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#21 |
Archaeologist
Join Date: Nov 2007
Posts: 1,689
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@LarasBoyfriend
Could you be very precise and descriptive about this issue: "-Fix the "Retexture Object " tool in Ngcenter: an error prevents it from continuing everytime you load a .dxf file." Can somebody confirm the problem? |
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#22 |
Relic Hunter
Join Date: Jul 2007
Posts: 5,494
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I found a "bug":
If you use the Image= command, the image shows its OK, but when you step to a fixed camera trigger, the image dissapear from the screen. When you out of the fc's trigger, the image will be back. |
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#23 | |
Professor
Join Date: Jul 2009
Location: Albania
Posts: 4,742
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Its always the same thing ![]() |
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#24 |
Relic Hunter
Join Date: Jul 2007
Posts: 5,494
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Just found another bug:
When you use the FR_ADD_DRIPS_TO_LARA in the Customize=CUST_RAIN command it wont work. Lara has no drops. And if you use the water first and than the rain trigger, this is the problem too + if you use this command, Lara have no drop after she came from the water. Last edited by -Roli-; 08-04-10 at 17:24. |
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#25 |
Moderator
Join Date: Jul 2003
Location: Drenthe, The Netherlands
Posts: 33,305
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What do you mean "if you use the water first and than the rain trigger"?
The drops work for me, but the drops aren't visible while Lara is in the rain. The drops only appears when Lara goes into a dry room. I'm using these rain commands: Code:
Rain= RAIN_SINGLE_ROOMS Customize= CUST_RAIN, FR_ADD_DRIPS_TO_LARA + FR_CORRECT_SPRINKLERS, IGNORE, IGNORE, IGNORE, IGNORE, IGNORE, IGNORE, IGNORE, IGNORE I assigned rain to the rooms so it always rains when you enter those rooms.
__________________
If it walks like a duck and if it quacks like a duck, it is a duck. |
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#26 | ||
Relic Hunter
Join Date: Jul 2007
Posts: 5,494
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Quote:
"By default there is no drips when lara is under the rain but only after lara has been in a pool." |
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#27 | |
Professor
Join Date: Jul 2009
Location: Albania
Posts: 4,742
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As far as i know it shouldnt be hard to fix this bug. Anyway i though of implementing the TR1-3 Inventory system in trng.i doubt its possible with flipeffects and scipting now,or? |
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#28 |
Explorer
Join Date: Feb 2008
Location: Brazil
Posts: 825
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Whats the TRNG limit for active flame emitters?
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#29 |
Archaeologist
Join Date: Nov 2007
Posts: 1,689
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Itīs a matter of test. It should be above 32. Itīs still a good idea to antitrigger them, if they arenīt needed anymore.
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#30 |
Relic Hunter
Join Date: Jul 2007
Posts: 5,494
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Found another bug:
On option screen you will get thunder sound, when you use the arrows ![]() |
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