08-05-12, 14:03 | #4101 |
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Joined: Jul 2007
Posts: 4,183
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WadMerger indicates no errors. And the list of crucial objects seems to be complete:
[IMG]http://i48.************/2z4eow7.png[/IMG] [IMG]http://i50.************/260ejrs.png[/IMG] [IMG]http://i50.************/2z3xgrs.png[/IMG] BINOCULAR_GRAPHICS, TARGET_GRAPHICS and CROWBAR_ITEM are in the wad as well as sprites. But if some of those things - like gun flashes - were malfunctioning indeed, would it be possible to launch the game at all? On the other hand, I remember removing a LOT of X_ITEM objects from some wads (cos I hoped they will crash when I hit DOZY with), but even though level didn't use them, everything was fine. You know - You remove something, and You have Lara's butt in its place. Of course the wad might have been damaged. I mentioned somewhere that I had a serious data loss. The project was damaged, and all I currently have of it is .wad + associated files, .tr4 and .tom. I only can add .sam, .swd and .sfx files to the already existing .tom and join them together into a new .tr4. I already did it with the first level, when Lara touched spikes and missing blood crashed the game. Now I'm recovering the 5th level already - but as I said, it would have to be rebuilt anyway. 6th, 7th and 8th seem to work fine. EDIT: Raymond's tip (given me about 4 months ago) about stripping the NG headers away will not work with this data. It has no NG header at all. So it seems it is really severely corrupted. When I recover the .prj with tr2prj, it says the tail infos are corrupted. I also can see the .tga is scattered - mixed together with Lara's textures from the wad (!). I managed to retexture the thing, but now I'll also have to replace objects - as they were recovered with wrong IDs, mismatching the script triggers for them. Don't worry either - both Fexinspect and TRLE give me the detailed placement of those objects, so I have a TOTAL plan of the level, so I can restore it EXACTLY like it looked like in the beginning. Last edited by DJ Full; 08-05-12 at 14:13. |
08-05-12, 14:39 | #4102 |
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Well, the objects might be there but if they have different meshes, then you'll get a crash when leveljumping.
For example you have a downloaded HQ outfit in the first level but still the original TR4 Lara in the second level. You could try the ResetHUB= line in the script. If one of the Lara related objects is different from the one in the first level, then the leveljump will work with this command in it. But judging from what you wrote, you are probably better off starting all over again. |
08-05-12, 15:28 | #4103 |
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Joined: Jul 2007
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I've done what You said. I never had a necessity to use that command before... ResetHub=5, typed in level 4? It worked! Hahah... Nice!
The level has been based on the DEFAULT city.wad. Just like the previous one uses the standard settomb. Maybe those two shouldn't go one after another... But if they can, I see only one explanation for that: The .tom file, the one that I managed to restore a working .tr4 from, comprising of ex- .wad, .prj and .tga files, must have been somehow damaged that some bits of its .wad part must have been misplaced, so the file could be converted properly, anyway the editor THOUGHT the wad is not original. Thus, ResetHub helped. I just wanted to try every possibility before I decide to rebuild. Of course, the level originally took 2 hours to build, and I already spent half a day on restoring its playability. Not to mention that, just like I said, I will probably rebuild the level anyway, because I've replaced its floor textures with ones I've been using as hints to orientate in the level, just one day before it was damaged. Or I will simply put a warning in the readme: "Don't mind those textures. They mean nothing, nor they won't help You in any way. Leave them be. They just are here. Just as that huge hole in the wall, which You don't have to visit at all. And those doors leading to nowhere are parts of mechanism grouping triggergroups in larger groups. Don't mind any of those. Just progress." I don't know what I'll do, but now it's a matter of finessing, not a matter of playability. The level works and this is the most important thing. Thank You. |
08-05-12, 16:00 | #4104 |
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Joined: Apr 2012
Posts: 21
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It's in Variable. Memory. Add to <&> Savegame Memory the current value, or there's another Variable with that parameter?
DJ Full: Hey, guess when you tried to fix my problem, you ended up finding interesting stuff, that might end up being very usefull. |
08-05-12, 17:03 | #4105 |
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Joined: Jul 2007
Posts: 4,183
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@Sonikku3,
There are possibly many of those "secrets" hidden wherever the list of triggers in NGLE goes only a part of its way to the limit. I once found the general "magical" limit being 127. E.g. higher above the floor, Lara won't follow the monkey swing or fall from a pillar. The floor/ceiling collision seems to do a full circle and is calculated once again from an invisible "0" when You exceed that height. 127 is also a limit of swimming ability. Beyond that value, Lara can only swim upwards/downwards. 127 is also a limit of "Equipment= ITEM_NAME, amount" syntax. Type 127 and You get 127 items. Type 128 and the circle closes = you get -128. Type 255 and You get infinite. It's all around the powers of 2. But not always 2^7. Sometimes it's 2^4 - like limit of shatter explosions in one group. Using those with organizer, You can make nice effects: Spike Shockwave - the thing which started the whole research 400 shatter explosion - OK, I agree this one is rather lame Last edited by DJ Full; 08-05-12 at 17:06. |
08-05-12, 17:17 | #4106 |
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@Sonikku3
You don't need "Variable. Memory. Add to <&> Savegame Memory the current value" this time. (That trigger ADDS a value to a Savegame Memory Zone field so doesn't COPY that into it. - But we need "copy", to overwrite the actual field value, because "add" means "keeping the actual value of the field, adding the forced value to it". But we don't want to keep the actual value now.) Okay, let's start from the beginning: 1. This time you want the "Lara. Current Weapon (not necessarly in the hand) (Short)" Savegame Memory Zone field to have Value 2, because - as I wrote in the tutorial - Value 2 means now "the revolver is in Lara's hand or will be there if you hit SPACE". 2. So you need to force value 2 in "Lara. Current Weapon (not necessarly in the hand) (Short)" Savegame Memory Zone field. (As I said in the tutorial, a forced Value 2 doesn't mean she will draw the revolver at once automatically, but only if you hit your next SPACE.) 3. The method to force Value 2 in that field is you will define Value 2 in a variable and then use F245 trigger. The trigger will force the actual value of the variable (i.e. 2 now) into the chosen field when the trigger has been activated. 4. To choose "Lara. Current Weapon (not necessarly in the hand) (Short)" field in F245 trigger, use the (E)XTRA window of the trigger. 5. As you see in the TIMER window of the trigger, you have several possibilities to choose the variable that will contain the value that will be forced. If you don't know which variable to choose then read this chapter of the tutorial: Which variable should I use for a field? 6. To define Value 2 in a variable, you have to activate one or more "Variables. Numeric" (and maybe "Variables. Memory") FLIPEFFECT trigger BEFORE (!) F245 trigger. For example, see F232 trigger, in which you can set Value 2 for the chosen variable. (That "BEFORE" is logical: we need to define Value 2 first, and then we force it into the field.) - You need (any "Numeric" or "Memory") more triggers only if this only one F232 trigger is not enough to define the required value. But this time it is. 7. You need to activate F232 and then F245 triggers when the level starts, so use that F118 that I mentioned before, that activates TriggerGroup#1 when the level starts. As you know, there are two other triggers in the Script entry of that TriggerGroup now. Put the export values of F232 and F245 after those two triggers. (Place the export value of F232 before F245, so F232 will be activated before F245.) |
08-05-12, 20:45 | #4107 |
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Joined: Apr 2012
Posts: 21
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It worked! thanks a lot, Amanda now can aim with the revolver when the level starts.
Last edited by Sonikku3; 09-05-12 at 13:21. |
09-05-12, 13:22 | #4108 |
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Joined: Apr 2012
Posts: 5,554
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hey how can i delete a trigger
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09-05-12, 13:25 | #4109 |
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Joined: Nov 2011
Posts: 4,882
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On map click on purple square and it will say Trigger....for...
click delete button on keyboard. Why is this in TRNG again? |
09-05-12, 14:43 | #4110 |
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Joined: Apr 2012
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