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Old 17-05-22, 06:51   #161
ATombRaiderFan
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Quote:
Originally Posted by mizuno_suisei View Post
I feel confident in my reply...but also not, but I BELIEVE this can actually be edited in TR4s script file by changing the UVrotate value in its line, for this levels script entry
Scripter4 can do this.
Alas, sadly the UVrotate value won't affect the water textures because it's hardcoded, info taken from here.

BTW if anyone is interested, I was inspired by mizuno_suisei and decided to correct the "Separate" word for The Times Exclusive bonus level. Grab the file here.

Last edited by ATombRaiderFan; 17-05-22 at 07:02.
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Old 17-05-22, 07:08   #162
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Originally Posted by ATombRaiderFan View Post
Alas, sadly the UVrotate value won't affect the water textures because it's hardcoded, info taken from here.
Actually no, it says it is hardcoded to 7 for objects, so for example that roundish waterfall for which the speed is correct. The flat waterfall, which is too fast, is a room geometry texture, which should be affected by the script command.
Here is the direct link to the relevant section.

In theory it should work. In practice I have no idea.
According to this page, the original scripts did have an UVRotate command of 8 for that level. Maybe just lowering it would be enough? (faces are much bigger on room geo than on the waterfall object, so the speed has to go faster, that might be the reason).
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Old 17-05-22, 09:46   #163
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Ah, I stand corrected, thank you for explaining @Joey79100. In the video below, the UVrotate value is changed to 4, in vanilla it's 8.




I've made the change to mizuno_suisei's script file. These are the changes in full for both Script and English DAT files:

-SEPARATE, the correct spelling (mizuno_suisei)
-Added Golden Skull text value to, Race to the Iris (mizuno_suisei)
-Flat waterfall animation slowed down, Angkor Wat (ATombRaiderFan)

Download here

Last edited by ATombRaiderFan; 17-05-22 at 13:14.
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Old 19-05-22, 13:18   #164
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This is such a cool change! Thank you ATombRaiderFan!

I'm just trying to think now, is Angkor Wat the only level in TR4 with waterfalls like these, which are part of the room geometry as opposed to objects?

The waterfalls in Temple of Poseidon are objects. I'm not sure though about the light beams from Inside the Great Pyramid and Temple of Horus - those are also the same waterfall effect, but not sure if they're objects or room geometry. The reason I wonder is it would be interesting to see if anything else is running at the wrong speed because of a too high UVrotate value.
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Old 21-05-22, 20:44   #165
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Been getting back into the TR series lately, so it's nice to see this project has added some neat features and Qol additions. Though I seem to be having some issues that I've been trying to figure out.

I seem to be unable to alt+TAB out while the game is running, which isn't really the end of the world, just a minor issue due to having made it a habit of switching between the game and a guide on firefox.

The other issue I've noticed is something I'm not sure is due to the the Tomb4 Project .exe or just due to my own stupidity.

The game seems to shut down just fine from what I can tell, using either the exit option in the main menu or the alt+F4 method, but according to my Reliability Monitor tomb4.exe seems to crash every time at some point during shutdown.
Not really sure what the problem is, just a bit worried since I haven't seen any of the previous titles exhibit this behavior... I'm using the GOG version of TR4 if that helps narrow it down.

Last edited by Gerald Ulysius; 21-05-22 at 20:45.
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Old 22-05-22, 01:35   #166
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Hello, I've been very very very busy recently, sorry for the lack of updates here I will release a hotfix that fixes that crash really soon. it is indeed my fault. I haven't done anything else in tomb4 for the time being because I've just been super busy. sorry about that!
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Old 22-05-22, 01:37   #167
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Quote:
Originally Posted by .snake. View Post
This is such a cool change! Thank you ATombRaiderFan!

I'm just trying to think now, is Angkor Wat the only level in TR4 with waterfalls like these, which are part of the room geometry as opposed to objects?

The waterfalls in Temple of Poseidon are objects. I'm not sure though about the light beams from Inside the Great Pyramid and Temple of Horus - those are also the same waterfall effect, but not sure if they're objects or room geometry. The reason I wonder is it would be interesting to see if anything else is running at the wrong speed because of a too high UVrotate value.
You could use Scripter4 to, scroll through TR4s level entries to spot any that contain the UVrotate line ticked, therefore dumbing down which levels use it, and you could experiment from there
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Old 22-05-22, 02:46   #168
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Quote:
Originally Posted by Woops View Post
Hello, I've been very very very busy recently, sorry for the lack of updates here I will release a hotfix that fixes that crash really soon. it is indeed my fault. I haven't done anything else in tomb4 for the time being because I've just been super busy. sorry about that!
Oh, that's all right. Don't overexert yourself on my part. I'm happy enough you took the time to respond, so I definitely appreciate your efforts. Looking forward to seeing how this project will continue to improve.
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Old 24-05-22, 10:06   #169
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Quote:
Originally Posted by Woops View Post
Hello, I've been very very very busy recently, sorry for the lack of updates here I will release a hotfix that fixes that crash really soon. it is indeed my fault. I haven't done anything else in tomb4 for the time being because I've just been super busy. sorry about that!
take your time troye thanks for your hard work.

i hate to ask but will you also fix that controller glitch? it's pretty egregious
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Old 24-05-22, 18:42   #170
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@Woops

I guess I'll send a bit of late feedback. That update you sent me hasn't given me a single crash on exit since testing, or at least given me any messages on exit.

Last edited by Kirishima; 24-05-22 at 18:57.
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