www.tombraiderforums.com

Go Back   www.tombraiderforums.com > Tomb Raider Modding > Tomb Raider Level Editor > Software Development

Reply
 
Thread Tools
Old 10-10-14, 07:26   #901
sackboy123
Tomb Raider
 
sackboy123's Avatar
 
Join Date: Jul 2012
Location: Rockfort Island
Posts: 16,434
Default

Uzi clips is 30 in all games

TR1-3 Shotgun shells:2
TR4-5 Shotgun shells:6

Grenades in TR2 and TR3:2
Grenades in TR4:3

Rockets in TR3:1

Harpoons in TR2 and TR3:3

Can't remember the rest
__________________
Replaying TR4
sackboy123 is offline   Reply With Quote
Old 10-10-14, 07:38   #902
Lwmte
Explorer
 
Lwmte's Avatar
 
Join Date: Aug 2010
Posts: 950
Default

Great, thank you! Less things to check!

P.S.: Checked TR2 and TR3, actually, ammo amounts are:

TR2 Automatic pistols: 40
TR2 UZI: 80
TR2 Harpoons: 3
TR2 M16: 40
TR2 Grenades: 2

TR3 Desert Eagle: 10
TR3 UZI: 40
TR3 Harpoons: 3
TR3 MP5: 60
TR3 Rocket: 1
TR3 Grenades: 2

Last edited by Lwmte; 10-10-14 at 08:03.
Lwmte is offline   Reply With Quote
Old 10-10-14, 11:14   #903
Suikaze Raider
Historian
 
Suikaze Raider's Avatar
 
Join Date: May 2007
Location: Almeria (Spain) Type: Crazy TR Fan.
Posts: 473
Default

TR1/TR1 Gold (In every pick-up):
Shotgun: 1 munition item = 2 shells.
Magnum: 2 munition items = 50 clips.
Uzi: 2 munition items = 100 clips.

PS: The "Skull Key" should be "Silver Key"

TR1 (Puzzles, Pick-up's and Keys):
Quote:
Level 2: City of Vilcabamba.
Puzzle 1: Gold Idol
Key 1: Silver Key *

Level 3: Lost Valley.
Puzzle 1: Machine Cog

Level 5: St. Francis' Folly.
Key 1: Neptune Key
Key 2: Atlas Key
Key 3: Damocles Key
Key 4: Thor Key

Level 6: Colosseum.
Key 1: Rusty Key

Level 7: Palace Midas.
Puzzle 1: Gold Bar
Pickup 1: Lead Bar (Hardcoded)

Level 8: The Cistern.
Key 1: Gold Key
Key 2: Silver Key
Key 3: Rusty Key

Level 9: Tomb of Tihocan.
Key 1: Gold Key
Key 2: Rusty Key
Key 3: Rusty Key

Level 10: City of Khamoon.
Key 1: Sapphire Key

Level 11: Obelisk of Khamoon.
Puzzle 1: Eye of Horus
Puzzle 2: Scarab
Puzzle 3: Seal of Anubis
Puzzle 4: Ankh
Key 1: Sapphire Key

Level 12: Sanctuary of the Scion.
Puzzle 1: Ankh
Puzzle 2: Scarab
Key 1: Gold Key

Level 13: Natla's Mines.
Puzzle 1: Fuse
Puzzle 2: Pyramid Key

Others:
???: Scion
TR1 Gold (Puzzles, Pick-up's and Keys):
Quote:
Level 1: Return to Egypt.
Key 1: Gold Key

Level 2: Temple of the Cat.
Key 1: Ornate Key
Regards
__________________
Working in TR1 & TR2 Translations.

Last edited by Suikaze Raider; 10-10-14 at 11:22.
Suikaze Raider is offline   Reply With Quote
Old 10-10-14, 11:26   #904
SLAYER
Archaeologist
 
SLAYER's Avatar
 
Join Date: Jun 2006
Location: Jordan
Posts: 2,144
Default

TR4 Items:

Flares: 12
Shotgun: 6 normal shells
Shotgun Ammo: 6 (both types)
Uzi Ammo: 30
Revolver: 6
Revolver Ammo: 6
Grenade Gun: 10 normal grenades
Grenade Ammo: Normal x4, Super x4, Flash x4
Crossbow: 10 Normal
Crossbow Ammo : Normal x10, Poison x10, Explosive x10

TR5 have the same Item count for the above Items.
__________________
Right now, I'm losing patience

Last edited by SLAYER; 10-10-14 at 12:42. Reason: Added other ammo types
SLAYER is offline   Reply With Quote
Old 10-10-14, 11:54   #905
sackboy123
Tomb Raider
 
sackboy123's Avatar
 
Join Date: Jul 2012
Location: Rockfort Island
Posts: 16,434
Default

You don't get 10 Grenades for one pick up it's 3, crossbow is 10

Grapple gun is 1

HK ammo is 30
__________________
Replaying TR4
sackboy123 is offline   Reply With Quote
Old 11-10-14, 00:03   #906
Lwmte
Explorer
 
Lwmte's Avatar
 
Join Date: Aug 2010
Posts: 950
Default

Thank you all, I have updated all ammo amounts for all games!
As for item names, yes, Skull key was a bit random, cause I don't remember exactly how items were called in TR1! Anyway, we're just on our way introducing level-specific item names.

Also, now I'm beginning to write down all combine variations for different TR4-5 items. Next step will be making combine function work (at least via console).

Last edited by Lwmte; 11-10-14 at 09:48.
Lwmte is offline   Reply With Quote
Old 11-10-14, 02:14   #907
Lwmte
Explorer
 
Lwmte's Avatar
 
Join Date: Aug 2010
Posts: 950
Default

Finally... COMBOS HAVE ARRIVED!


You know what's funny about this update? NOT A SINGLE LINE of source code was changed to make it work. Everything I have done is writing two functions into script file. It means that OpenTomb now really gets to a stage when you have plenty of scripting functions to make some drastic changes to gameplay without recompiling binary.

In case of combo feature, I have used getGameVersion function to check if we're running TR4/5 level, then I used getItemsCount function to know if we have specified items in inventory. And finally, addItem and removeItem do the actual combining job, while playsound function makes a nifty noise, like it was done in original.

Just look into the script code, and you will understand how simple and powerful whole thing is becoming.
Lwmte is offline   Reply With Quote
Old 11-10-14, 04:10   #908
Mokono
Relic Hunter
 
Mokono's Avatar
 
Join Date: Apr 2009
Location: Perú
Posts: 8,742
Default

Fantastic job! At this rate, your code will end up being cleaner than the original source code. Could this mean that beta items could be enabled using the script code? Like the hand grenade or the PDA in TR1 or the silencer in TRC.

Also, is the pick-up animation disabled in the latest builds? Whenever i pick items, they instantly appear in the inventory without triggering any animation.
Mokono is offline   Reply With Quote
Old 11-10-14, 10:18   #909
Lwmte
Explorer
 
Lwmte's Avatar
 
Join Date: Aug 2010
Posts: 950
Default

Quote:
Could this mean that beta items could be enabled using the script code? Like the hand grenade or the PDA in TR1 or the silencer in TRC.
At first, I even added these "missing" items into item list, but then I realized that some of these abandoned items are absent in final game versions. For example, silencer only appeared in TR5 demos and betas, and was removed in final version. That's why I have removed silencer from prototype item list. On the other hand, PDA object was always present in TR1-3, so I kept it in the script; so yes, it is very likely that we'll get some PDA functionality in TR1-3!

On the far perspective, I think there's no problem in loading additional objects not from the level file, but from external file; this way, we can introduce absolutely new objects never seen in old TR games - like aforementioned silencer, flashlight, and so on. But this is REALLY far from now.

About picking up animations... There is a bug with current pick-up function, which forces Lara to momentarily pick up an item, if current state is IDLE, but previous animation isn't finished - for ex., if Lara stops running and at the same time you push ACTION above pick up, it will momentarily appear in your inventory. This should be ruled out by checking animation numbers.
Lwmte is offline   Reply With Quote
Old 11-10-14, 20:16   #910
vobject
Hobbyist
 
vobject's Avatar
 
Join Date: Nov 2013
Location: Germany
Posts: 40
Default

Quote:
Originally Posted by Lwmte View Post
If you're using nightly builds from OpenTomb SF page, I can only suppose that on server side, there is no define for static PNG and JPG library loading; I ran into the same issue while trying to compile engine with built-in JPG and PNG libs - I had to manually specify LOAD_JPG and LOAD_PNG defines in CodeBlocks build options.

I think that this could be solved by vobject, who maintains remote build script; let's hope he'll appear here soon.
You are correct, I never noticed this. The NightlyBuilds link statically against SDL2 and SDL2_image. However, SDL2_image does not include the actual code to load JPEG and PNG files but tries to load them from DLLs at runtime.

As a quick fix, the nightly builds now include the necessary DLLs! Pix should now show up. I should fix this properly by using SDL_image library included in the repo (which it is currently not).
vobject is offline   Reply With Quote
Reply

Bookmarks

Thread Tools

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off



All times are GMT. The time now is 09:11.


Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2019, vBulletin Solutions Inc.