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Old 22-12-22, 19:49   #351
l.m.
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since Tomb Raider 1 had far fewer options than TEN, the short answer is no. It may be changed in the future, but for now this is the way to go.
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Old 22-12-22, 19:50   #352
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Quote:
Originally Posted by vasatomb View Post
this is how it looks in tomb1main. isn't it a little simpler and clearer? (in terms of prescribing the level and naming keys)

// level 9
{
"title": "Tomb of Tihocan",
"file": "data\\level7b.phd",
"type": "normal",
"music": 58,
"sequence": [
{"type": "start_game"},
{"type": "loop_game"},
{"type": "stop_game"},
{"type": "exit_to_cine", "level_id": 17},
],
"strings": {
"key1": "Gold Key",
"key2": "Rusty Key",
"key3": "Rusty Key"
},
},
We can't have that because this is not Lua programming language
.
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Old 22-12-22, 22:39   #353
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@vasatomb
TEN's way is better, even if it's a bit more verbose, since it allows more customization possibilities for pickup items. Lua is a programming language and we can do virtually anything with it. Tomb1main uses JSON, which is not a programming language and it's useful for config files and simple text data storage (like INI, XML, YAML, TOML and similar).

For flexibility and customization sake, I prefer Lua.
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Old 22-12-22, 22:56   #354
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Quote:
Originally Posted by Victor909A View Post
@vasatomb
TEN's way is better, even if it's a bit more verbose, since it allows more customization possibilities for pickup items. Lua is a programming language and we can do virtually anything with it. Tomb1main uses JSON, which is not a programming language and it's useful for config files and simple text data storage (like INI, XML, YAML, TOML and similar).

For flexibility and customization sake, I prefer Lua.
yes, no one is arguing, just simple things I would like to do easier.
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Old 30-12-22, 12:13   #355
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New TE and TEN update is out! A smaller one but again quite important with various enemy fixes, object fixes and pathfinding fixes (although not fully but good enough) and new Lua functions to manipulate with rooms

https://github.com/Lwmte/TombEditorR...ses/tag/v1.6.3
https://www.tombraiderforums.com/sho...6&postcount=33

Main TombEngine repository:

https://github.com/MontyTRC89/TombEngine
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Old 30-12-22, 18:18   #356
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I am deeply sorry, but because of an oversight, a potentially critical bug sneaked into latest release - shattering statics may crash the engine. Right now I have uploaded updated versions of both TE and TEN update, so you need to download again not to encounter this bug.

Sorry for inconvenience!
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Old 16-01-23, 02:02   #357
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Just a quick question for curiosity's sake, I noticed in the setup there's no longer the option to check bilinear filtering on and off. I was just wondering why it was removed, i was testing a level with 64X64 textures and i usually turn it off for classic styled levels when i realized it was gone XD
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Old 16-01-23, 13:56   #358
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I don't believe TEN ever had this option created, it's more of a thing to be added in the future (I hope), rather than it being removed since.
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Old 24-01-23, 19:06   #359
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Cool Tomb Engine Video

https://www.youtube.com/watch?v=VQ2-...meingChannel:D
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Old 25-01-23, 19:42   #360
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Talking Tomb engine

https://www.youtube.com/watch?v=szCF...meingChannel:D
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