27-10-17, 15:53 | #491 |
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Joined: Feb 2015
Posts: 874
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^ Could you take a video of the bug? On my computer Lara always moves inside the elevator, regardless of the version I use.
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29-10-17, 22:54 | #492 |
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Joined: Nov 2016
Posts: 491
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It's not a bug exactly. I guess, sasho disabled this because Lara stopped walking for a few seconds in the tutorial, but this affected the rest of the game. For example, in the Wrath of the Beast level, Lara enters and there's an animated sequence where you can see this big statue falling down. If you walk a few steps ahead accidentally as the camera changes, Lara will fall into the abyss. In the original game, Lara stands still until the camera is back with her, so you can see where you're going. In the same level, if I get the stone on the wall quickly and I go to the left or right, the camera changes again and remains like that, and you can see the floor uncompleted below. The camera follows Lara again if I walk away from the wall, but as I can't see her, it becomes difficult to get out.
The elevator works fine in the second level. I was refering about the moment when you push the lever to call the elevator. If you go directly to the elevator before this reach the floor, you will hear the loop sound of the elevator coming up. I will upload a video later. Last edited by Tremolo; 29-10-17 at 22:56. |
30-10-17, 15:08 | #493 | |
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Joined: Feb 2015
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Quote:
I got it! Thanks for the clarification. You can avoid making the video. I've compared sasho's build with the original one and here's what causes these issues: In the original version of mapActorCallback function, when case 127 is triggered, the game checks whether the value pointed by esp register is equal to zero or not. If it is zero then it jumps to address 50EA71 (the end of the function), if it is not then it continues to the block of instructions indicated with the orange arrow. This calls the function playLockOutControl which is responsible for locking the player position. In sasho's version the first block of istructions is disabled (nop = no operation) and the game automatically jumps to the address 50EA71; notice the difference between "jz" (= jump if zero, it always follows a "test" instruction) and "jmp" (= unconditional jump). Unfortunately there is no way to change this behaviour: if you want to fix these bugs you'll have to deal with the annoying subtitles in the first level. If you don't want to wait the release of the next version of the Multipatcher you can fix this bug by yourself with an hex editor: 1) Open TRAOD_P4.EXE 2) Search for the following string: "50 E8 4A 68 04 00 83 C4 08 E9 CB 03 00 00 90 90 90 90 90 90 E9" 3) Replace it with: "50 E8 4A 68 04 00 83 C4 08 E9 CB 03 00 00 8B 04 24 85 C0 0F 84" Last edited by nakamichi680; 30-10-17 at 15:11. |
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30-10-17, 16:42 | #494 |
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Joined: Jun 2006
Posts: 2,380
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Why do some subtitles make you stop while the others don't? is this something that can be fixed in the level instead of the binary?
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30-10-17, 17:23 | #495 |
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Joined: Aug 2008
Posts: 12,070
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Unless I'm mistaken the original, v39, v42 and v49 versions of the game don't suffer from this problem. It was introduced with v52 patch.
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30-10-17, 19:39 | #496 |
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Joined: Feb 2015
Posts: 874
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Fixing it in the level would be the best solution but I fear it requires some changes in the script file (SCX) which is almost impossible to decrypt.
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02-11-17, 21:33 | #497 |
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Joined: Nov 2016
Posts: 491
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Thank you, nakamichi. It's working great now.
I found another kind of "problem". Some time ago I used the Slayer's patch to remove the glow effect on Lara's clothes and hair, because let's recognize it: that effect is AWFUL. But now I decided to leave it and play with the glow effect. Now, in the scene that Kurtis takes away Lara's pistols, she's wearing the jacket, not only the black shirt. This never happened to me before, I don't know why. In the chasing scene, Lara appears only with the black shirt. But when she meets with Bouchard later, she's wearing the jacket again... besides she's wearing the glasses. Last edited by Tremolo; 02-11-17 at 21:35. |
03-11-17, 04:21 | #498 |
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Joined: Jul 2012
Posts: 4,285
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Would it be possible to add Lara's gas mask to the Galleries Under Siege cutscenes? It does just suddenly vanish.
Unlikely, but could they be added to Kurtis and Gunderson as well? |
03-11-17, 09:39 | #499 |
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03-11-17, 11:57 | #500 | ||
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Joined: Feb 2015
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Quote:
In alternative, you could unpack these three cutscenes with gmxtool, put the same Lara model (its name is "2f06b63e-.chr") and repack the files. Quote:
2) Go to this website https://onlinegdb.com/SJbQOICtAZ and click "Run". 3) Hash the following string "LARA_RESPIRATOR" and copy the little endian result. 4) Using an hex editor, search this hash and change it to something else (for instance, if the hash is 3D 76 12 BB you can change it to 3C 76 12 BB) 5) Save the file and compress it with AOD CLZ Xpander. Repeat for CS_6_21A and CS_6_21B. I haven't checked if their models have a respirator yet. Try to view them using my Animation Exporter in CHR-only mode, if they have a respirator then the process is the same as before, the only difference is that you have look for a different hash. |
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