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Old 04-01-25, 11:38   #611
AkyV
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What if you update to the new TEN 1.7.1. hotfix?
You also need to rebuild your .ten files, even if you didn't change their .prj2. Did you also rebuild title.ten? (If you have a custom one.)

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Quote:
Added realtime shader reloading in debug mode by pressing F9 key.
It gives me a thought:
Shouldn't there be a Gameflow.lua function to disable debug mode (F10, F11) in a released game?

Last edited by AkyV; 04-01-25 at 11:57.
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Old 04-01-25, 13:02   #612
AkyV
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A new tutorial about cameras.
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Old 04-01-25, 13:36   #613
Titi
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Yes, I rebuilt all the levels, from TIDE and from TE without results.
Where can I find the new TEN 1.7.1? It does not appear on the official website yet.
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Old 04-01-25, 15:52   #614
AkyV
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https://www.tombraiderforums.com/sho...8&postcount=44

Here.
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Old 04-01-25, 17:08   #615
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Thank you so much,
everything is fine with the project created with RTE 1.7.0 and updated to RTE 1.7.1,
but the problem persists with RTE 1.5.0 projects, is it possible that a 1.6 update is missing?
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Old 10-01-25, 21:54   #616
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Quote:
Originally Posted by AkyV View Post
What if you update to the new TEN 1.7.1. hotfix?
You also need to rebuild your .ten files, even if you didn't change their .prj2. Did you also rebuild title.ten? (If you have a custom one.)

----------

It gives me a thought:
Shouldn't there be a Gameflow.lua function to disable debug mode (F10, F11) in a released game?
Hi AkyV. The debug mode will happen if the level is built and launched from Tomb Editor or using the old shortcut method that TRLE uses. Shipped games wont use this.
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Old 11-01-25, 11:18   #617
AkyV
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Oh, thanks.
In fact, I still didn't have any time to play a TEN released game to try it, but I surely do in the future!
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Old 12-01-25, 13:36   #618
AkyV
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Hello!
If you want, then I send a test project on GitHub, but this issue surely happens also in brand new levels. I.e. even if I have only that one initial big boxy room, randomly textured, with invisible texture for the sky/horizon, and Lara is placed there. That's all.

And I added only this to the initial script of Gameflow.lua:

Code:
Test_Level.horizon = true
Test_Level.layer1 = Flow.SkyLayer(Color(0, 0, 200), 10)
Test_Level.starfield = Flow.Starfield(1000, 20)
I mean, if I type a second argument for Starfield, to show not only stars, but even meteors, then launching the game will be interrupted.
In the case if I type the function in the level script file, instead of Gameflow.lua, then the game and the level starts, but the sky will be empty - i.e. there won't be there either stars or meteors:

Code:
GetCurrentLevel().starfield = Flow.Starfield(1000, 20)
If I use only one argument for the function, only for the stars, that works nicely.

Last edited by AkyV; 12-01-25 at 13:37.
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Old 13-01-25, 19:37   #619
AkyV
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I'll send a new post now, so everyone can see the solution is:

I mean, I did some "trial and errors".
So I realised the API documentation is inexact. "Starfield(starCount, meteorCount)" needs two more argument values, for the spawn density and the velocity. - And now it works like a charm.

Or you use separated functions, like:

Code:
Test_Level.starfield = Flow.Starfield(1000) 
Test_Level.starfield:SetMeteorCount(20)
Test_Level.starfield:SetMeteorSpawnDensity(5)
Test_Level.starfield:SetMeteorVelocity(5)
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Old 16-01-25, 00:54   #620
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Default Tomb Raider Chronicles modding

So I've been trying to find a tool to replace Fexmerger for TRC and as I'm really confused by what's going on here lol has such a tool been released yet or is it still impossible to fully mod TRC ? My problem with Fexmerger is that it breaks the map after certain cutscenes/triggers.
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