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Old 03-06-19, 01:12   #361
MadClacker
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Originally Posted by Danath View Post
In my case, if i hit F7 when the bars are colored, they revert to the original ones. Then hitting F7 a second time they go back to colored.
F7 solves some geometry/object clipping issues.

In any case, i'm glad it's working for you now.
I stand corrected! I'm not sure when I pressed it, but either way, I just tested it by toggling it on and off with the F7 key. Can you elaborate on the geometry fixes? I did notice a few items clipping through walls, and various sprites/objects being visible through other surfaces. Is this the kind of thing this fixes? I assume if I'm seeing the PSX health bar (which is what I want) I'm using the better rendering mode.
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Old 03-06-19, 01:29   #362
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Originally Posted by MadClacker View Post
I just tested it by toggling it on and off with the F7 key. Can you elaborate on the geometry fixes? I did notice a few items clipping through walls, and various sprites/objects being visible through other surfaces. Is this the kind of thing this fixes?
Sorry i'm not an expert on it, but yes, this is the clipping fix i meant.
Topixtor made a level called The Alaska Incident, where some people had that clipping issue, F7 fixes it. That's where i learned about this.

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I assume if I'm seeing the PSX health bar (which is what I want) I'm using the better rendering mode.
Yes, at least that is my case.
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Old 03-06-19, 06:04   #363
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Originally Posted by Opaque79 View Post
If full support for Golden Mask without the secret bug was done, that would be great.
TR2Main can be used for GM right now but it causes the secret bug and maybe some other issues.
Very soon full TR2 Gold support will be ready.
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Just wanted to pop in and say thank you so, so much for this patch! TR2 has been woefully neglected (for the most part) so it's nice to see such a strong effort in restoring it to its former glory.
Thank you for kind words!
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Originally Posted by MadClacker View Post
Also, I'm not sure if it's related - but every once in a while, I'll have some audio cut out, most notably when firing guns. It doesn't cut out audio completely, maybe just a few effects here and there for a second or so.
Does it happen in the original game?
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Originally Posted by Danath View Post
Try hitting F7 while ingame and see if it works, that changes the rendering (don't remember the specific function).
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Originally Posted by MadClacker View Post
I stand corrected! I'm not sure when I pressed it, but either way, I just tested it by toggling it on and off with the F7 key. Can you elaborate on the geometry fixes? I did notice a few items clipping through walls, and various sprites/objects being visible through other surfaces. Is this the kind of thing this fixes? I assume if I'm seeing the PSX health bar (which is what I want) I'm using the better rendering mode.
F7 (in hardware renderer mode) is Z-Buffer on/off. If it's OFF, then 3D polygons are just sorted by distance from the far to the near, and then rendered in that order. If a polygon intersects another polygon, the near one overlaps the one that far. For polygon collisions Z-Buffer must be ON.

The gradient bar in my implementation requires Z-Buffer.

Tomb Raider II functional hotkeys:
  • F1 Decrease resolution
  • Shift+F1 (HW) Decrease colour depth (16/24/32)
  • F2 Increase resolution
  • Shift+F2 (HW) Increase colour depth (16/24/32)
  • F3 Decrease render zone
  • F4 Increase render zone
  • F5 Save game
  • F6 Load game
  • F7 (SW) Detail=Medium/High | (HW) Z-Buffer on/off
  • Shift+F7 Triple buffer on/off
  • F8 (HW) Bilinear filter on/off
  • Shift+F8 (HW) Perspective correction on/off
  • F9 None
  • F10 None
  • F11 (HW) Dithering on/off
  • F12 Display=Windowed/Fullscreen
  • Shift+F12 Renderer=Software/Hardware

SW means Software renderer (256 colour)
HW means Hardware renderer (16/24/32 bit)
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Old 03-06-19, 17:44   #364
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Oh, of course, it was Z-buffer on/off. Thanks Arsunt.

Excited for that upcoming TR2Gold support, and also happy to see we will be able to change the secret number in the script, instead of being hardcoded.
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Old 11-06-19, 16:35   #365
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Wow. Thanks, Arsunt. It works great!!!

Have you plans to add the loading screens from PSX version? I always loved how it looks these screens on TR1 and 2.
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Old 11-06-19, 16:51   #366
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Have you plans to add the loading screens from PSX version? I always loved how it looks these screens on TR1 and 2.
I have.
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Old 11-06-19, 20:11   #367
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Wow. Thanks, Arsunt. It works great!!!

Have you plans to add the loading screens from PSX version? I always loved how it looks these screens on TR1 and 2.
As a PC player I was always jealous of these wonderful loading screens. It would be really great to see them added. However, loading times are so quick on PC that they would have to be prolonged on purpose, maybe for a second or two
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Old 12-06-19, 11:27   #368
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I'm guessing that's how Arsunt will set it up.

Or maybe it could be made so that the loading screen shows up only the first time the level is loaded and then on each consecutive load (when you load a savegame from the current level) it doesn't appear anymore, at least not until a different level is loaded...

That being said, TR3 has regular loading screens.

Last edited by Dustie; 12-06-19 at 11:29.
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Old 12-06-19, 15:26   #369
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I think he'll implement as the same way of PSX version, I don't know. So I think it's not easy to implement these features to PC version. It's really boring to see that some PSX features was set off PC version. I really would like to see "fire effects" when Lara is shooting and when Lara uses flares.
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Old 12-06-19, 17:54   #370
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I think he will be able to add those too

I also have always been annoyed by the differences between PC and PS1 and the fact continued throughout all of classic series. We will probably never know why they didn't make the effort to keep these small effects consistent across both platforms. The fact that TR4 PC demo has a round shadow sprite and beta footage shows an actual smooth shadow, but the final retail version has the ugly octagon, is just annoying...

Last edited by Dustie; 12-06-19 at 17:56.
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