27-11-07, 20:44 | #1591 | |
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Joined: Oct 2006
Posts: 1,380
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@ Ensi : Can you tell me how to make objects ?
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28-11-07, 07:08 | #1592 |
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Joined: Dec 2005
Posts: 491
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Smooth shadow patch update: as requested by GeckoKid, now shadow will gradually disappear/reappear, when Lara's vertical position decreases/increases. Also now it allows you to change overall shadow darkness. By the way, the best smooth shadow layout i've found so far is transparent 5x5 sprite with only one pure black pixel in the middle. Set shadow darkness to maximum, and you will get absolutely neatly looking shadow.
@nowid50: No, i don't know such command. Grenades and crossbow bolts are spawned somehow, but not with some fixed procedure with specific amount of parameters. |
28-11-07, 08:48 | #1593 |
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Joined: Aug 2006
Posts: 5,239
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@Pyamuch
Each version of DirectX is 100 percent compatible with previous versions, that is a requirement of COM. That is why you can install DX8 or 9 on your computer and still run TRLE. So it should be possible to still use the force feedback joystick with the DX6 calls even if the driver is DX8. DirectX will translate the calls as required to make them work. You can't just do a search for all DirectX calls. But you can do a search on the variables used to point to the DX objects. Pointers to the objects are stored in a structure. Sometimes they are used directly, and sometimes using a pointer to the structure. I can provide information about the address of the structure and pointer, as well as the format of the structure. By searching on the variables you can find the DInput functions. Function at 491e30 creates and sets up DInput for the built-in keyboard definition. 491fc0 closes DInput. 492090 restores DInput if the keyboard is lost (like switching applications). As for the ESP question earlier, there are 2 styles of calling, "C" style where you restore the stack after calling, and Pascal style where the called function restores the stack. Windows core functions use the Pascal style, so you won't see ESP being adjusted after system calls. Most C and C++ code uses the C style. I don't really have a place to upload the documentation and include files. Maybe someone could provide a place? |
28-11-07, 14:42 | #1594 | ||
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Joined: Dec 2005
Posts: 491
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New patch: add textbox into SECRET_MAP slot
This patch utilizes unused SECRET_MAP slot for special nullmesh object that will pop-up text message, when Lara presses ACTION key in front of it. Text message can be ANY string from STRINGS2.TXT file - just put string number into OCB, and it will show corresponding string. Additionally, you can set-up two different on-screen placements for your text - bottom (like in Resident Evil games, useful for short messages and infos) and center (if info / message is too long to fit onto bottom). To select center or bottom placement, add 10000 to OCB of corresponding SECRET_MAP object. Examples: OCB 5 - will render STRINGS2.TXT string number 6 (because first string counts as 0) at the bottom part of the screen. OCB 10005 - will render same string, but in center. With this patch, you now can put TONS of text in your game, you literally can turn your game into text quest... You can put these nullmeshes near every single object, static mesh or wall of your game, and game will give text comment about corresponding object/static mesh/wall/etc., like it is done in Resident Evil. Remember that you should texture this nullmesh object with transparent texture, or it will be visible. To edit object interaction zone, just edit bounding box in FexAnim. Note that Lara will activate this object in any case, even on the run or with her guns drawn. Use it carefully, because i don't sure if there are any bugs left... Basically it uses heavily-modified and simplified code from puzzlehole, maybe i've removed something i shouldn't remove... Anyway, test it. If you want to get rid of some nullmesh text objects, you of course may kill them with KILL_ITEM command. Just remember that it'll take some time for item to fade-out and disappear. CRITICAL: Make sure you're using latest syntax.fln file from TREP homepage, since i've found a bug which prevented KILL_ITEM command execution, if Lara was not a first object in your level! Quote:
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Last edited by Pyuaumch; 28-11-07 at 15:17. |
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28-11-07, 15:08 | #1595 |
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Joined: Oct 2006
Posts: 1,380
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@ Ensi : How can I make a rope ?
How can I draw objects ? How can I manage an object get triggerred ? How can I make bubbles ? How do I can manage to call code when an object is selected in inventory ? How can I get current animation frame ? Oh sorry XD I'm getting really crazy. Assembler is really a good world Last edited by nowid50; 28-11-07 at 15:51. |
28-11-07, 16:18 | #1596 | ||
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Joined: Jul 2006
Posts: 380
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re
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There is somthing worse... IDirect3D8 is not exacty the same IDirect3D7 (and so on) with more functions, in every new version the nice Microsoft architects makes severals changes in the interface, some function are removed, or have new parameters or dosent work in the same way; they say they dont want to be tied to backward compatibility to implement new features; so your DX6 program have to be revised/changed if you want to use the new DX version. Quote:
Last edited by Kikiloco; 28-11-07 at 16:24. |
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28-11-07, 16:32 | #1597 |
Inactive
Joined: Jun 2006
Posts: 6,017
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Anyone know how to assgin a flip effect that gives a pysific weapons infinit ammo
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28-11-07, 16:44 | #1599 |
Member
Joined: Jan 2007
Posts: 3,733
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hi. For some reason my tomb4 crashes when i use the options menu. I am using the latest Esse files and i get this:
Code:
AppName: tomb4.exe AppVer: 0.0.0.0 ModName: tomb4.exe ModVer: 0.0.0.0 Offset: 00062b9b |
28-11-07, 17:14 | #1600 | ||
Member
Joined: Dec 2005
Posts: 491
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Quote:
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I've just checked my latest aliases.rar on TREP webpage, it contains updated sample STRINGS2.TXT file. So check your six Last edited by Pyuaumch; 28-11-07 at 17:21. |
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