23-01-20, 23:52 | #19671 |
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Joined: Nov 2004
Posts: 1,531
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Timed underwater switches are possible. Maybe you accidentally clicked “one shot” on one of the triggers?
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24-01-20, 00:21 | #19672 | |
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Joined: Dec 2009
Posts: 1,428
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Quote:
I put three triggers, two for the two trapdoors and one for a camera. And the fourth one is the timed switch. I'm using tomb editor btw Last edited by GabrielCroft; 24-01-20 at 00:27. |
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24-01-20, 15:03 | #19673 |
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Joined: Nov 2004
Posts: 1,531
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Make sure the switch is a traditional underwater lever, not the one pulled from the ceiling. Also if it is a custom lever it may not be set up properly for resetting itself on a timer. Similarly the trapdoors should be traditional and set up to have proper up/down animations. As a last ditch effort you could also try removing the camera trigger (the camera’s timer should be independent of the other triggers so it should be ok, but you never know).
Last edited by SSJ6Wolf; 24-01-20 at 15:06. |
24-01-20, 15:21 | #19674 |
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Joined: Feb 2006
Posts: 3,429
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If the game crashes when Lara looks at a certain room or direction (different room or area every time I change something or move an object elsewhere), does this mean that the level is too full and has too much in it? I finished my BtB level, and despite just barely squeezing everything in there its borderline unplayable as each time I convert I have this problem. Its not even that it crashes when I walk into a specific room, its like loads the room loads just fine, but then I will look in a certain direction and there it goes .
I know some levels have like 300+ movables and tons more static objects and dont crash, so I dont know whats going on. The report: ersion=1.3.0.7 Date: 6 April 2017 (17:34:20) Size=2760704 bytes CRS=Disabled Last diagnostic mexage:FileClose Last directX error: MEMORY CODE MAPPING: BASE START END ID PluginName (PluginVersion - TrngVersion) -------------------------------------------------------------------------------------- 10000000 10001000 1014A000 0 Tomb_NextGeneration (1.3.0.7 - 1.3.0.7) 6FC40000 6FC41000 6FCA2C00 1 Plugin_ClassicInventory (1.1.0.0 - 1.3.0.7) -------------------------------------------------------------------------------------- ............... QUICK DIAGNOSTIC LOG ............... At moment of crash the program was managing: .................................................. .. CRASH REASON: EXCEPTION_ACCESS_VIOLATION The thread tried to read from or write to a virtual address for which it does not have the appropriate access. EXTRA_INFO: VIOLATION ON READ AT OFFSET 0xBF RECOVERABLE : YES CRASH OFFSET: 0x6FB2F358 (Outside of all tomb4, trng or plugin engines. Probably windows APIs) REGISTERS: EAX=B5E610 EBX=FFFFFFFB ECX=D841200 EDX=FFFFFFFB ESI=0 EDI=7749FAC EBP=8C9FE90 EIP=6FB2F358 ESP=8C9FE78 Stack=0x8C9FE78 pContesto=0x8C9FB18 pInfoEccezione=0x8C9FAC8 PRIMARY_STACK: ESP=0x8C9FE78 STACK_TRACE: 0x470FD0 0x471045 0x47DACE 0x44E2A0 0x100C54D8 0x451F85 0x451166 0x475155 0x49E67C <CRASH DURING STACK TRACE> END_STACK_TRACE SECONDARY_STACK: ESP=0x19B0DC STACK_TRACE: 0x48CC6B 0x48CACE 0x49F26B END_STACK_TRACE OTHER_STACK: ESP=0xC89B150 STACK_TRACE: <CRASH DURING STACK TRACE> END_STACK_TRACE Last edited by LaraCablara; 24-01-20 at 15:37. |
24-01-20, 17:12 | #19675 | |
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Joined: Dec 2009
Posts: 1,428
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Quote:
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25-01-20, 18:20 | #19676 |
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Joined: May 2019
Posts: 348
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@LaraCablara. I had a similar problem just not too long ago. And my level is loaded just like yours. My problem was in the room where it crashed there was and object and a lighting effect on a wall portal. It just didn't like that. I deleted them both and it worked. I'm not sure if you are having a similar problem.
I have one question with audio triggers. If the player progress faster than say expected. I put a F130 to stop the audio track that's currently being played. Then put another music trigger right after to play the song I want. But F130 doesn't return to the background music. What trigger should I use? |
28-01-20, 15:53 | #19677 |
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Joined: Feb 2006
Posts: 3,429
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Edit: Nevermind, figured it out!
Last edited by LaraCablara; 28-01-20 at 18:10. |
30-01-20, 23:35 | #19678 |
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Joined: Dec 2009
Posts: 1,428
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With strpix, I exported the head from a outfit (as .MQO) and in Metasequoia I added new sunglasses for Lara that I made.
Back in Strpix, I imported the modified head, but ingame Lara's neck is glitched. In strpix, I checked the points in the head base and also in the neck base, but every vertex numbers are alright just like they were before. The only weird thing is that some points in the head hole are red, but before they were all green... Any way to fix this? Thanks. |
31-01-20, 02:09 | #19679 |
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Joined: Sep 2007
Posts: 1,684
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The head hole points must be green to connect properly.
Click on a green point somewhere else not in the head hole and then hold control and click on the red point to swap them. Note that the scream head must have the same point numbers as the new head. Last edited by sapper; 31-01-20 at 02:11. |
31-01-20, 02:54 | #19680 |
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Joined: Dec 2009
Posts: 1,428
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The scream head have the same point numbers, but it does have only two green points on the head hole. Is there anything I can do?
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