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Old 04-01-21, 18:17   #41
reborninshadow
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Originally Posted by Chamayoo View Post
Oh good find ! I wonder if it would work for ammos at well ?

EDIT : You mentioned "items" so I guess it's really all pickables on the maps ?
Yeah all pickups should work fine now. It's crazy how much I managed to fix while just messing around in the game. Hopefully people with programming skills will be able to do engine fixes as well.
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Old 04-01-21, 19:40   #42
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Is it possible to run the game with a psp emulator ? Just asking since this was being made for a psp.
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Old 04-01-21, 19:43   #43
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Is it possible to run the game with a psp emulator ? Just asking since this was being made for a psp.
Nope. It's running on a PC version at the moment.
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Old 04-01-21, 19:48   #44
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So, this is the PC build of the game ? Does the PSP build exists ? (Maybe the PSP build was more finished)
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Old 04-01-21, 20:04   #45
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Is it possible to run the game with a psp emulator ? Just asking since this was being made for a psp.
No. While we got the PSP assets, the game is compiled for PC.
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Old 04-01-21, 20:47   #46
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reborninshadow, do you think you could make a patch that would turn off Windows bar? I mean full screen.
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Old 04-01-21, 21:09   #47
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Originally Posted by Cezar View Post
reborninshadow, do you think you could make a patch that would turn off Windows bar? I mean full screen.
You can currently enable fullscreen by adding -fullscreen to the run.bat file but it will run at a very low resolution so I wouldn't recommend it. I don't know how to make it both fullscreen and high resolution at the moment
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Old 05-01-21, 06:23   #48
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Originally Posted by reborninshadow View Post
Yeah all pickups should work fine now.
Since your patch, key items are working just as intended, if the keyhole is not replaced with TNT.
Also I saw your earlier post about adding triggers, spawning enemies... this leans I could reposition, trigger switches too?
In many levels switches are way too high (Some peruvian levels), facing the wrong direction (St. Francis Folly), or placed at the wrong place (Sanctuary of the Scion), or simply they don't work.

Another question: this mini editor can add flames too? ... more like animated things?
IN the city of Khamoon, there is a particular spot, where the crash happens (or won't if you don't face it with the camera) and the error message talks about something animation/ed related.


Also, I just noticed something, and nobody mentioned yet...
When in freecam mode, you can quit it by pressing action, even after replacing Lara. That means, you don't have to use freecam code multiple times to quit it.
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Old 05-01-21, 07:03   #49
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Originally Posted by Zsott View Post
Also, I just noticed something, and nobody mentioned yet...
When in freecam mode, you can quit it by pressing action, even after replacing Lara. That means, you don't have to use freecam code multiple times to quit it.
Haha thanks, this is a very useful information !

I wish the torch could actually illuminate the surrounding, the game can be totally too dark in the shadows. Is someone working on this ?
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Old 05-01-21, 07:25   #50
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Quote:
Originally Posted by Zsott View Post
Since your patch, key items are working just as intended, if the keyhole is not replaced with TNT.
Also I saw your earlier post about adding triggers, spawning enemies... this leans I could reposition, trigger switches too?
In many levels switches are way too high (Some peruvian levels), facing the wrong direction (St. Francis Folly), or placed at the wrong place (Sanctuary of the Scion), or simply they don't work.

Another question: this mini editor can add flames too? ... more like animated things?
IN the city of Khamoon, there is a particular spot, where the crash happens (or won't if you don't face it with the camera) and the error message talks about something animation/ed related.


Also, I just noticed something, and nobody mentioned yet...
When in freecam mode, you can quit it by pressing action, even after replacing Lara. That means, you don't have to use freecam code multiple times to quit it.
Yes, you can modify and move around all existing triggers and switches (or any other interactable object). With this it should be possible to fix many things in the levels like you said. The trigger system is sort of like TRLE triggers, but not on a grid system.

Flames etc. are listed in a special effects category and yes you can add stuff like that. I need to look into them to see if there are animation related options in them though.
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