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Old 21-08-19, 14:51   #701
vandit
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Thanks for the great new features in FLEP! But I have a question: does "Turn on underwater waves (like in TR2/TR3)" work, I can't see any difference? In Tomb Editor the water room must be set to "default", right?
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Old 22-08-19, 00:02   #702
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Kevin, indeed, TREP reads only the first nine parameters. The Bass.dll OGG audiotrack playback patch suffers from the same issue. At least if the TREP source code was available... In this site: http://trep.trlevel.de/de/downloads.html there is a link to download the source code, but it is dead. Perhaps you can look into it Nemo20?

vandit, I have no idea what this old patch ported from TREP does.
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Old 22-08-19, 00:22   #703
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Quote:
Originally Posted by vandit View Post
Thanks for the great new features in FLEP! But I have a question: does "Turn on underwater waves (like in TR2/TR3)" work, I can't see any difference? In Tomb Editor the water room must be set to "default", right?
Don't use that, it makes the water rooms not connect properly and gives "cracks"
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Old 22-08-19, 21:42   #704
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Too bad, I could have used it for my tr3 Project. Thanks for the explanation.

@Chocolatefan
This, look at the water:


Last edited by vandit; 22-08-19 at 21:51.
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Old 23-08-19, 00:39   #705
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Are you sure that's not a problem with portals? Look at Lara's lighting, she's lit on her chest as well
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Old 23-08-19, 04:01   #706
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Quote:
Originally Posted by LoreRaider View Post
Are you sure that's not a problem with portals? Look at Lara's lighting, she's lit on her chest as well
Ignore the bug with the portal in the video. Lara is standing on land and the water space is still moving (you can see it at the beginning of the video), as in TR3. I thought the patch worked, but you don't see any changes. Tried it with Tomb Editor and NGLE. Nothing.
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Old 27-08-19, 04:06   #707
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New version: https://drive.google.com/open?id=1Am...N8Gt_5lp8F1OWl.

Patches added:
  • Remap bubble array
  • Single gun with PULSE (bugfixed)
  • Pigtail: gravity
  • Flat shading mode
  • Disable all dynamic lights
  • Remove hardcoded sound when Lara surfaces
  • Fix hysteresis in one click deep water
All of these patches are more or less self-explanatory, but I want to go into detail about the last one.

If Lara is wading and goes into water that is exactly one click (256 units) deep, she continues to wade, and it is necessary to jump up to make Lara know that now she can run. There was a discussion here: https://www.tombraiderforums.com/sho...15#post7942015 about it. Well, indeed Joey79100 was right about the wrong comparison operator.

At address 0x43007F there is this code:

Code:
CPU Disasm
Address   Hex dump                   Command                         Comments
0043007F  |> \81FF 00010000          CMP EDI,100
00430085  |.  66:C705 46E77F00 5CF0  MOV WORD PTR DS:[7FE746],0F05C  ; /* whatever */
0043008E  |.  7D 1D                  JGE SHORT 004300AD              ; if (WaterDepth < 256) {
00430090  |.  66:892D CCDE8000       MOV WORD PTR DS:[80DECC],BP     ;     LaraLocationFlags = LLF_GROUND;
00430097  |.  66:837E 0E 41          CMP WORD PTR DS:[ESI+0E],41
0043009C  |.  0F85 F9020000          JNE 0043039B                    ;     if (Lara->StateIdCurrent == STATE_WADE)
004300A2  |.  66:C746 10 0100        MOV WORD PTR DS:[ESI+10],1      ;         Lara->StateIdNext = STATE_RUN;
004300A8  |.  E9 EE020000            JMP 0043039B                    ;     /* do something else */
The bug is fixed if we change the command at 0x43008E:

Code:
CPU Disasm
Address   Hex dump                   Command                         Comments
0043007F  |> \81FF 00010000          CMP EDI,100
00430085  |.  66:C705 46E77F00 5CF0  MOV WORD PTR DS:[7FE746],0F05C  ; /* whatever */
0043008E  |.  7F 1D                  JG SHORT 004300AD               ; if (WaterDepth <= 256) {
00430090  |.  66:892D CCDE8000       MOV WORD PTR DS:[80DECC],BP     ;     LaraLocationFlags = LLF_GROUND;
00430097  |.  66:837E 0E 41          CMP WORD PTR DS:[ESI+0E],41
0043009C  |.  0F85 F9020000          JNE 0043039B                    ;     if (Lara->StateIdCurrent == STATE_WADE)
004300A2  |.  66:C746 10 0100        MOV WORD PTR DS:[ESI+10],1      ;         Lara->StateIdNext = STATE_RUN;
004300A8  |.  E9 EE020000            JMP 0043039B                    ;     /* do something else */
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Old 27-08-19, 05:31   #708
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Quote:
Pigtail: gravity
Let me kiss you
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Old 27-08-19, 21:18   #709
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Nice one ChoclateFan!

What would be the use for this: "Flat shading mode"?
I tried it and got a sort of "Lara Croft GO" effect on things.
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Old 27-08-19, 22:04   #710
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I do not know... But maybe someone will discover!
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