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Old 18-03-20, 18:11   #371
ChocolateFan
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I will look into the mercenary and the Xian guards.

In TR2, both eels have death animations, which are triggered when they have no hit points. But neither of them can be killed, so I am not sure what really is the use for those animations. The same applies to the plugin.

Have you checked the harpoon bug too?
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Old 04-04-20, 01:08   #372
SrDanielPonces
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I've asked some friends of mine who are interested on testing this. Will post their feedback soon!
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Old 06-04-20, 10:37   #373
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Quote:
Originally Posted by AkyV View Post
Dear anybody who wants two test my new plugin!

MY NEW (THIRD) PLUGIN HAS BEEN LAUNCHED ON THE TEST FORUM!
PLEASE COME AND TEST IT.

If you want to test, seriously, but you donít have access to the forum, then just tell me here or in PM, and I will tell you the route and the password, taking you in the test team.
Hi, AkyV. Are you still interested in testers? Because I've got plenty of time on my hands (jobless&coronavirus) and have an idea or two for a level set which would be heavily improved by your plugin.
Let me know.
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Old 06-04-20, 12:03   #374
AkyV
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Hello!
Thank you, but the plugin is already released.
However, there will be surely a Plugin#4, probably in 2021, then you can join.
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Old 14-04-20, 06:29   #375
TheLostSecret
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Hi there.

Does anyone know how can we disable input via CB_INVENT_BACKGROUND_DRAW callback for pause menu?
For the inventory, I use this code and it works:
Code:
Get(enumGET.INPUT, NULL, NULL);
*GET.Input.pCommandsWrite = NULL;
However, for the pause menu, I can only receive input, but not removing it.

Any help will be appreciated.

Last edited by TheLostSecret; 14-04-20 at 06:31.
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Old 14-04-20, 07:47   #376
TokyoSU
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Quote:
Originally Posted by TheLostSecret View Post
Hi there.

Does anyone know how can we disable input via CB_INVENT_BACKGROUND_DRAW callback for pause menu?
For the inventory, I use this code and it works:
Code:
Get(enumGET.INPUT, NULL, NULL);
*GET.Input.pCommandsWrite = NULL;
However, for the pause menu, I can only receive input, but not removing it.

Any help will be appreciated.
Maybe you can check if a CB_PAUSE or something like that exist ?
you can ask JMN since he rewrited the Statistics Menu.
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Old 14-04-20, 07:49   #377
TheLostSecret
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Quote:
Originally Posted by TokyoSU View Post
Maybe you can check if a CB_PAUSE or something like that exist ?
you can ask JMN since he rewrited the Statistics Menu.
Hi there.

Yes, we have CB_PAUSE_MANAGER. The problem is it is not a looped callback, and when you use it, you have the option to replace the whole TRNG code.(CBT_REPLACE) Thanks. I'll ask him then.
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Old 14-04-20, 09:09   #378
AkyV
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Guys, for technical C++ questions, please use the Open DLL chat.
This thread is mostly for showing your WIP work, addressing builders and players, not programmers.
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Old 16-04-20, 06:29   #379
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I revived my Cutscene Plugin and used my C++ knoweledge I gained in the last year.
No more Pointers flying around instead I use the STL to hold my objects.

https://streamable.com/pdzvc2

Unfortunately I cannot make the stutter go away, but you can almost frame-perfect trigger animations

You script it like this:

You Declare a Cutscene Cut.
A Cut has a certain frame length.
A Cutscene consists of an arbitrary order of Cuts (you can reuse cuts like I did)
A Cut consists of Keyframes, that are identified by frame time and the Camera interpolates automatically between these Keyframes.
A Cut also consists of Event. A Event can be a Flipeffect, An Action simply an Animation.
A Cutscene also has Actors (not tested yet), you identify them by ID in that Cutscene and you can play Animations for this Actor via Events.
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Last edited by TR-Freak; 16-04-20 at 06:32.
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Old 21-04-20, 21:12   #380
Krystian
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^ That's quite neat! I wonder what could be causing the frame stutter though. Is the camera moved by the native spline functions in the engine or is it managed by your own interpolation code (splines for XYZ motion and quaternions for rotations)?
Either way it's not a big deal, and considering we're stuck with integers in tomb4, it's to be expected that not everything will be silky-smooth

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First successful attempt at making the climbing cooperate with bridges!
Now it'll be possible to use tilt4 bridges in places where it would be hard/unconvenient to use actual room geometry

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