fix many bugs, including an interesting one that can be seen in this level: https://drive.google.com/file/d/1IcX...inVQt43H1/view. Given that the Quake camera patch is enabled, the occasional earthquakes that happen in the level Sinking submarine from TR5: https://youtu.be/Q2Di0Vi2aaw?t=551 can be produced by this script: Code:
#DEFINE GT 1 ; GlobalTrigger ID #DEFINE TG 1 ; TriggerGroup ID #define @Plugin_FLEP 1 ; Set Trigger Type - FLIPEFFECT 237 ; Exporting: TRIGGER(192:0) for FLIPEFFECT(237) {Tomb_NextGeneration} ; <#> : Variables. Store. Copy <&>Store variable to CurrentValue ; <&> : Store Long A ; (E) : ; Values to add in script command: $2000, 237, $C0 ; Set Trigger Type - CONDITION 46 ; Exporting: CONDITION(46:0) for PARAMETER(0) {Tomb_NextGeneration} ; <#> : Value= 0 ; <&> : Variables. The Current Value variable is >= than <#>Value ; (E) : ; Values to add in script command: $8000, 0, $2E ; Set Trigger Type - FLIPEFFECT 231 ; Exporting: TRIGGER(511:0) for FLIPEFFECT(231) {Tomb_NextGeneration} ; <#> : Variables. Numeric. Add to <&>Variable the (E)value ; <&> : Current Value ; (E) : Value 1 ; Values to add in script command: $2000, 231, $1FF ; Set Trigger Type - FLIPEFFECT 236 ; Exporting: TRIGGER(192:0) for FLIPEFFECT(236) {Tomb_NextGeneration} ; <#> : Variables. Store. Copy CurrentValue to <&>Store variable ; <&> : Store Long A ; (E) : ; Values to add in script command: $2000, 236, $C0 GlobalTrigger=GT,IGNORE,GT_ALWAYS,IGNORE,IGNORE,TG,IGNORE TriggerGroup=TG,$012000,6,0,$2000,237,$C0,$8000,0,$2E,$2000,231,$1FF,$2000,236,$C0 ; Set Trigger Type - FLIPEFFECT 271 ; Exporting: TRIGGER(112:0) for FLIPEFFECT(271) {Tomb_NextGeneration} ; <#> : Variables. Numeric. Copy <&>Numeric Variable to CurrentValue ; <&> : Local Long Alfa ; (E) : ; Values to add in script command: $2000, 271, $70 ; Set Trigger Type - FLIPEFFECT 236 ; Exporting: TRIGGER(194:0) for FLIPEFFECT(236) {Tomb_NextGeneration} ; <#> : Variables. Store. Copy CurrentValue to <&>Store variable ; <&> : Store Long C ; (E) : ; Values to add in script command: $2000, 236, $C2 ; Set Trigger Type - FLIPEFFECT 371 ; Exporting: TRIGGER(3:0) for FLIPEFFECT(371) {Tomb_NextGeneration} ; <#> : TriggerGroup. Perform <&>TriggerGroup from script.dat (Single execution to use when in TriggerGroup there are only com ; <&> : TriggerGroup= 3 ; (E) : ; Values to add in script command: $2000, 371, $3 ; Set Trigger Type - FLIPEFFECT 237 ; Exporting: TRIGGER(194:0) for FLIPEFFECT(237) {Tomb_NextGeneration} ; <#> : Variables. Store. Copy <&>Store variable to CurrentValue ; <&> : Store Long C ; (E) : ; Values to add in script command: $2000, 237, $C2 ; Set Trigger Type - FLIPEFFECT 272 ; Exporting: TRIGGER(112:0) for FLIPEFFECT(272) {Tomb_NextGeneration} ; <#> : Variables. Numeric. Copy CurrentValue to <&>Numeric Variable ; <&> : Local Long Alfa ; (E) : ; Values to add in script command: $2000, 272, $70 GlobalTrigger=GT+1,IGNORE,GT_ALWAYS,IGNORE,IGNORE,TG+1,IGNORE TriggerGroup=TG+1,$2000,271,$70,$2000,236,$C2,$2000,371,TG+2,$2000,237,$C2,$2000,272,$70 ; Set Trigger Type - CONDITION 46 ; Exporting: CONDITION(46:0) for PARAMETER(450) {Tomb_NextGeneration} ; <#> : Value= 450 ; <&> : Variables. The Current Value variable is >= than <#>Value ; (E) : ; Values to add in script command: $8000, 450, $2E ; Set Trigger Type - FLIPEFFECT 232 ; Exporting: TRIGGER(255:0) for FLIPEFFECT(232) {Tomb_NextGeneration} ; <#> : Variables. Numeric. Set <&>Variable with (E)value ; <&> : Current Value ; (E) : Value 0 ; Values to add in script command: $2000, 232, $FF ; Set Trigger Type - FLIPEFFECT 234 ; Exporting: TRIGGER(2559:0) for FLIPEFFECT(234) {Tomb_NextGeneration} ; <#> : Variables. Numeric. Set in <&>Variable the (E)bit ; <&> : Current Value ; (E) : Bit 9 ($00000200 ; 512) ; Values to add in script command: $2000, 234, $9FF ; Set Trigger Type - FLIPEFFECT 304 ; Exporting: TRIGGER(255:0) for FLIPEFFECT(304) {Tomb_NextGeneration} ; <#> : Variables. Numeric. Generate in <&>Numeric Variable a random CurrentValue ; <&> : Current Value ; (E) : ; Values to add in script command: $2000, 304, $FF ; Set Trigger Type - CONDITION 48 ; Exporting: CONDITION(48:0) for PARAMETER(0) {Tomb_NextGeneration} ; <#> : Value= 0 ; <&> : Variables. The Current Value variable is = than <#>Value ; (E) : ; Values to add in script command: $8000, 0, $30 ; Set Trigger Type - FLIPEFFECT 236 ; Exporting: TRIGGER(193:0) for FLIPEFFECT(236) {Tomb_NextGeneration} ; <#> : Variables. Store. Copy CurrentValue to <&>Store variable ; <&> : Store Long B ; (E) : ; Values to add in script command: $2000, 236, $C1 ; Set Trigger Type - FLIPEFFECT 232 ; Exporting: TRIGGER(8447:0) for FLIPEFFECT(232) {Tomb_NextGeneration} ; <#> : Variables. Numeric. Set <&>Variable with (E)value ; <&> : Current Value ; (E) : Value 32 ; Values to add in script command: $2000, 232, $20FF ; Set Trigger Type - FLIPEFFECT 284 ; Exporting: TRIGGER(255:0) for FLIPEFFECT(284) {Tomb_NextGeneration} ; <#> : Variables. Numeric. Invert the sign of <&>Numeric Variable ; <&> : Current Value ; (E) : ; Values to add in script command: $2000, 284, $FF ; Set Trigger Type - FLIPEFFECT 233 ; Exporting: TRIGGER(8447:0) for FLIPEFFECT(233) {Tomb_NextGeneration} ; <#> : Variables. Numeric. Substract from <&>Variable the (E)value ; <&> : Current Value ; (E) : Value 32 ; Values to add in script command: $2000, 233, $20FF ; Set Trigger Type - CONDITION 42 ; Exporting: CONDITION(42:62) for PARAMETER(112) {Tomb_NextGeneration} ; <#> : Local Long Alfa ; <&> : Variables. The <#>Numeric Variable is < than (E)Value ; (E) : Value= 0 ; Values to add in script command: $8000, 112, $2A ; Set Trigger Type - FLIPEFFECT 237 ; Exporting: TRIGGER(193:0) for FLIPEFFECT(237) {Tomb_NextGeneration} ; <#> : Variables. Store. Copy <&>Store variable to CurrentValue ; <&> : Store Long B ; (E) : ; Values to add in script command: $2000, 237, $C1 ; Set Trigger Type - FLIPEFFECT 285 ; Exporting: TRIGGER(112:0) for FLIPEFFECT(285) {Tomb_NextGeneration} ; <#> : Variables. Numeric. Add to CurrentValue the <&>Numeric Variable ; <&> : Local Long Alfa ; (E) : ; Values to add in script command: $2000, 285, $70 ; Set Trigger Type - CONDITION 42 ; Exporting: CONDITION(42:62) for PARAMETER(255) {Tomb_NextGeneration} ; <#> : Current Value ; <&> : Variables. The <#>Numeric Variable is < than (E)Value ; (E) : Value= 0 ; Values to add in script command: $8000, 255, $2A TriggerGroup=TG+2,> $2000,237,$C0,$2000,272,$70,$8000,450,$2E,$2000,232,$FF,$2000,234,$9FF,$2000,304,$FF,$8000,0,$30,> $2000,232,$FF,$2000,236,$C1,$2000,232,$20FF,$2000,304,$FF,$2000,284,$FF,$2000,233,$20FF,$2000,236,$C0,> $8000+TGROUP_ELSE,112,$2A,$2000,237,$C1,$2000,285,$70,$8000,255,$2A,> $2000,237,$C1,$2000,231,$1FF,$2000,236,$C1,$2000,304,$FF,$012000,3,0,$012000,4,0,> $8000+TGROUP_ELSE,112,$2A,> $2000,271,$70,$2000,284,$FF,$2000,304,$FF,$012000,3,0,$012000,4,0,$2000,271,$70,$2000,231,$1FF,$2000,236,$C0 #define @plugins CLEAR |
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#158 |
Historian
Join Date: May 2019
Posts: 340
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Is it possible to have different FLEP settings for each level besides the player manually editing the folder files?
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#159 |
Explorer
Join Date: Dec 2017
Location: I am female
Posts: 524
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Can you be more specific?
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#160 |
Historian
Join Date: May 2019
Posts: 340
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Like one level having a set of FLEP settings selected, then in the next level have a different set of FLEP settings selected. They both won't be the same between each level. I would like to change a weapon from level 1 to 2. But can't do it unless I change some FLEP settings by the second level.
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