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Old 01-08-18, 11:57   #111
TR-Freak
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You should fix the Crowbar-Open animation. It always bugs me that Lara grabs into the door. Just shift the position of Lara where she walks to when interacting with the door
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Old 03-08-18, 17:56   #112
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When will this be fully completed and released?
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Old 05-08-18, 12:04   #113
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Originally Posted by New Dwight View Post
When will this be fully completed and released?
Nobody knows yet... it's like the only beginning.
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Old 12-08-18, 02:44   #114
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Shall the bug where Lara wades in 1 click deep water instead of running when ascending stairs or slopes be fixed?

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Originally Posted by Krystian View Post
^ I made a vid to describe it better:



You can see that when Lara runs into the 1-click water, she runs normally, nothing changes. Then, after going into water deeper than 1 click, she transitions to wading. This means that there must be a condition that decides that after surpassing a depth of 1 click (so over 256 units), Lara will go into wading mode. But Lara continues to wade when going back to the depth of 256 units exactly (even though she was able to run through that water before). This indicates that the condition to change from wading to running doesn't kick in after going back to a depth of 256, even though it should, based on the fact she is indeed able to run in such water when entering it from the dry floor.

Finally, the point I was talking about, when you just cross the border of a section where the depth is less than 256 units deep, Lara will finally go into running mode. This tells that the condition for it set as slightly less than 256 units, despite the fact that Lara should already be able to run at exactly 256 deep water.

I know that the other bug is more jarring and obvious, but I also find this bug annoying, because there is an inconsistency between entering a deeper water section and going back onto a knee-high water section
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Originally Posted by Gancian View Post
I checked TR source and yes, there's indeed a mistake in the code:
Code:
if ( hfw < WADE_DEPTH )
    goal.anim_state = AS_RUN;

if ( hfw > WADE_DEPTH )
    goal.anim_state = AS_WADE;
So basically the engine doesn't know exactly what to do when the value matches the WADE_DEPTH and keeps previous state.

Last edited by Boobandie; 12-08-18 at 02:52.
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Old 12-08-18, 15:53   #115
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I can check if there's the same piece of code in disassembled code

I've worked hard in the last days for refactoring the renderer and I've started adding new effects

Here you are, for the first time, soft shadows on a classic TR engine

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Old 12-08-18, 15:57   #116
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you are a god and a gold bitch <3
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Old 12-08-18, 15:59   #117
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wow that is literally dreamcast shadows, amazing! you're a gold bitch <3
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Old 12-08-18, 16:00   #118
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I am a man )
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Old 12-08-18, 16:18   #119
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Marvellous work going on here! These shadows just look A-M-A-Z-I-N-G .
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Old 12-08-18, 16:19   #120
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****!!! This is too good to be true!
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