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Old 23-01-20, 07:56   #241
vasatomb
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A how about midas palace? Start of level.
..........
Насчёт этого уровня с бассейном в начале?
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Old 23-01-20, 10:11   #242
Lwmte
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Have you tried to do it there?

Last edited by Lwmte; 23-01-20 at 10:12.
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Old 23-01-20, 17:21   #243
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Quote:
Originally Posted by Lwmte View Post
There was no pushable blocks in TR4, they were introduced by TRNG.
wrong i confirm the pushable block code and used actually in-game
not TRNG, it's original address:
#define InitialisePushableBlock INITIALISE(0x00409460)
#define PushableBlockControl CONTROL(0x004096D0)
#define PushableBlockCollision COLLISION(0x0040A040)
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Last edited by TokyoSU; 23-01-20 at 17:23.
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Old 23-01-20, 17:26   #244
Lwmte
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Hmmm, you mean they left control code in there but removed it from item initialization? That's interesting!
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Old 23-01-20, 17:29   #245
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Quote:
Originally Posted by TokyoSU View Post
wrong i confirm the pushable block code and used actually in-game
not TRNG, it's original address:
#define InitialisePushableBlock INITIALISE(0x00409460)
#define PushableBlockControl CONTROL(0x004096D0)
#define PushableBlockCollision COLLISION(0x0040A040)
He was talking of pushable blocks that you can climb on using OCB 68, as mentionned by vasatomb in the post just before.

Last edited by Joey79100; 23-01-20 at 17:30.
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Old 23-01-20, 17:31   #246
TokyoSU
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Quote:
Originally Posted by Joey79100 View Post
He was talking of pushable blocks that you can climb on using OCB 68, as mentionned by vasatomb in the post just before.
not view it :x, yea lara cant climb like in TRNG.
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Old 24-01-20, 12:57   #247
dcw123
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Small issue regarding new flipeffects..

Installed plugins involving new flipeffects/conditions etc aren't showing when I use Tomb Editor.. they do however show up in NGLE.
Any reason why this is?

Most of them I can simply use scripting to have the same things happen luckily..
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Old 24-01-20, 15:58   #248
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This is actually not a bug.
Since Paolone disappeared and left no source code or documentation for developers about how plugins work and what are the requirements for TRNG, it couldn't be implemented into TE. So when you have plugin triggers, you need to use NGLE to export them and use them through scripts (so instead of just putting it on the map, you put it in a TG and call that TG in the map instead).
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Old 24-01-20, 16:53   #249
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That's not entirely true, plugin trigger format is documented here:

http://www.trlevelmanager.eu/plugin_...p/triggers.htm
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Old 24-01-20, 18:38   #250
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Nvm I'm dumb
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