04-01-25, 11:38 | #611 | |
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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.) ---------- Quote:
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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04-01-25, 13:02 | #612 |
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A new tutorial about cameras.
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04-01-25, 13:36 | #613 |
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Joined: Dec 2023
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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. |
04-01-25, 15:52 | #614 |
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04-01-25, 17:08 | #615 |
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Joined: Dec 2023
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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? |
10-01-25, 21:54 | #616 | |
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Joined: Jan 2007
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Quote:
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11-01-25, 11:18 | #617 |
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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! |
12-01-25, 13:36 | #618 |
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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) 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) Last edited by AkyV; 12-01-25 at 13:37. |
13-01-25, 19:37 | #619 |
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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) |
16-01-25, 00:54 | #620 |
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Joined: Dec 2020
Posts: 4
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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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