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Old 16-08-16, 09:08   #1
Join Date: Dec 2011
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Default TRNG user development archives

Dear TRNG users!

As you definitely know, you can use plugins (fan-made features) in your TRNG since Paolone released TRNG
Please visit our open chat if you have any questions about making a plugin.
If you would like something to be developed in a plugin then type your request here. (You can see the sum here.)

For anything about the TRNG engine itself, type your request here.
And you can also use this, to report bugs directly to Paolone or ask any TRNG info/tool/feature from him.

The newest TRNG you can use for your plugin is TRNG

We can't say a plugin is useable or not, buggy or not, when a plugin developer releases it. This is naturally a serious problem, the plugin needs to be tested so the TRNG builders will know they can use it or not.

A TRNG plugin test team was established to do those tests.
The actual team members are:

(AkyV's note: I don't name anybody any more. The number of people who are really participated is so low...)

The tests will have two different qualifications:

The plugin will be qualified as "recommended" if it is flawless, or if it has only tiny or few bugs.
The plugin will be qualified as "not recommended" if it has huge or several bugs, or probably if it is totally useless.

- There can be special qualifications, like "recommended, but THIS and THAT part is not recommended".
- Plugins will be removed from the "not recommended" section into the "recommended" one, if bugs are fixed and the plugin is re-tested.
- We won't test compatibility, only if it is asked. It is impossible to compare a plugin to several other plugins.

If you'd like to join the test team (even if you are a level builder or a plugin developer!), then send a post here. You need to be an expert or very good at least in one segment of level building.
If we need a new member, then we will accept your request. We don't need to be more than a dozen (approximately).
Your constant presence is not necessary, you can skip one or more tests if you don't have enough spare time.

If you are a plugin developer and you would like your plugin to be tested and qualified, then send a PM to Titak or me, and you will get the link and the password to get access to the testing forum.

Please be patient if you'd like the team to test anything. We all are still only learning this new product!

- We highly recommend to be thoughtful with the version number of your plugin, so everybody will know the difference between the original (possibly bug-free, already tested) and the new (possibly buggy, not tested yet) version.
- You are allowed to have several plugins to test, even if they are not the different versions of the same plugin.
- You can tell about your developments being in progress here.

The tested, recommended or not recommended plugins or plugins being just tested are listed in this thread, including their descriptions and bug lists.

Please send a PM to Titak or me if you don't have access to the testing forum but you found a bug to report. (We are not interested in bugs if their plugin is not listed in this thread.)

Visit our neverending DLL poll to tell your intention/opinion about the plugins.

Last edited by AkyV; 05-03-20 at 22:10.
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Old 16-08-16, 11:16   #2
Join Date: Dec 2011
Location: Hungary
Posts: 4,560

Original plugins (came with TRNG, that is why not tested by us)
- Plugin_Cleaner.dll
- Plugin_SW_Robot.dll
- Plugin_Cranes.dll
- Plugin_MechWarrior.dll

Tested and recommended plugins

Please note these are TRF links, not the original links of the developer.



Plugin_ClassicInventory.zip (Untested Dev Build)




Please, do not forget to check if your TRNG version is not older than the TRNG version recommended in the plugin text files!

A fresh installation of TRLE and TRNG is recommended before using plugins!

Last edited by AkyV; 06-10-21 at 16:48.
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Old 16-08-16, 11:17   #3
Join Date: Dec 2011
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Tested and NOT recommended plugins

The link is added only if the developer keeps this buggy product public or uploaded.


Last edited by AkyV; 18-08-16 at 19:53.
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Old 16-08-16, 11:18   #4
Join Date: Dec 2011
Location: Hungary
Posts: 4,560

Plugins just being tested

The link is not added if the developer doesn't want to release it before the tests.

This plugin is meant to be an enhanced fly cheat, replacing the built-in DOZY cheat.
Its purpose is to help level builders in the design of their levels.
Source code is included.

TR2 enemies (TokyoSU, ChocolateFan, pack of original enemies to test: LaraHCroft91):
IMPORTANT! Plugin_ObjectHelper is needed to use Plugin_TokyoSU!

Last edited by AkyV; 28-09-21 at 17:48.
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Old 16-08-16, 11:19   #5
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Plugin descriptions

Cleaner Robot is a very simple enemy. (See TR3 Thames Wharf.) It doesn't require any special OCB or customize command.
You put it in some side of your level, trigger it and it will start to move.
This robot moves always following a straight line. When it finds an obstacle it will try to turn by 90 degres. If all (forward, right and left) directions are stopped it will explode and this is only way to "kill" it.
It will hurt and kill lara when touch her from its forward side, while it is not dangerous for Lara touching its back or lateral sides.
The robot will kill also other enemies, killable creatures upto skeltron, i.e. creature killable whereby explosive ammos. While, if it meets semigod or pushable objects or rollingball, it will consider them like obstacles to avoid.

An interesting skill of SW Robot (R2D2) is that it can work as a guard that checks any side of a room and he will give the alarm when detects Lara.
SW Robot is able to move up its head and turn it, to look over obstacles.
All settings for SW Robot have to be typed using a "Customize=CUST_STAR_WARS_ROBOT,..." script command.
Here you see the description of this command, present also in mnemonic constants of Reference Panel of NG_Center, of course.

To do work the cranes (falling traps like in TR5 or a real crane tool for Lara), you have to type in [Level] section where you mean using them the AssignSlot= script command to inform where the cranes are.
In the case of automatic crane, it will be enough only one AssignSlot= command, like this:
Note: In above command we suppose that the crane object was in ANIMATING2 slot.

While, for drivable crane, you should type two AssignSlot= commands: one for the Crane and other for Crane Panel, the item used as a switch when lara is in front of it and she hit ACTION command.
For instance:
Note: in above commands, we suppose that the crane object was in ANIMATING2 slot, while the Control Panel of the crane, was in ANIMATING3 slot.

It should be useful also that you set a different camera mode, enabling some kind of fixed camera, when the drivable crane is going to be engaged, to have a better view of the moving crane.
You should use two new global triggers to discover when the crane has been engagend and when the driving quits:

With this global trigger you can detect when the driving crane begun in game.
You need to type in Parameter fied the index of the Swinging Crane item whose you want detect the driving mode.
Note: the global trigger it will be engaged when the first animation of lara over the Crane Control Panel it has been just completed.

When lara quits the driving of the crane it will be engaged this global trigger.
Remember to type in Parameter field the index of the crane whose you wish detect the end of driving.

Looks for OCB you have to set in Crane or Control Panel of the Crane, in Reference panel of NG_Center, in MNEMONIC CONSTANTS section.

MechWarrior is a vehicle where lara can get in to drive it.
This is an object created by Psiko and Paolone've only tried to "animate" it adding the code to manage its many animations.
Unfortunately, the possible improvements were so many that I was not able to complete really this job. Therefore the MechWarrior, currently, has only basic skills.
Lara can getting in, drive it, pass over two click obstacles (like scales) and then getting off.
Theoratically it could be used to pass over kill sectors but there are no shooting skills yet, in spite the gun-machines on his arms should support them.

- This plugin will enable rollingballs with the behaviour from the first 3 games in the NEW_SLOT5/CLASSIC_ROLLINGBALL slot.
- The rollingball is able to roll on flat surfaces and will be stopped by raised floors and walls.
- It can only roll in straight lines, don't place it diagonally!
- It starts out facing west to east in the editor when first placed
- You can change the falling speed with the new CUST_CLASSIC_ROLLINGBALL_FALL_SPEED script command.
- The rolling speed can be changed by adjusting the Speed value in the animation itself
- An additional death animation when Lara faces the rollingball can be triggered with the CUST_CLASSIC_ROLLINGBALL_DEATH script command. Check the plugin folder for a death animation by SrDanielPonces.
- OCB code 1 enables an additional animation when the boulder hits a wall, check the barrels WAD to see how to set it up

- Plugin
- Source code
- Working rollingball and barrels
- TR1 rollingball sound effect

See the description here.

This plugin can force Bilinear Filtering and No FMV settings on or off.
To this end, it implements two flipeffects. The first forces a setting to a chosen state, the second ceases to force it.
The desired state will be carried over all following levels. The title, however, is special and needs its own flipeffects.

To override Bump Mapping and Volumetric FX settings, use ForceBumpMapping and ForceVolumetricFX commands respectively.

This plugin brings back two flare effects that were present in TR2 and TR3: sound and bubbles.

The first two flipeffects can assign a sound, whilst the third restores the default silence.
Note that the sound sample assigned must have the L flag in Sounds.txt.

The remaining two flipeffects can enable or disable bubble generation when the flare is underwater.

See the description here.

Made by JMN.
This plugin replaces the TR4 flat inventory with one resembling the classic TR1-3 ring.
More information available in NG Center once installed.

Made by Joey79100 and JMN.
This plugin simply adjusts in-game's camera FOV depending on your screen's resolution, without overwriting flyby's FOV.

This plugin will rework the TR4 aiming to TR3 aiming system!
the flag EnableCamera from "Customize=CUST_TSU_AIMING" need to be enabled to have the TR3 Camera Working!

the difference is:
- Camera lock the target infinitly unless you unpress the ACTION key.
- More angle when firing because of the camera (~170 Degree Max in Left and Right Direction)
- Press LOOK key when firing to set a new target if possible.

- the joint can be transparent (torso front) with a angle more than 90 be carefull (unless you use TR1-TR3 skin) !

This plugin is a complete rewrite of AODfan's Plugin_Chronicles, with many improvements, corrections and new features.
It controls up to 16 searchable objects.

This plugin is a complete rewrite of AODfan's Plugin_TR1, with many improvements, corrections and new features.
It controls four objects:

- TR1 Savegame Crystal
- TR3 Savegame Crystal
- Collapsible Floor
- Spikes

See the description here.

The purpose of this plugin is to introduce the ability to climb sloped ceilings (aka. overhangs) known from Tomb Raider - Angel of Darkness into the TRNG engine. Thanks to this plugin, Lara will be able to climb sloped ceiling sections (marked with monkey tiles) to access vertical climbable walls or horizontal monkey swings.

Last edited by AkyV; 06-10-21 at 16:50.
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Old 16-08-16, 11:22   #6
Join Date: Dec 2011
Location: Hungary
Posts: 4,560

Plugin bug lists

The author quit to make plugins, working on TR5Main code from now on, so harpoon gun bug won't be solved, the code is here and free if you want to fix it:

Last edited by AkyV; 06-11-19 at 18:09.
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Old 04-12-16, 01:02   #7
Join Date: Dec 2011
Location: Hungary
Posts: 4,560

This thread was created when the new TRNG was confirmed in the summer of 2016. The good news is the thread is active now!
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Old 24-06-18, 19:08   #8
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Location: Drenthe, The Netherlands
Posts: 33,114

Players have been reporting issues with games using plugins.

Looks like downloading and installing this is helping:
Microsoft Visual C++ 2010 Redistributable Package

Thanks to Loreraider for posting this HERE.

* EDIT *
Links updated. Mircosoft page does not seem to host the files anymore, so x86 and x64 files uploaded onto forum webspace.
If it walks like a duck and if it quacks like a duck, it is a duck.

Last edited by Titak; 25-06-21 at 17:12.
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