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Old 15-08-16, 17:47   #511
Tombraiderplay
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Also can we enable the combat camera thingy ? ( camera doesn't move if lara draws weapons )
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Old 15-08-16, 18:09   #512
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That exists in TRNG, just requires scripting, look at Mists of Avalon
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Old 15-08-16, 18:56   #513
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Quote:
Originally Posted by Ligufaca View Post
Thank you AODfan, that ponytail patch will be useful.
You're welcome, glad you find it useful!

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Originally Posted by Baratheon View Post
Wow, awesome! I'm using the save patch. You're a superstar (also HAPPY BIRTHDAY to me because of this[??]).
That would be quite an early birthday present then, wouldn't it?

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Wow! Awesome! I'm so glad someone is still making patches for FLEP. This and information about TRNG 2.0 being resumed are one of the best news so far in the TRLE world.

Btw, would it be possible to add back free camera mode for right analog stick? As far as I recall it was present in TREP but is absent from FLEP.
I'll see what I can do, I just hope it doesn't occupy any code that's being used by TRNG. If it doesn't work, there's at least still the new TRNG update coming so it might be possible there!

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Originally Posted by Tombraiderplay View Post
Also can we enable the combat camera thingy ? ( camera doesn't move if lara draws weapons )
As sackboy said, it's already possible in TRNG so there's no need to have it on FLEP as well.
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Old 15-08-16, 19:25   #514
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Since FLEP is basically like TREP meaning no scripting required, would it be possible to implement it in FLEP though
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Old 16-08-16, 12:33   #515
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Quote:
Originally Posted by Caesum View Post
Wow! Awesome! I'm so glad someone is still making patches for FLEP. This and information about TRNG 2.0 being resumed are one of the best news so far in the TRLE world.

Btw, would it be possible to add back free camera mode for right analog stick? As far as I recall it was present in TREP but is absent from FLEP.
I tried it and it didn't work
It's probably to do with the fact that it requires a lot of other patches to be active at the same time and with my very limited knowledge I don't know how to fix that.

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Since FLEP is basically like TREP meaning no scripting required, would it be possible to implement it in FLEP though
Who knows? I'm not going to try though. The feature is in TRNG and works just fine. No need to have it in FLEP as well.
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Old 26-11-16, 15:04   #516
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Avast recognizes the tomb4.exe in the particle test zip as a virus.
I assume its a false alarm ?
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Old 26-11-16, 15:30   #517
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Yes, it's a false alarm, don't worry
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Old 26-11-16, 18:00   #518
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Yep, absolutely false.
A lot of custom levels using FLEP suffer from these false positive messages from anit-viru programs.
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Old 16-02-17, 20:44   #519
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Sorry for bumping but I cannot make the particles to fall down. How to make them move vertically down? They go either up or horizontal or somehow at an angle. Cannot get the straight down.

Last edited by Caesum; 16-02-17 at 20:47.
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Old 16-02-17, 20:55   #520
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I have two that go down.
the horizontal values are the same in both, the vertical speed values are different.

Horizontal speed = 2
Horizontal curve = 5
Vertical speed 1 = 12 - 20
Vertical speed 2 = 45 - 55

It's been a long time since I made these, so I can't remember why it had to be done like this. But these are the values that matter in this case: making the sprites go down.
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