Ist das ein Raum, oder mehrere?
Könnte sein, wenn du zwei Räume übereinander hast, die Kabel entsprechend im oberen sind, dass dies das Problem verursacht. Da dies ein allgemeines Engine Problem ist.
Ist das ein Raum, oder mehrere?
Könnte sein, wenn du zwei Räume übereinander hast, die Kabel entsprechend im oberen sind, dass dies das Problem verursacht. Da dies ein allgemeines Engine Problem ist.
illyaine hat eine neue Version hinzugefügt:
QuoteTomb Editor:
- Add preview button for sound playback node functions.
- Add nodes to manage timers.
- Fix current node item list remaining open after scrolling node graph with mouse wheel.
- Fix legacy triggers wrongly set to switch type in rooms containing "switch" in their name.
- Fix TEN level compiler producing incorrect normals for imported geometry.
- Fix TEN level compiler not scaling merged static meshes.
- Fix particle emitter node not working.
WadTool:
- Don't recalculate normals silently when importing mesh through static mesh editor.
- Fix broken sound remap when copying objects from legacy wads to TEN wad.
TombIDE:
- Many minor bugfixes.
- Update Tomb1Main preset to 2.5.2.
TEN: Version 1.1.0
- Fix enemies shooting Lara through static meshes and moveables.
- Fix skeletons and mummies not being affected by explosive weapons.
- Fix crash on loading if static meshes with IDs above maximum are present.
- Fix various crashes specific to 64-bit build.
- Fix random crashes when playing audio tracks with names longer than 15 symbols.
- Fix crashes when trying to play .wav audio tracks on some Windows 11 systems.
- Fix sprint value going below zero.
- Fix fog bulb density formula.
- Fix clockwork beetle activation crashing the game.
- Fix corrupted vehicle positions after savegame reload.
- Fix default ambience overlapping current one when loading a savegame.
- Fix doppelganger being limited to a single room.
- Fix bat AI, damage value, and incorrect collision after death.
- Fix regeneration for pickups with OCB 128.
- Fix raising blocks still shaking without OCB.
- Fix spiky ceiling, improve collision, and allow setting velocity via OCB.
- Fix TR1 winged mutant pathfinding and damage issues and add new OCBs.
- Fix TR1 Natla facing angle, bomb and shard projectiles, shooting anim in the second phase.
- Fix last inventory item position not being saved.
- Fix some puzzle hole objects crashing the game on item insertion.
- Fix incorrect harpoon bolt speed and angle when shooting vertically.
- Fix black shatter debris.
- Fix Lara's shadow projecting only her joints on some occasions.
- Fix sun and spot bulbs direction and sheen casts.
- Fix room collector freezing game on some occasions.
- Fix incorrect culling for scaled static meshes.
- Fix normal mapping.
- Add ability to save screenshot in the "Screenshots" subfolder by pressing the "Print screen" key.
- Implement separate audio track channel for playing voiceovers with subtitles in .srt format.
- Don't stop ambience when Lara dies.
- Pause all sounds when entering inventory or pause menu.
- Improve deflection against slopes.
- Move and rotate Lara and activated pickups together with dynamic bridge objects.
- Reduce camera bounce.
- Improve spiky wall collision accuracy.
- Expand control settings page.
- Allow key bindings for previously hardcoded actions (weapon hotkeys, vehicle controls).
- Add input actions for weapon scroll.
- Add splash effect to rockets and grenades when they enter water.
- Allow multiple doppelgangers by using the same OCB for the origin nullmesh and doppelganger.
- Add TR1 skateboard kid.
- Add TR1 Kold.
Lua API changes:
- Add soundtrack functions:
- Misc::GetAudioTrackLoudness() for getting current loudness of a given track type.
- Misc::IsAudioTrackPlaying() for checking if a given track type is playing.
- Misc::GetCurrentSubtitle() for getting current subtitle string for the voice track.
Mache lieber immer separate Themen auf. Den wenn jemand das selbe Problem mal hat, ist es einfacher alles separat zu lesen, als wenn man ein Thema mit diversen Fragen durchlesen muss.
Willkommen Micky, schön das du hier bist.
Letzte Woche haben wir uns endlich mal wieder getroffen und nun bist du hier
Anmerkung
Evtl. sollte das Problem jetzt erledigt sein. Da Google etwas an der Sicherheit geändert hatte und bei meinem Webspace Anbieter das noch nicht richtig ingegriert wurde. Habe mich zum testen mal mit meiner Google E-Mail Adresse regtriert und hatte die E-Mail erhalten.
Bitte nochmal ausprobieren oder ggfs, bitte bei mir melden, wenn weiterhin Probleme auftauchen.
Kleine Info an Mitglieder welche sich registrieren.
Bitte bei der E-Mail Adresse aufpassen, da diese aktiv und erreichbar sein muss.
Da das Benutzer Konto über einen Link aktiviert wird.
Ist die E-Mail Adresse falsch oder existiert sind, ist dies nicht möglich.
Bei Problemen mich bitte über die Kontaktseite kontaktieren.
Hier mir bitte den Benutzernamen, falsche verwendete E-Mail Adresse und neue E-Mail welche benutzt werden soll mitteilen, damit ich diese ändern kann,
damit ihr euren Benutzeraccount aktivieren könnt.
illyaine hat eine neue Version hinzugefügt:
QuoteDisplay MoreTomb Editor:
- Add a set of particle and dynamic light node functions.
- Add ability to search for invisible texture tiles.
- Use more consistent naming for newly generated flipped and split rooms.
- Write catalog file reading errors to a log file.
- Build status window now displays the path to the built level.
- Don't throw useless invalid texture warnings when building a level.
- Fix TEN texture packer crash if static meshes have more textures than moveables.
- Fix nodes made from context menu incorrectly linking to selected node as next instead of previous.
- Fix script ID assignment when duplicating rooms from the context menu or via hotkey command.
- Fix Lua ID assignment when pasting a group of objects.
- Fix exception when autosave interval was set to 0 in editor options.
- Fix several TEN object remaps in TrCatalog.xml.
- Fix light interpolation for TRNG target if 32-bit lighting option is active.
WadTool:
- Automatically fix incorrect state IDs for switch objects when converting them to TEN format.
- Fix incorrect conversion of Lara object in legacy wads to TEN format.
- Fix incorrect conversion of several objects such as LARA_HOLSTERS to TEN format.
- Fix exception in mesh editor when a mesh with incorrect sphere radius is selected.
- Fix more cases of incorrect animation importing.
- TEN Base WAD:
- Improve TEN Lara wad base equipment such as pistol holsters.
- Fix TEN Lara head rotation in shotgun, crossbow, and harpoon gun.
TombIDE:
- Update tomb3 preset to 2.0.2.
TEN: Version 1.0.9
- Fix cold bar triggered in non-water rooms.
- Fix spiky wall speed value and change it via OCB number or Lua (Moveable::SetItemFlags[0]).
- Fix bats emitter crashing the game if little beetle object does not exist in wad.
- Fix gunflash rendering and position for entities.
- Fix snowmobile driver crashing the game.
- Fix knifethrower not throwing knife.
- Fix classic rollingball rolling in place into some closed doors.
- Fix zipline not working properly.
- Fix missing heavytrigger checks for node events activated from classic triggers.
- Fix death flag burning enemies underwater.
- Fix pickups and object collision not working properly in flipped rooms without portals.
- Fix footprints not being cleared after level change.
- Fix thumbstick camera option sometimes producing jerky camera movements during object interaction.
- Fix soundtrack position not restoring if same track is already playing.
- Fix inventory input interference when entering inventory via puzzle.
- Fix gamepad still vibrating if Lara was poisoned prior to death.
- Fix flare brightness.
- Fix grenade firing angle.
- Fix rendering for static meshes with custom blending modes and alpha transparency.
- Fix inconsistent multiline string spacing on different display modes.
- Remove search object 4 hardcoded meshswap activated with a flipmap.
- Add TR1 cowboy.
- Add TR3 wall mounted blade.
- Add TR3 claw mutant.
- Add TR5 lasers:
- Choose colour for the lasers via tint menu.
- Laser OCB means width of the laser in sectors.
- Negative OCB laser will trigger heavy trigger.
- Positive OCB kills Lara.
- Add removable puzzles from puzzle holes and puzzle dones:
- Employed by setting the trigger type as "Switch" for either puzzle hole or puzzle done.
- Can be mixed with puzzle done and puzzle holes of the same or different type.
- Add reusable keys for key holes:
- Employed by setting the trigger type as "Switch" for key hole.
- Allow key hole animation to be played via OCB number:
- Default OCB 0 will play Lara use key animation.
- Any positive OCB number will play the animation according to the OCB number.
- Reimplement fog bulbs.
- Add missing gunflash for some entities, also include dynamic light and smoke to all gunflashes.
- Add compass needle wobble in inventory.
- Add ability to pick up a single inactive flare as an inventory item.
- Add log reports if title level or other levels don't exist.
- Add better error handling for missing font, sprites or shaders.
- Add "Reset to defaults" entry to controls menu and automatically bind XBOX gamepad profile if connected.
- Add 64-bit executable and place both 32-bit and 64-bit versions into /Bin subdirectory.
Lua API changes:
- Add Vec2 class.
- Add function String::SetTranslated().
- Add function Misc::IsStringDisplaying().
- Add the following for use in AddCallback and RemoveCallback:
- PRESTART, POSTSTART
- PREEND, POSTEND
- PRESAVE, POSTSAVE
- PRELOAD, POSTLOAD
NOTE: TEN folder structure has changed because of the inclusion of the 64-bit version. If you are updating existing TEN projects, manually remove all
*.dll
files andTombEngine.exe
fromEngine
subfolder after copyingTombEngine109_Update.zip
contents to that folder.
Okay danke dir. Gut zu wissen
Freu mich drauf.
illyaine hat eine neue Version hinzugefügt:
QuoteDisplay More2023-05-28
----------
New patches:
- Remove baddies pickup hack
- Baddies and small medipacks
- Decouple baddies animations
- Remap regenerating pickups array
Tomo,
Klingt gut. Kann man die Größe auch anpassen?
Kann man die Laser selber vom Aussehen anpassen? Ich selber hätte die eher etwas dezenter Aber tolle Arbeit.
Ich selber mit der TEN, sowie TRNG. Wobei ich natürlich jetzt mehr und mehr eher nur zur TEN tendiere.
Herzlich willkommen. Viel Spass dir und falls was ist, einfach melden
illyaine hat eine neue Version hinzugefügt:
QuoteNew patches:
- Hardware Acceleration preselection
- Fix sector boundaries
- Accurate hair mesh collision
- Fix wade snap
- Quake camera
New commands:
- Sprite objects
CodeDisplay More#DEFINE GT 1 ; GlobalTrigger ID #DEFINE TG 1 ; TriggerGroup ID #define @Plugin_FLEP 1 ; Set Trigger Type - FLIPEFFECT 237 ; Exporting: TRIGGER(192:0) for FLIPEFFECT(237) {Tomb_NextGeneration} ; <#> : Variables. Store. Copy <&>Store variable to CurrentValue ; <&> : Store Long A ; (E) : ; Values to add in script command: $2000, 237, $C0 ; Set Trigger Type - CONDITION 46 ; Exporting: CONDITION(46:0) for PARAMETER(0) {Tomb_NextGeneration} ; <#> : Value= 0 ; <&> : Variables. The Current Value variable is >= than <#>Value ; (E) : ; Values to add in script command: $8000, 0, $2E ; Set Trigger Type - FLIPEFFECT 231 ; Exporting: TRIGGER(511:0) for FLIPEFFECT(231) {Tomb_NextGeneration} ; <#> : Variables. Numeric. Add to <&>Variable the (E)value ; <&> : Current Value ; (E) : Value 1 ; Values to add in script command: $2000, 231, $1FF ; Set Trigger Type - FLIPEFFECT 236 ; Exporting: TRIGGER(192:0) for FLIPEFFECT(236) {Tomb_NextGeneration} ; <#> : Variables. Store. Copy CurrentValue to <&>Store variable ; <&> : Store Long A ; (E) : ; Values to add in script command: $2000, 236, $C0 GlobalTrigger=GT,IGNORE,GT_ALWAYS,IGNORE,IGNORE,TG,IGNORE TriggerGroup=TG,$012000,6,0,$2000,237,$C0,$8000,0,$2E,$2000,231,$1FF,$2000,236,$C0 ; Set Trigger Type - FLIPEFFECT 271 ; Exporting: TRIGGER(112:0) for FLIPEFFECT(271) {Tomb_NextGeneration} ; <#> : Variables. Numeric. Copy <&>Numeric Variable to CurrentValue ; <&> : Local Long Alfa ; (E) : ; Values to add in script command: $2000, 271, $70 ; Set Trigger Type - FLIPEFFECT 236 ; Exporting: TRIGGER(194:0) for FLIPEFFECT(236) {Tomb_NextGeneration} ; <#> : Variables. Store. Copy CurrentValue to <&>Store variable ; <&> : Store Long C ; (E) : ; Values to add in script command: $2000, 236, $C2 ; Set Trigger Type - FLIPEFFECT 371 ; Exporting: TRIGGER(3:0) for FLIPEFFECT(371) {Tomb_NextGeneration} ; <#> : TriggerGroup. Perform <&>TriggerGroup from script.dat (Single execution to use when in TriggerGroup there are only com ; <&> : TriggerGroup= 3 ; (E) : ; Values to add in script command: $2000, 371, $3 ; Set Trigger Type - FLIPEFFECT 237 ; Exporting: TRIGGER(194:0) for FLIPEFFECT(237) {Tomb_NextGeneration} ; <#> : Variables. Store. Copy <&>Store variable to CurrentValue ; <&> : Store Long C ; (E) : ; Values to add in script command: $2000, 237, $C2 ; Set Trigger Type - FLIPEFFECT 272 ; Exporting: TRIGGER(112:0) for FLIPEFFECT(272) {Tomb_NextGeneration} ; <#> : Variables. Numeric. Copy CurrentValue to <&>Numeric Variable ; <&> : Local Long Alfa ; (E) : ; Values to add in script command: $2000, 272, $70 GlobalTrigger=GT+1,IGNORE,GT_ALWAYS,IGNORE,IGNORE,TG+1,IGNORE TriggerGroup=TG+1,$2000,271,$70,$2000,236,$C2,$2000,371,TG+2,$2000,237,$C2,$2000,272,$70 ; Set Trigger Type - CONDITION 46 ; Exporting: CONDITION(46:0) for PARAMETER(450) {Tomb_NextGeneration} ; <#> : Value= 450 ; <&> : Variables. The Current Value variable is >= than <#>Value ; (E) : ; Values to add in script command: $8000, 450, $2E ; Set Trigger Type - FLIPEFFECT 232 ; Exporting: TRIGGER(255:0) for FLIPEFFECT(232) {Tomb_NextGeneration} ; <#> : Variables. Numeric. Set <&>Variable with (E)value ; <&> : Current Value ; (E) : Value 0 ; Values to add in script command: $2000, 232, $FF ; Set Trigger Type - FLIPEFFECT 234 ; Exporting: TRIGGER(2559:0) for FLIPEFFECT(234) {Tomb_NextGeneration} ; <#> : Variables. Numeric. Set in <&>Variable the (E)bit ; <&> : Current Value ; (E) : Bit 9 ($00000200 ; 512) ; Values to add in script command: $2000, 234, $9FF ; Set Trigger Type - FLIPEFFECT 304 ; Exporting: TRIGGER(255:0) for FLIPEFFECT(304) {Tomb_NextGeneration} ; <#> : Variables. Numeric. Generate in <&>Numeric Variable a random CurrentValue ; <&> : Current Value ; (E) : ; Values to add in script command: $2000, 304, $FF ; Set Trigger Type - CONDITION 48 ; Exporting: CONDITION(48:0) for PARAMETER(0) {Tomb_NextGeneration} ; <#> : Value= 0 ; <&> : Variables. The Current Value variable is = than <#>Value ; (E) : ; Values to add in script command: $8000, 0, $30 ; Set Trigger Type - FLIPEFFECT 236 ; Exporting: TRIGGER(193:0) for FLIPEFFECT(236) {Tomb_NextGeneration} ; <#> : Variables. Store. Copy CurrentValue to <&>Store variable ; <&> : Store Long B ; (E) : ; Values to add in script command: $2000, 236, $C1 ; Set Trigger Type - FLIPEFFECT 232 ; Exporting: TRIGGER(8447:0) for FLIPEFFECT(232) {Tomb_NextGeneration} ; <#> : Variables. Numeric. Set <&>Variable with (E)value ; <&> : Current Value ; (E) : Value 32 ; Values to add in script command: $2000, 232, $20FF ; Set Trigger Type - FLIPEFFECT 284 ; Exporting: TRIGGER(255:0) for FLIPEFFECT(284) {Tomb_NextGeneration} ; <#> : Variables. Numeric. Invert the sign of <&>Numeric Variable ; <&> : Current Value ; (E) : ; Values to add in script command: $2000, 284, $FF ; Set Trigger Type - FLIPEFFECT 233 ; Exporting: TRIGGER(8447:0) for FLIPEFFECT(233) {Tomb_NextGeneration} ; <#> : Variables. Numeric. Substract from <&>Variable the (E)value ; <&> : Current Value ; (E) : Value 32 ; Values to add in script command: $2000, 233, $20FF ; Set Trigger Type - CONDITION 42 ; Exporting: CONDITION(42:62) for PARAMETER(112) {Tomb_NextGeneration} ; <#> : Local Long Alfa ; <&> : Variables. The <#>Numeric Variable is < than (E)Value ; (E) : Value= 0 ; Values to add in script command: $8000, 112, $2A ; Set Trigger Type - FLIPEFFECT 237 ; Exporting: TRIGGER(193:0) for FLIPEFFECT(237) {Tomb_NextGeneration} ; <#> : Variables. Store. Copy <&>Store variable to CurrentValue ; <&> : Store Long B ; (E) : ; Values to add in script command: $2000, 237, $C1 ; Set Trigger Type - FLIPEFFECT 285 ; Exporting: TRIGGER(112:0) for FLIPEFFECT(285) {Tomb_NextGeneration} ; <#> : Variables. Numeric. Add to CurrentValue the <&>Numeric Variable ; <&> : Local Long Alfa ; (E) : ; Values to add in script command: $2000, 285, $70 ; Set Trigger Type - CONDITION 42 ; Exporting: CONDITION(42:62) for PARAMETER(255) {Tomb_NextGeneration} ; <#> : Current Value ; <&> : Variables. The <#>Numeric Variable is < than (E)Value ; (E) : Value= 0 ; Values to add in script command: $8000, 255, $2A TriggerGroup=TG+2,> $2000,237,$C0,$2000,272,$70,$8000,450,$2E,$2000,232,$FF,$2000,234,$9FF,$2000,304,$FF,$8000,0,$30,> $2000,232,$FF,$2000,236,$C1,$2000,232,$20FF,$2000,304,$FF,$2000,284,$FF,$2000,233,$20FF,$2000,236,$C0,> $8000+TGROUP_ELSE,112,$2A,$2000,237,$C1,$2000,285,$70,$8000,255,$2A,> $2000,237,$C1,$2000,231,$1FF,$2000,236,$C1,$2000,304,$FF,$012000,3,0,$012000,4,0,> $8000+TGROUP_ELSE,112,$2A,> $2000,271,$70,$2000,284,$FF,$2000,304,$FF,$012000,3,0,$012000,4,0,$2000,271,$70,$2000,231,$1FF,$2000,236,$C0 #define @plugins CLEAR
Vor ein paar Tagen hatte ich erfahren, dass jetzt endlich wieder ein Tomb Raider Meeting statt findet.
Dieses findet statt am "15. bis 18. Juni 2023". Wieder im alten Haus im Harz.
Weitere Infors einfach im Link oben folgen, bzw. folgendes Thema im Forum (registrierung notwendig).
https://rollingball.de/wbb/index.php/Thread/1631-TR-Meeting-XXI-Return-of-the-Meeting/
Die Beleuchtung mit der TEN ist um einiges besser als die alte Engine. Da merkt man den DirectX Sprung. Das Bild mit der roten Beleuchtung gefällt mir richtig gut. Bin gespannt auf das fertige Level.
illyaine hat eine neue Version hinzugefügt:
Quote
illyaine hat eine neue Version hinzugefügt:
QuoteDisplay More2023-04-01
----------
Fixed patches:
- Wibble rooms
2023-03-24
----------
Fixed patches:
- Fast alignment
- Pushable Object alignment
New patches:
- Pushable Object TestPosition
2023-03-06
----------
Fixed patches:
- HK Gun
- Wibble rooms
New patches:
- Wibble objects
2023-02-21
----------
Fixed patches:
- Fast alignment
New patches:
- Fix dying flare colours
- Rotate debris
- Pushable Object alignment
- Wibble rooms
- tomb4 circle shadow
New commands:
- Lift doors
2023-01-29
----------
New patch:
- Fix rainbow bug
2022-12-13
----------
New patches:
- Skedaddler baddies
- Fix hurt Von Croy bug
2022-11-01
----------
New patches:
- Enable bike nitro without Puzzle_Item1
- Change bike nitro item
2022-10-05
----------
New patches:
- HK Gun
2022-09-12
----------
Fixed patches:
- Keep dead enemies
New patches:
- Remove MUMMY stun animations
2022-08-09
----------
Fixed patches:
- Disable "Hang game thread" on lost focus
illyaine hat eine neue Version hinzugefügt:
QuoteDisplay MoreTomb Editor:
- Add precise movement hotkeys (8 units) into settings.
TombIDE:
- Update Tomb1Main preset to V2.14
- Update Tomb3 preset to V1.6
- Fix Tomb1Main preset not having title.phd in the package.
TEN Base WAD:
- Amended Lara's sliding back animation to prevent falling backwards too far after sliding.
TEN: Version 1.0.8:
- Fix bubbles phasing through ceilings.
- Fix object camera not clearing at level end.
- Fix double breath sound effect when coming up for air.
- Fix flickering hair.
- Fix harpoon gun triggering water and dry sounds when shooting and reholstering.
- Fix Z-fighting in inventory rendering.
- Fix transparent objects not displaying correctly in the Inventory.
- Fix dozy cheat always giving uzi weapons even if not present in WAD.
- Fix player getting launched when landing close to an edge.
- Fix player going through trapdoor/bridge while climbing up a climbable wall.
- Fix TR3 Sophia's charge ring drawing below floor.
- Fix TR5 imp collision handling and animations:
OCB 1: Climbs up to player when triggered.
OCB 2: Starts rolling on the floor when triggered.
OCB 3: Will throw stones at player.
Imp is also scared of of the player if holding a lit torch.
Please note you must use the patched version found here: https://github.com/TombEngine/Resour...s/tr5_Imp.wad2
- Fix and improve wraith tails.
- Add dedicated WRAITH_TRAP object with enhanced effects.
OCB 0: Effect disabled.
OCB 1: Effect enabled.
- Add TR1 slamming doors.
- Add TR3 mutant wasp (AI_MODIFY object won't allow it to land, the wasp will always fly).
- Add TR3 Corpse
OCB 0: used for coprses targeted by the compsognathus dinosaur.
OCB 1: used for corpses hung in the air to be used as piranha bait. Will fall when shot.
Please note you must use the patched version found here:https://github.com/TombEngine/Resour...s_Cadavar.wad2
- Add cold exposure bar (employed by setting the "cold" flag in water rooms in Tomb Editor).
- Add water wakes for vehicles.
- Restored light effect nullmeshes (color, electrical, pulse, and strobe):
Select the light color as object tint in the OCB menu in Tomb Editor.
ELECTRICAL_LIGHT:
Can have multiple meshes. Add mesh number to OCB to be rendered with the light.
OCB +ve (mesh number): Light behaves like a neon light.
OCB –ve (mesh number): Light flickers.
- Restored inventory compass.
- Allow dynamic segment count for hair object.
Lua API changes:
- Add function Misc::IsSoundPlaying()
- Add function DisplayString::SetFlags()