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Old 28-10-06, 16:04   #91
laralives
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Well Why don't you delete some rooms like Uvavoo said except then create like a portal for another part of that big level just like "The Imprisoned Spirits"


hi JMN

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Old 28-10-06, 16:20   #92
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Don't you see? that is the only part of the level i have build yet and it's already over the limit! It wont look good if i would to cut half of the pyramid away now would it? I will have to create a smaller size pyramid. There is no other way.

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Old 31-10-06, 21:06   #93
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JMN, are you by any chance the guy who made Tomb Raider: The Nightmare?
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Old 03-11-06, 09:41   #94
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UPDATE: a new version of syntax file is available
get it from the trep site

for most members it would be useless a sit uses hex and advance stuff etc
ensi is working on a user guide
lets wait for the user guide then
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Old 03-11-06, 10:43   #95
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Thanks for the update Barry.
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Old 04-11-06, 11:50   #96
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Default TREP Flipmap Editor and Timer Editor User Codes

Quote:
Originally Posted by Uvavoo
Two of the most powerful features of the TREP patcher are the Flipmap Editor and the Timer editor. These two editors give ENORMOUS power to include completely new gameplay to your tomb raider levels without resorting to tricks like the infamous 'rolling ball trick'.
I thought I would start a thread so users can post their custom flipeffects.
I will start the ball rolling with a very simple but effective bit of code. This enables things like a gas filled room etc.

DEC_HP 3
STOP
The thread mentioned above was once a sticky thread.
We decided to 'unsticky' it and add the information to this Patches for LE thread, to keep all the info in one place.
The info within is very usefull if you are looking for custom flipeffects adn so on.

HERE you can find the original thread.
Feel free to post as many custom flipeffects you are using in it so others can get ideas for their own levels.
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Last edited by Titak; 04-11-06 at 12:08.
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Old 10-11-06, 18:55   #97
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Quote:
JMN, are you by any chance the guy who made Tomb Raider: The Nightmare?
Yes I am
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Old 19-11-06, 14:59   #98
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Default The honourable Pyaumuch

Just a thought.
Flipmap bug.
Experimenting with flipmaps, there is a bug which causes flipmaps not to reset to their correct status after a save/load.
It seems that if the flipmap is greater than 9 the flipmaps after save/load revert back to their unflipped state.
Suggesting that the savegame data only allows for a single number. Can this bug be corrected with a patch?
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Old 20-11-06, 08:37   #99
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New Draco patch for the TREP patcher program.
Increases maximum amount of fog bulbs in a level from 5 to 21.
This patch has not been tested thoroughly. Use at your own risk.

http://initiator.nm.ru/tr/draco/patches.rar
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Old 20-11-06, 08:50   #100
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Speaking of fogbulbs...

Is it possible these days to have both distant fog and fogbulbs in a level?
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