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Old 27-09-22, 17:22   #91
l.m.
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The Pushable does not have sound.
I use the default TEN lara.
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Old 28-09-22, 05:12   #92
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Default Slope collision bug

Hi, I think I noticed a bug with illegal slope collision:



In TEN, when Lara jumps onto the very edge between an illegal slope and flat ground, she "bounces" off the slope (first clip) instead of sliding downwards normally like in TR4 (second clip).
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Old 28-09-22, 10:23   #93
KlokBier
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Did something change with AI pathinding in the recent update? Some entities will not attack Lara even when she is on the same floor in the same room. As if an invisible wall is stopping them.

Some offenders: Bear, Ape, Small Spider, Raptor, Rat, Venice Goon.

Or did I just not notice before, and do these older entities still need some fine-tuning in later updates? (I do remember TR4 objects having priority)

Regards
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Old 28-09-22, 13:56   #94
l.m.
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there is a save / load issue when you script timers (or sequence events)
After a timer is executed and you save and load a game the exe will crash to the desktop.
There is no log entry to resolve this issue so I think the bug is in TEN itself.
Can anybody confirm this bug?

You can test this with this example script:

Quote:
---- FILE: \Jungle_Feaver.lua
LevelFuncs.OnLoad = function() end
LevelFuncs.OnSave = function() end
LevelFuncs.OnStart = function()
local EventSequence = require("Engine.EventSequence")
local Seq = EventSequence.Create("Seq 1",
false, -- no loop mode
{seconds = true, deciseconds = false}, -- timer format
0, LevelFuncs.One, -- 0 seconds to start
3, LevelFuncs.Two -- 3 seconds to start
)

Seq:Start()
end
LevelFuncs.OnControlPhase = function() end
LevelFuncs.OnEnd = function() end

LevelFuncs.One = function() end
LevelFuncs.Two = function() end
Before you can even use EventSequence, a small bug has to be fixed.
(there is a small bug in 1.0.2)
You have to fix manually the Engine/EventSequence.lua file in line 43:


Wrong:
local Timer = require("Timer")

Right:
local Timer = require("Engine.Timer")

EDIT:
It was my issue.
You have to declare "local EventSequence = require("Engine.EventSequence")" not in a function but onto the top of the level.lua script:

Quote:
---- FILE: \Jungle_Feaver.lua
local EventSequence = require("Engine.EventSequence")

LevelFuncs.OnLoad = function() end
LevelFuncs.OnSave = function() end
LevelFuncs.OnStart = function()

local Seq = EventSequence.Create("Seq 1",
false, -- no loop mode
{seconds = true, deciseconds = false}, -- timer format
0, LevelFuncs.One, -- 0 seconds to start
3, LevelFuncs.Two -- 3 seconds to start
)

Seq:Start()
end
LevelFuncs.OnControlPhase = function() end
LevelFuncs.OnEnd = function() end

LevelFuncs.One = function() end
LevelFuncs.Two = function() end

Last edited by l.m.; 28-09-22 at 16:36.
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Old 29-09-22, 16:40   #95
l.m.
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If the sides of a raising block consist of only one face (instead of 4 faces per one side like in TR4), it WILL not display properly, see screen.
If there are 4 faces per side it works.




Last edited by l.m.; 29-09-22 at 16:42.
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Old 01-10-22, 17:44   #96
DaviDM
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I tried using the node functions. I tried DrawTextForTimespan. If I enter text with accented letters, the game crashes. The log file does not contain any errors
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Old 05-10-22, 13:02   #97
l.m.
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Quote:
Originally Posted by DaviDM View Post
I tried using the node functions. I tried DrawTextForTimespan. If I enter text with accented letters, the game crashes. The log file does not contain any errors
Seems to be a bug with the charset in the engine.
You also can post issues directly at github:

https://github.com/MontyTRC89/TombEngine/issues
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Old 05-10-22, 15:49   #98
trtimes
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I have noticed that the following objects are not working:

COLOR_LIGHT
BLINKING_LIGHT
PULSE_LIGHT
STROBE_LIGHT
ELECTRICAL_LIGHT
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Old 05-10-22, 17:05   #99
Kubsy
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Quote:
Originally Posted by trtimes View Post
I have noticed that the following objects are not working:

COLOR_LIGHT
BLINKING_LIGHT
PULSE_LIGHT
STROBE_LIGHT
ELECTRICAL_LIGHT
Yes because in TEN, you're supposed to use Lua functions or node system (if they have light/particles stuff already) to implement particles and lights with certain behaviour
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Old 05-10-22, 18:31   #100
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Mh there is code though, and the slots are there. Maybe it doesn't work now, and indeed you can create dynamic lights in Lua, but have those slots actually been deprecated?
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