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Old 04-02-13, 11:51   #121
Titak
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If anyone knows I'd say it would be AkyV.
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Old 04-02-13, 12:09   #122
Lwmte
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I'll publish patch set with binoculars bugfix anyway.

Probably it will interfere GT_USING_BINOCULAR global trigger, but I'm not sure. Please test it in various circumstances, especially with GT_USING_BINOCULAR global trigger and in mirror rooms, because I'm not sure how TRNG produces additional mirror reflections.

Last edited by Lwmte; 05-02-13 at 16:36.
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Old 04-02-13, 12:23   #123
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Some binocular-relevant things which just come to my mind:

- Equipment Script command or "Inventory-Item..." flipeffects to add/remove the binoculars.
- "Inventory..." Condition triggers to examine the presence of the binoculars. (See something similar: "Inventory. Binocular (1= present) (Byte)" Savegame Memory Zone field.)
- CUST_SET_INV_ITEM makes the item be able to used forever, such as binoculars or KEY_ITEM12.
- GT_USING_BINOCULAR GlobalTrigger.
- "Lara. Special2 Status of Lara (Byte)" Savegame Memory Zone field: Bit4 (i.e. +16) means: the screen is seen through the binoculars or the lasersight graphics.
- "System. Unknown (Item chosen from Inventory? (Long)" Savegame Memory Zone field: 22 means "binoculars".
- "Flags. Main flags (Short)" Slot Memory Zone field: flag 512+1 for binoculars graphics, flags 512+32+8+1 for binoculars. (The items must be in the TR4 file for these values.)
- If I remember well then "lighting things" (binoculars, flame, flare etc.) can't be bigger than 108. (I don't know why I noted it and who said that.)
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Old 04-02-13, 12:37   #124
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Inventory commands are safe to ignore, because it's not related to rendering Lara on screen, but as for this Special2 status, maybe this is it. Is there address for this variable somewhere in NGLE, or it is processed internally?

For Lara visibility override, I am using LaraPointer+8 field (not sure how it's called in TRNG, but it's the same as with LaraPointer+22 for Lara HP, LaraPointer+40/44/48 for her position, etc.), which is always set to -1 when Lara is visible, and set to 0 when there's a title flyby active, or binocular view is selected. So I've modified binoculars routine to put -2 in this field instead and added additional check for it before Draw Lara TRNG interception.

Last edited by Lwmte; 04-02-13 at 12:41.
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Old 04-02-13, 13:01   #125
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Another useful TREP patch was disabling the Binocular light function if it's possible to port.
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Old 04-02-13, 13:04   #126
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Quote:
Originally Posted by Lwmte View Post
as for this Special2 status, maybe this is it. Is there address for this variable somewhere in NGLE, or it is processed internally?
Unfortunatelly I can't answer this, all I can do is quote my experiences (based on Paolone's original information) about that Special2 field:

Quote:
Lara. Special2 Status of Lara (Byte)
This field contains some flags for Lara – that’s what my experiences are:

+1: Lara is over a square having a grey frame (by Room Editor “B” button) for the mechanical scarab.
+2: supposedly an existing flag. But it’s unknown.
+4: Lara is crouching – after standing or on all four.
+8: Lara shoots. (The effective shooting. I mean, it doesn’t matter now, eg., if Lara loads the shotgun.)
+16: the screen is seen through the binoculars or the lasersight graphics.
+32: Lara has a burning torch in her hand.
+64: Lara uses/used a ladder (and didn’t hang on a ledge after that).
Forcing these values into the memory zone field (directly or by variables) could be buggy, but they are useful as conditions.

Note: when there is the lasersight graphics on the screen and Lara’s shooting with the revolver then +8 won’t be added to +16. I.e. it will only with the crossbow.

Last edited by AkyV; 04-02-13 at 13:05.
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Old 04-02-13, 14:58   #127
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Quote:
Originally Posted by Lwmte View Post
Custom patch set updated again, now there is a bugfix for annoying flare green tint on ignition and depletion. Note that I just simplified a function, so you won't get light bursts anymore, only flicker
Oh wow! Thank you for this patch! Tested and works flawless. Thank you for fixing that problem with green light.
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Old 04-02-13, 16:46   #128
Adam11
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Thank you for the new update, it works fine
I would like to ask you, is it possible to keep the position of SMOKE EMITTER (Sprite: fire)? Because when Lara is over the SMOKE EMITTER it changes the position to horizontal position, i mean that the position of SMOKE EMITTER is changed by Lara
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Old 05-02-13, 01:43   #129
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Is it possible to write a patch that disables the Normal and Poison ammo of the crossbow? Palone made the poison ammo disable-able when he made the possibility of turning it into the harpoon gun but I would like to turn it into the rocket launcher.

A port of the TREP flametail patch for the crossbow would be a great added effect.

Also forcing it to automatically have the lasersight attached and them to be unseperable would be cool for rocket launchers or sniper guns using the slot. Like the gun in the VCI levels of chronicles. (was it a M15?)

Short of this a port of the TREP grenade ammo one-touch patch would be good for rocket launchers in the grenade gun slot.

Last edited by Boobandie; 05-02-13 at 03:48.
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Old 05-02-13, 02:31   #130
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Quote:
Originally Posted by Boobandie View Post
Is it possible to write a patch that disables the Normal and Poison ammo of the crossbow? Palone made the poison ammo disable-able when he made the possibility of turning it into the harpoon gun but I would like to turn it into the rocket launcher.

Also forcing it to automatically have the lasersight attached and them to be unseperable would be cool.
OMG.. I need this!
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