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Old 01-06-13, 19:34   #41
TeslaRus
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Default keymap update

Quote:
Is there a possibilty to change the key "~"
Yes, I update engine and reupload it to SF. Now (see config file) You can remap all keys You want (for help - see SDL key codes).
PS. I want to do keymap configuration too long =)
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Old 02-06-13, 09:10   #42
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You're getting there man! Don't stress yourself and keep up the good work
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Old 02-06-13, 20:35   #43
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Thank you TeslaRus, now I could have a look at the program, and I must say it's amazing what you did so far. I can't wait to see more about this in the future!
Keep up the good work!
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Old 07-06-13, 15:12   #44
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Default climbing update

Added hanging support and climb left / right. Added climbing detection while flying forward / free fall, fixed Lara's angle fixing in sloping surface case.
P.S. I upload update later.
video: http://youtu.be/tvUBkYa_BSA
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Old 07-06-13, 16:12   #45
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From now on I will use TelsaRus engine along with the TRNG engine though I have not downloaded it yet because I am still reviewing it.

A few questions...

Why is the camera take a while to catch up with Lara?

Do triggers and flipeffects work?

What are those random balls you can throw?
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Old 07-06-13, 20:06   #46
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There is no auto-follow mode for camera yet, you have to move it manually with mouse. As for triggers and flipeffects, none of them are implemented yet (however, end_level triggers are visible in game as wireframe cubes), because current task is precise replication of classic TR controls and movements (however, maybe someone can already take advantage of contributing triggering code... ).

Balls are test spheres for physics engine. Funny thing is that you can rotate camera in front of Lara and throw them into her face on the run or while jumping - she will act just like stumbling into wall!
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Old 07-06-13, 21:04   #47
kaufi-lc
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Can't wait to try it out
Just one question: Since you are creating an engine can handle TR1-5 procedures, would it be possible to enable levelbuilders to create levels for TR1,2,3&5 instead of only TR4? So that we could use a WAD with TR1 objects and then convert the .tr4 file to a .PHD file?
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Old 08-06-13, 00:46   #48
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Quote:
Added hanging support and climb left / right. Added climbing detection while flying forward...
Are those climb and hanging support done using the grid sector collision inside tr files or are done using the phyisic engine from the polygonal visual rendering room?

It looks so cool!
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Old 08-06-13, 09:10   #49
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This project seems very good so far I can't wait to see what you're able to come up with in the future Best of luck to you all!
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Old 08-06-13, 09:41   #50
TeslaRus
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Default engine

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Just one question: Since you are creating an engine can handle TR1-5 procedures, would it be possible to enable levelbuilders to create levels for TR1,2,3&5 instead of only TR4? So that we could use a WAD with TR1 objects and then convert the .tr4 file to a .PHD file?
This time I am trying to create playable engine. After complete that, maybe I will create level editor / converter.
Quote:
Are those climb and hanging support done using the grid sector collision inside tr files or are done using the physic engine from the polygonal visual rendering room?
I use Bullet physics engine and collision model == visual polygonal model, so Lara can climb on every object and enemy (next time I will add flags that enable / disable some objects climb-ability).
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