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Old 10-12-19, 16:01   #141
not again!
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Ah, I see. Thank you very much for the explanation, Joey! So technically using strpix's texture space saving ways would be better for optimization then. Not that I plan to pass up on the convenience of uv mapping everything , but it's something to keep in mind if things start to lag and need cutting back a bit.
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Old 10-12-19, 16:11   #142
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I have a question, in ngle we could put a negative value in the timer field (for example in a trigger switch).
Is it possible to do it in TE?
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Old 10-12-19, 20:53   #143
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Quote:
Originally Posted by drakan View Post
I have a question, in ngle we could put a negative value in the timer field (for example in a trigger switch).
Is it possible to do it in TE?
Sadly, it's not possible for the same reason I explained in my previous post - the guy who rewrote trigger handling in TE is now not in dev team, and nobody can fix his code because it's non-maintainable.
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Old 10-12-19, 21:46   #144
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On the other hand, with TRNG engine you can use for this negative timer:
- TIMER_FIELD trigger overlapped with the casual trigger that activates the object, or
- ACTION43 trigger. (Action triggers never prevent the timer from starting if Lara is standing on the trigger sector.)

(In NGLE negative TIMER_FIELDs crashed the game if it wasn't the first trigger clicking on the sector. I haven't tested it yet in TE.)

Last edited by AkyV; 10-12-19 at 21:48.
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Old 11-12-19, 00:10   #145
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Oh, so negative timer numbers are broken in NGLE as well?
Negative timer was always kinda "undocumented" feature in TRLE. I remember that negative timer is briefly mentioned in Tomb of Seth description in manual, but other than that... it seems it was never used anywhere else. That's why TRTomb forgot to implement this feature in TE as well
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Old 11-12-19, 05:55   #146
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Broken, but only TIMER_FIELD, and only for the case I said.
Paolone here shortly talks about it.

Here is a setup that theoretically should work to simulate a classic TRLE negative timer in TE (if TIMER_FIELD doesn't work either):
- Flipeffect 118 for TriggerGroup set to "multiple" mode in the map. "Multiple" activates at each single tick frame when Lara is in the trigger zone.
- A43 with negative timer exported into the script for this TriggerGroup.

Last edited by AkyV; 11-12-19 at 05:59.
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Old 11-12-19, 16:39   #147
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thanks for the answers
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Old 11-12-19, 17:20   #148
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Default How to load the second level?

Hi, I've got a new problem, I finished my first level,
and I just want to load the second level. It's basic, but nothing works.
I used a heavy trigger and a RollingBall to finish the level.
How to load the second level after this? because the game go back to the main menu. HELP
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Old 11-12-19, 19:21   #149
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Updated versione 1.2.9 is out.

Download link: http://www.tombeditor.it/dist/TE129.zip

Version 1.2.9 - 11/12/2019
==========================
Tomb Editor:
Fix light values leaking through paper-thin walls of non-connected rooms
Overwrite merged statics effects with global room effects (partially fixes desynced caustics)
Fix corrupted animcommand frame numbers in single-frame animations
Fix static action triggers not being exported correctly
Fix static scale field not updating on enter keypress
Partially fix diagonal geometry portal flickering (all remaining cases are tomb4 bugs)
Make room effect range similar to TRLE (1-4) and allow "true zero" value (e.g. to disable water waves)
Directly edit static mesh color in TRNG projects by holding Ctrl or Alt
Added one extra default sound sample path (default TRLE one)
Fix selection color for pastel color scheme
Ask for autodetect sound deselection only if any sounds are selected
Added option to automatically autodetect sounds if none were selected (e.g. new project)
Added texture set in-place search
Added toolbar customization (right-click on it) and extra buttons
SoundTool and WadTool are now auto-loading current project if launched from Tomb Editor

WadTool:
Add End Frame field to animation editor
Fix unsaved changes indication
Fix incorrect frame count on animation changes
Potentially fix errors with assignation of sprite magenta transparency
Added SAS state names

SoundTool:
Show found sample paths in sample list (if reference project is loaded)

TombIDE:
Fix game launching with Alt+F4
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Old 11-12-19, 20:04   #150
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Thank you for your work
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