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#11 |
Inactive
Join Date: Apr 2007
Posts: 782
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Since this looks like a general bug thread, I figured it would be better to post this here: beetles, locusts and the new fishes flocks do not react to the lightning of the room.
I have a feeling that it is an age-old limitation of the original engine instead of a new bug, but I'm not very sure. I just noticed that because the level I'm (trying to) build has a dark underwater cavern and the fishes floating in there look like they just swallowed neon light-bulbs :/ |
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#12 |
Moderator
Join Date: Jul 2003
Location: Drenthe, The Netherlands
Posts: 33,305
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Could indeed be an old TRLE bug.
For now you could darken the textures of the fish. ![]()
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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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#13 | |
Archaeologist
Join Date: Nov 2007
Posts: 1,689
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#14 | |
Archaeologist
Join Date: Mar 2005
Location: Netherlands
Posts: 2,378
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#15 |
Professor
Join Date: Jul 2009
Location: Albania
Posts: 4,742
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oh glad that this thread is going well
![]() i wanted to mention a limitation which i only noticed a week before. its nothing special but it would be more realistic. the matter is when lara swims underwater she can change the direction only 90'. so she can swim just 180'.but i want that she can swim in all directions I want so Lara can make vertical swim circles without swimming to the right or the left. its something little but its a realistic feature so it would be helpful i think. ![]() anyway if i hope you understand what i mean... |
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#16 |
Moderator
Join Date: Jul 2003
Location: Drenthe, The Netherlands
Posts: 33,305
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It's always been like that: Lara can't swim vertical circles because she can't swim upside down.
So it sounds to me like you would have to make a new animation in which she can swim in a vertical circle. Or maybe I didn't understand right... ![]()
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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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#17 | |
Professor
Join Date: Jul 2009
Location: Albania
Posts: 4,742
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the matter is that when lara is facing 90' vertically up and u press ALT+DOWN she wont swim anymore to that direction but will swim just forward. ![]() this happens also when she swims downwards. i think i has to do smth with the engine ![]() |
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#18 |
Professor
Join Date: Jul 2009
Location: Albania
Posts: 4,742
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Here are some bugs and suggestions.feel free to comment and tell ur opinion
-Copying some slot behaviour to another slot, and replace its behaviour. For example: Double Magnums in the Sixshooter slot by setting up the pistols behaviour for them. -Allow Lara to swim in form of vertical circles underwater without changing the direction -New enemies converted from old TR games: Centaur (TR1),Dragon (TR2) and maybe some other venician baddies from TR2. -a new add_effect script command:ADD_SPRITE working like other addeffects,but you can specify the sprite number for the effect in the script command. -Fix the flipeffect Lara Swap meshes:the new meshes werent remapped properly ingame,although it had been in strpix. -Fix the "Retexture Object " tool in Ngcenter: an error prevents it from continuing everytime you load a .dxf file. -new feature for objects with shine: instead of the old shine sprite, an object could be assigned a new sprite number. in this way you could simulate the golden shotgun and silver mini smgs from TRA,each reflecting in another way (another sprite) a syntax example: Customize=CUST_SHINE,object slot,sprite number a concrete example : Customize=CUST_SHINE,ANIMATING_3,15 (where 15 is the number of the sprite) -a script command which let the player to get several pickup items by going through them like in jump n run games(no animation,no key pressed) syntax example: Customize=CUST_PICKUP,object slots (divided by +), a concrete example: Customize=CUST_PICKUP,UZI_AMMO_ITEM+SHOTGUN_AMMO1_ ITEM+SIXSHOOTER_AMMO_ITEM -enabling of a trigger animation for the rope,so a grapling gun would be possible in TRLE -raising the numbers of ropes possible in a level. -changing the length of the rope for a specific object ingame.also enable changing the sprite used for a specific rope syntax example: Customize=CUST_ROPE,Object Id in map,Rope length in blocks,sprite number concrete example: Customize=CUST_ROPE,495,10,16 -2 new Condition Parameters in NGLE: Effect: The object (x)has been assigned an (y) addeffect. Effect: The object (x)hasnt been assigned yet an addeffect. -Enable the using of the mouse syntax example: Customize:CUST_MOUSE,mouse flags,leftclickgamecommand,rightclickgamecommand, wheelclickgamecommand the flags could be: MF_ROTATE_CAMERA enable dynamic rotating of the camera with the mouse MF_SCROLL_WEAPONS enable changing of weapons with the mouse wheel |
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#19 | |||
Explorer
Join Date: Feb 2009
Posts: 918
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For the rest, there are some good suggestions, but some things need just a workaround like the falling rope. ![]() |
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#20 | |||||||
Moderator
Join Date: Jul 2003
Location: Drenthe, The Netherlands
Posts: 33,305
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See, with the flame addeffect for example you can see something happening, the effect looks "alive" so to speak. Not sure how to explain this... ![]() Quote:
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![]() It is very odd if Lara simply runs over something and then it magically appears in her inventory. Lara has to do all sorts of things to make her way through a level but then she does not pick stuff up (perform the animation I mean)? Btw, I'm sure you can achieve this effect already with either a fragmented trigger or a "when touching the object" trigger. You then triger the pickup item to become invisible or move into the floor and then you use the "add to inventory" flipeffect to add the object to Lara's inventory. ![]() Quote:
![]() I thought I saw that happening once... Quote:
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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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