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#1 |
Professor
Join Date: Jul 2009
Location: Albania
Posts: 4,742
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I thought it would be good that everyone can post here bugs which he/she had with the last TRNG update,or even suggestions(realistic ones,please not wishes :P).At the end I can send Paolone an email with the whole report of us.
How do u think? |
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#2 |
Moderator
Join Date: Jul 2003
Location: Drenthe, The Netherlands
Posts: 33,303
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Raymond is already doing that via Skribblerz. He collects bugs or isseus he finds here, posts them on skribblerz for confirmation and extra testing if needed and then he sends reports of to Paolone.
And we don't want to throw different bug reports at Paolone from different sides. He's busy enough already.
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If it walks like a duck and if it quacks like a duck, it is a duck. |
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#3 |
Archaeologist
Join Date: Nov 2007
Posts: 1,689
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Yes, thatīs already my job, but a seperate bug thread here is ok.
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#4 |
Archaeologist
Join Date: Mar 2005
Location: Netherlands
Posts: 2,378
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Then I would like to add my first. I'm converting my game to TRNG.
I have read that enemies should not be placed after the old 255 object limit because of saving and loading. Sinds all my levels are practically ready this is fine. To spice things up in the graphics department I replaced my static banisters with animating ones wich lead up to 364 animating objects. Now my horizontal bursts flame emitters dont work anymore. They only show the light effect. So Lara wont burn. Known bug maybe? I reduced number of rooms to see if it was a limit problem and I have 24 texture pages in the wad but it stays the same. EDIT: Mmmm, seems to be textures plus number of rooms. I deleted objects to reach below 230 and they still are not there so back to the drawing table. Last edited by Piega; 14-03-10 at 20:58. |
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#5 |
Archaeologist
Join Date: Nov 2007
Posts: 1,689
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I would still say, that you hit somehow a limit. Would be interesting, if the NG_Doctor (available with Update 1.2.2.1) can give some valuable info.
Have you experimanted with reducing especially animating count again and/or reducing flame emitters!? |
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#6 | |
Relic Hunter
Join Date: Jul 2009
Location: Canada
Posts: 7,286
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![]() Not sure if its really a bug but even a few low-poly objects seem to really lower turning speed and other reactions in the editor, I know theres a hide objects button but that doesnt help if you want to set up more objects or avoid messing with set up objects. I know its not my computer because Before with my REALLY old one it slowed down the same ammount. |
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#7 |
Archaeologist
Join Date: Mar 2005
Location: Netherlands
Posts: 2,378
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I think it is room numbers. I have 176 rooms. Not real big rooms but stacked to get textures with doors. Now that we can select bigger textures I can delete all those stacked rooms. Will probably reduce my room count to 115 or so.
I tested the flame in my second level wich has many big rooms and also has 115 room count. Even 48 texture pages and there the flame works so I really think it is room count. Thanks for the help. |
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#8 | |
Explorer
Join Date: Feb 2008
Location: Brazil
Posts: 825
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![]() I had this, I tought it was a bug |
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#9 |
Archaeologist
Join Date: Nov 2007
Posts: 1,689
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Ah, yes, sorry, forgot about this. The burners just emit in the opposite direction as they should. So no problem for you. I think, it should be fixed in the next update.
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#10 |
Moderator
Join Date: Jul 2003
Location: Drenthe, The Netherlands
Posts: 33,303
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^
Ah! I thought it was just me, having forgotten how to work with flame-emitters. But it actually is the other way around now. ![]() We'll keep this thread then Raymond. But I still think it is best that you will still be the only one collecting the info and sending it to Paolone. ![]() I've stickied the thread for now, to see how it goes.
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If it walks like a duck and if it quacks like a duck, it is a duck. |
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