15-08-19, 20:45 | #2431 | |
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Joined: Jan 2009
Posts: 9,827
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I was talking about the "duh" part of TR Freak's post. I know, but it was never useful was it? It was always just a legacy button we couldn't use. A mere curiosity from Core's development times. Stryke's question was totally valid, and there was no need to be patronizing. |
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15-08-19, 20:45 | #2432 |
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Joined: May 2019
Posts: 348
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TombEditor is really the only main program I use. The original editor strains my eyes I've never really used it. There is no need to rant. I don't believe that's what he meant at all. He was referring to the duh which made it seem like I'm stupid.
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16-08-19, 08:16 | #2433 | |
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Joined: Apr 2005
Posts: 9,208
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The reason your sounds are not replaced might be due to them not being fixed in the TrCatalog, which results in TE swapping samples around, although I'm not sure. This will be fixed with the sound system overhaul. |
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16-08-19, 16:17 | #2434 | |
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16-08-19, 16:29 | #2435 |
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17-08-19, 22:48 | #2436 |
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Joined: Jan 2006
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Already posted this in TRNG basic question chat, but might be relevant here as well.
I have a flyby in my level, added sequences and numbers, but instead of ending at the last cam, it goes into loop (One Shot selected). I also tried a rollingball activing the cam with heavy trigger, but no difference. One Shots do not always work, as I had some Audio problems that kept repeating when stepping on the tile! Even weirder, when I exit the level to title, title copies the flyby (title does not have flyby). Flyby even copies to title if I don't trigger the cam. Lastly, there seems to be a max of 8-9 texture animations that can be active at the same location before they behave weird? EDIT: Placing a flyby in the title-level (unused) fixes the title-problem. For some reason the camera also doesn't loop anymore, but the 'pan/snap back to Lara doesn't seem to work'. Any solutions for this? Last edited by Baslakor; 18-08-19 at 01:21. |
19-08-19, 11:30 | #2437 | |
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Joined: Nov 2007
Posts: 7,581
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I KNOW what reverb is - and that TR3,4,5 on PSX had reverb... however the PC games did not for some odd reason. What I was wondering was whether T.E enabled reverb but clearly not. Would be cool to see this in the future though if that was possible ^^) |
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19-08-19, 12:00 | #2438 |
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Joined: Jul 2016
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^it's already possible with TRNG, and with some workarounds of course
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19-08-19, 12:15 | #2439 | |
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Joined: Apr 2005
Posts: 9,208
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As for the textures, what do you mean exactly, more than 8-9 tiles of the same sequence applied anywhere in a level or more than 8-9 different animated sequences applied at least once? afaik reverb wasn't achievable at the time of the games' release through plain DirectSound |
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19-08-19, 13:31 | #2440 |
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Joined: Jan 2008
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There was a rumor that the Reverb was implemented for old SoundBlaster sound cards. But afaik the reverb function for PC is nonexsitent.
Reverb is possible with plain DirectSound, even from old DirectX6. All you have to do is to implement Reverb on a sound buffer https://stackoverflow.com/questions/...verb-algorithm I tried that with TRNG, but DirectX doesnt like it when you touch it's resources while they are bound. |
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