24-09-17, 07:59 | #571 |
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Joined: Jul 2016
Posts: 86
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Cistern flipmap issue.
Lara tries to get out on land but she is still considered underwater. Watch from 55 seconds and onward. |
24-09-17, 17:18 | #572 |
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Joined: Jul 2016
Posts: 86
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XProger, when you get a chance can you fix it so when Lara jumps from a slope she stays in jumping mode.
I know when you land on a slope you slide but it makes it very difficult in certain level points because I'll try to jump from one location to the next and under the original game it works fine but here Lara wants to slide unless I'm a certain amount above the slope. Makes certain parts of levels very difficult, especially since I can't save. Normally at 5:20 until the end of the video Lara would simply jump all the way until she landed back on the slope. Here she immediately starts sliding again. Hard to adjust when a bolder is coming down. Thanks Last edited by andrewsyc; 24-09-17 at 17:19. |
24-09-17, 21:59 | #573 |
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Joined: Jul 2016
Posts: 86
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It's official, I'm addicted. Time to walk away and let new versions come out.
I have to be the first person to complete openlara?! or at least post proof of it At 6:50 in the video you can watch and see what I mean by the slip through the platform grab. It only does it on think grabbable ledges (like bridges in the Caves level, or in this case the breakable walkway). Another thing I noticed is in Openlara, Lara only grabs one thing at a time for items. Before fighting Natla she grabs Uzi clips 2x for each placement, here I have to lean and grab twice. Something to consider in the future to implement. Completed, though I was cautious in a few areas and did take some damage. Last post for a long time! I swear! Last edited by andrewsyc; 24-09-17 at 22:03. |
25-09-17, 00:30 | #574 |
Golden
Joined: Aug 2016
Posts: 308
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I think yes, in current state of the project (without saves! :)
Thanks for videos, it's really helpful for me and I'll fix and implement all objects soon. Last edited by XProger; 25-09-17 at 00:31. |
25-09-17, 11:09 | #575 |
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Joined: Apr 2005
Posts: 9,208
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I think andrewsyc deserves a beta tester credit
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26-09-17, 03:32 | #576 |
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Joined: Jul 2016
Posts: 86
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Midas
All flipmaps work, the only thing that needs to be directly fixed is picking up the lead bars and then the ability to use Midas' hand to convert the lead bars to gold. Level looks really nice with new water effects. 7:20 to be specific. A lot of the general lighting looks good too. Atlantis I don't have the resolve to die at 20-30 minutes in and then restart. Hopefully saves can be implemented somehow. I think the bolder death made the screen go black before it hit Lara. People who play the game, make sure to shoot the mutants before making the jumps in the center room. Almost fell as a result of colliding with one. Like at 13:20. At 6:50 I was still able to complete the boulder room even though the bolder doesn't reset. 18:20 is a weird sliding bug, slides like the latch is already activated. Maybe make boulder kill radius a little narrower... |
29-09-17, 13:23 | #577 |
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Joined: Feb 2012
Posts: 1,470
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I tested my long abandoned TRAE Style Lara TR1 Level Files on OpenLara today. And they worked! Except the Cutscenes, they are almost completely black with no sound. The mod was to transfer TRA Retold's Lara (well, body and head) into TR1, and it worked on TR1 until The Lost Valley in which it crashed on level load.
This is important because it means OpenLara can run larger level files that don't work on TR1 at all as the level files are too big for the old engine to handle. Last edited by annl; 29-09-17 at 13:41. |
29-09-17, 13:44 | #578 |
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Joined: Apr 2005
Posts: 9,208
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Yeah, in the future we might be able to play TRNG levels with it.
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29-09-17, 14:12 | #579 |
Golden
Joined: Aug 2016
Posts: 308
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29-09-17, 17:08 | #580 | |
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Joined: Jul 2016
Posts: 86
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Quote:
Seems you are making some good progress. I checked a couple things but other than that I just read your commits. |
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