Paolone ha scritto:History 1.2.2.7 TRNG Version
- Added new window in NGLE program
Now it's possible to have an extra window with buttons to invoke all NGLE commands.
With button windows you can create your custom buttons linked to menu and keyboard commands other that other default buttons, renaming them as you wish.
See the document "help_ButtonsWindow.txt" in NG_Center folder and the samples in trle folder named "NetBook_ButtonsWindow.txt" and "WideScreen_ButtonsWindow.txt" for more infos.
- Added new keyboard command in NGLE
Now with CTRL 9 you can open the current tga file with the default program for tga type, set in Windows
- Added new keyboard command in NGLE
Now with ALT T you can reload current tga (texture) file avoiding to be prompted for the tga name to be loaded.
- Added in NG_Scripter the #include directive
The usage of include directive is useful to put in order the script dividing it in logical blocks.
For example when you create some script commands to realize a custom animation or other special effect, you can copy all commands for that target in a separated text file with a meaningfull name.
In this way your script could become like this:
#INCLUDE "LaraHome.txt"
#INCLUDE "AnimClimbFromWater.txt"
#INCLUDE "DistanceSensory.txt"
There are undoubt advantages in this job planning.
When you are not interested to some (already completed) features, you have not all those script commands in the main script to create confusion.
While, when you wish work own on that feature you can load (F5 key) the include file in Ng_center and you'll have only the meaningful commands in the editor to study and edit.
- Added in NG_Center program the #FIRST_ID directive
This directive it has been studied to be used in the include files of the script to set the start of IDs range for each script command in that include file.
The target is to reduce the risk of ID conflicts between command in the include file and those of the main script file.
The #first_Id directive works in according with the F1 command to get the first free id for the current command. With a first_id directive the F1 command will return always the first free id with value greather or even that typed in #first_id directive.
See in the [New Script Commands] section of the Reference panel the item "#FIRST_ID" for more infos.
- Enhanced the F1 keyboard command in NG_Center
Now the feature to locate the first free id for current command, other to support the #first_id directive (see above) is able to say to you in advance if there are two commands like the current with same Id value.
- Added in NG_Center the new #DEFINE directive
With #define you can create a temporary mnemonic variable with the wished value that you'll be able to use in all numeric arguments of the commands in that include file, also mixed with aritmetic formulas with [+] or [-] to link mnemonic constants or numeric values.
The main usage of this feature is to create a method to change all IDs of different commands in the include file, changing only a single value, that of #define directive.
See the description of #define directive in the [New script commands] section of the [Reference] panel to see some examples.
- Fixed a problem of backward compatibility with GlobalTrigger command
In the 1.2.1.9 version it was been added to the GlobalTrigger command a new argument, the IdPerformTriggerGroupOnFalse field. This change generated the error message "ERROR: missing arguments for GlobalTrigger" in all previous scripts.
Now ng_center is able to recognize this particular situation and it omits the error message, adding byself a new null (ignore) field to cover the new IdPerformTriggerGroupOnFalse field.
- Improved the exporting of anim (trng) commands in NGLE program
When you export the current trigger from the Trigger Type window, using the Export Anim Command button, now you can choose as Frame Number the value -1. When you choose -1 the exported trigger will be performed in all frames of animation where it has been placed.
This chance is usefull for conditional triggergroups where you wish test for each frame if a condition is true. It could be useful also for some add effects.
- Added new condition trigger for collision
[Find Trigger Number] C82
The new conditional trigger "Collision. <#>Moveable is touching Lara with its (E)mesh" allows to verify if there is collision with a specif mesh of a given moveable and Lara.
This collision method is useful for fighting or traps.
For example you can detect if the right hand of an enemy is touching lara. If you place this condition in a trigger group called by an animcommand in the animation of enemy where he is trying to hit lara, you can add a damage to lara only when the collision right-hand of enemy and lara is true.
Note: this feature use the sphere mesh to detect the collision so it works better with meshes having about a sphere shape.
- Added new condition trigger for collision
[Find Trigger Number] C83
The new condition "Collision. Lara is touching <#>Moveable with her (E)mesh" it is alike the previous C82 condition, but in this case the detection happens for what lara's mesh is touching the moveable.
You can use this to detect if it is lara to hit the enemy with a fist.
Note: other that the same note typed for above C82 condition, I remember that some unofficial tool, to manage objects, could not take care to modify the sphere mesh of a an item, when it changes that mesh shape.
This is only a doubt, anyway if this situation was true, it could create bad detection for modified moveable having yet the old (original) sphere meshes (in spite their shape has been changed).
- Signalation about unused flag for TextFormat script command
The FT_SIZE_NO_BORDER flag has no more effect. It is a refuse of old print text management for special characters but the new trng code bypassed fully the manage of that flag.
- Added new script command: AnimationSlot
The AnimationSlot command is very much alike than Animation command but in this case the animation regards not lara but a generic moveable of the wished Slot.
With AnimationSlot command you can replace, remove or add new animations for existing enemies.
- Added new ENV_ conditions.
There are new ENV_ condition created for the AnimationSlot command.
ENV_NO_BOX_IN_FRONT
ENV_NO_BOX_AT_LEFT
ENV_NO_BOX_AT_RIGHT
ENV_NO_BOX_BACK
The "BOX" are the gray box sectors placed in ngle to inhibit some zone to the enemies.
- Added new condition about detection of lara from some enemy
[Find Trigger Number] C84
The new condition "Creature. <#>Moveable with (E)degrees of view is able to see Lara" allows to discover if a moveable is able to see lara.
This condition works better than common detection in tomb4, where an enemy discovers the presence of lara also when she is back of him.
In this condition you can set the angle view of the enemy, and if lara is in hidden zone of his view he will be not able to see her.
The condition is able to manage further moveables or statics that stop the sight of the enemy and where lara could hidden her.
This condition is available also like ENV condition.
It works on all moveables not only enemies. Take care about the facing for eyes position.
In the "lightning" demo you can find a room where to check how it works.
Note: unfortunately, until new AI skills will be not developed, this condition trigger is not able to change the common behavior of enemies
Anyway you can set an enemy with AI_GUARD or AI_PATROL1/2 and trigger when he will be able to see lara, to activate other enemies to attack her (the guard gives the alarm...)
Or you can use as "guard" a cctv like in the lightning demo (but I used a sentry gun instead of a cctv)
- Added new ENV condition for AnimationSlot command.
The new env condition ENV_ENEMY_SEE_LARA, works like the above trigger condition (C84).
You can use the ENV_ENEMY_SEE_LARA in the AnimationSlot command to start the attack of the enemy vs Lara.
See the ENV_ENEMY_SEE_LARA constant in the MNEMONIC CONSTANTS list of reference panel for more infos.
- Fixed problem with condition to check seconds of screen timer
[Find Trigger Number] C20
In previous versions the condition texts "Lower" and "Higher" had the opposite effect.
- Fixed bug in Equipment command.
In the 1.2.2.4 version the Equipment command failed with many pickups when they had an id number different than 1: Key, Puzzle, pickup.
Note: in the reality this fixing has been already done in the previous (1.2.2.6) version but the signalation was missing in the history.
- Fixed bug about extension of dynamic lights number
In the previous version the icreasing of dynamic light from 32 to 128 had a bug and the limit worked yet to 32.
Now this bug has been fixed, anyway for technical requirements the max number of contemporary light is now of 127 (and not 128)
- Fixed bug about activation of some triggers in contiguous sectors
This bug regarded all flipeffects or action triggers.
It happened when two or more actions (or flipeffects but not mixed between them) are in contiguous sectors and lara move her in these sectors keeping her body always in some trigger sector.
The problem was that a trigger already enabled it was no more activable after lara went out from that sector and then she came back on it.
- Added new flag for TriggerGroup command
It has been added the TGROUP_SINGLE_SHOT_RESUMED flag.
This flag works like the TGROUP_SINGLE_SHOT flag (see its description) but in this case it's not necessary use the flipeffect 345 to enable it newly.
In fact, a triggergroup with the TGROUP_SINGLE_SHOT_RESUMED in (first) flags word, will be enabled newly not just the current triggergroup stops to be performed. This means that the "single shot" atttribute will work only in contiguos triggered sectors, but just lara goes out from this trigger zone, the trigger will be newly ready for further activations.
Note: since there was no more available bits (value to use) for TGROUP_ flags, I had to use the (futile) TGROUP_AND value as this new TGROUP_SINGLE_SHOT_RESUMED flag.
The TGROUP_AND flag was futile because in the missing of other operators (OR and NOT) the AND was the default.
I let the mnemonic constant TGROUP_AND only to avoid error messages from ng_center with old scripts, but now its value is 0, so it has no effect placing it or less in the TGROUP_ flags field.
The only situation where this remapping could create trouble is if you use the new dll with an old script.dat file compiled with previous ng_center version, but this is always a bad practice: when you use a new dll you should always recompile all buildable files with the new updated tools.
The buildable files are: script.dat, .tom and .tr4 file other that savegame files
- Removed error message "Error Decompressing Data" you got in tomb4 log file everytime the engine decompressed a tr4 file.
- Fixed bug in NG_Center program.
In previous version it was visible a little gray box over main window. It was a little (useless) button.
Now it has been removed
- Added new DGX parameter for DiagnosticType command.
It has been added the DGX_FPS flag. With this flag the current FPS (Frame Per Second) will be displayed in the diagnostic on screen.
The DGX_FPS disgnostic is useful when you are checking for slowdown in your level and you are trying to fix this problem with different settings of Turbo script command.
Note: There are two FPS values: the sync and the async frame rate. Read the description of DGX_FPS constant for more infos.
- Changed management of TRB_ASYNC_FRAMES mode of Turbo script command
The previous management of TRB_ASYNC_FRAMES mode did not work fine.
Now the TRB_ASYNC_FRAMES mode tries to reach the full frame rate (30 fps) performing in same frame time two or more frame movements.
See TRB_ASYNC_FRAMES description in Reference panel of NG_Center for more infos.
- NG_Tom2pc program: Extended the memory to manage sprite textures.
With previous wideness of sprite memory, someone (used intensivly sprites) got a crash converting its wads files to build the tr4 level file.
- Added new flipeffect trigger to perform a lightning
[Find Trigger Number] F359
The new flipeffect trigger: "Weather. Perform a lightning with data in <&>Parameters for (E)Durate in Tick frames (1/30 second)" allows to simulate lightning from the sky (using a very short time), and the lightning conductor between two objects, (using infinite durate).
You have to customize the lightning with the linked PARAM_LIGHTNING Parameters script command.
There are many parameters to set and if you choose uncompatible values you could get bad results.
You could do experiments, anyway I suggest to you some settings:
To simulate a lightning conductor like in the "planet effect" of the library level, you can use these settings:
In the trigger set "0 tick frame" (it means: "infinite durate")
While in the script type:
ColorRGB= 1, 0, 208, 208
Parameters= PARAM_LIGHTNING, 1, >
LGTN_ADD_GLOVE_LIGHT + LGTN_RANDOM_COLOR+ LGTN_PLAY_SOUND, >
[SourcePosition], [targetPosition], 1, 32, 197, 32, 24, 4, 1, 5
Where, in place of [SourcePosition], you type the index of item to set source position for the lightning and, in place of [targetPosition] you type the index of item to set as the target position (read the description of PARAM_LIGHTNING constant for more infos)
To simulate a lightning from the sky, you can use these settings:
Set in the trigger a very low number of tick frames, 3 for example.
Then in the script type commands like these:
ColorRGB= 1, 255, 255, 200
Parameters= PARAM_LIGHTNING, 1, LGTN_ADD_GLOVE_LIGHT + LGTN_PLAY_SOUND + LGTN_INCLINED_RANDOM + >
LGTN_FLASH_SCREEN + LGTN_HEARTHQUAKE, IGNORE, [targetposition], 1, 32, 183, 32, 24, IGNORE, 1, 5
Where, in place of [targetPosition] you type the index of item to set as the target position (read the description of PARAM_LIGHTNING constant for more infos)
Note: with the lightning you can kill (or burn) lara and kill enemies or explode shatters (and baddies).
- Added new flipeffect to stop an endless lightning.
[Find Trigger Number] F362
The new "Weather. Stop the endless lightning effect with <&>Parameters" flipeffect, stops a previous lightning performed with f359 trigger that used a "0 tick frame" for endless durate.
Note: since that the lightnings are a limited resources it's always better stop them when lara goes away from their visible zone.
- Fixed bug in NG_Center.
In the scripter program, it sometimes happened that a row with a command was ignored because in previous row there was a "linker" character (the ">" character) in the comment.
Example:
TriggerGroup= 1, $2000, 359, $101 ;Weather. Perform a lightning with data in <&>Parameters for (E)Durate in Tick frames (1/30 second)
Organizer= 1, FO_LOOP, IGNORE, 2, 1, 4, 1, 1, 1 , 6, 1
In above exmple, the "Organizer" row was skipped, because trng used the ">" character of the text "...in <&>Paramteres.." like it was a linker character to continue to read second half of the row (triggergroup) in the next row.
Now the linker characters ">", placed in the comments, will be ignored.
- Added new research type in NGLE.
Now in the Advanced Search, you can look for an index of (generic) item of the level map.
This feature is useful when you know an index (for example you read it in a script command) and you wish know where (and what) is it.
- Added new flag for Image command.
The new IF_LOOP_AUDIO_TRACK flag, allows to play in loop (infinite) mode the audio track you choose as background music for your image.
- Added new customize constant: CUST_BACKGROUND
With this customize you can use an image as background for some game phases like loading level, pause, inventory ect.
You have to type the id of an Image command to choose the image to use as background.
Example:
Image= 1, 1, IF_PRELOAD+IF_TRANSPARENCE+IF_LOOP_AUDIO_TRACK+IF_PLAY_AUDIO_TRACK,IGNORE, 119, IGNORE, IGNORE, IGNORE, IGNORE
Customize= CUST_BACKGROUND, BKGDT_INVENTORY, IGNORE, IGNORE, 1
In above example it will be used the image1.bmp in the trle\pix folder as background and playing the 119.wav audio track as background music.
See the description of CUST_BACKGROUND variable in the reference panel of NG_Center.
- Added new condition trigger
[Find Trigger Number] C85
The new condition trigger: "Sound. The <#>Sfx Sound effect is playing" detects when a sound effect is playing" detects when a sfx sound is currently playing
- Increased max number of TriggerGroup commands from 256 to 1000.
Now you can have upto 1000 triggergroup commands in a level section of your script.
About the IDs used with triggergroup the max value to use is 10000 (the number of triggergroups * 10)
Note: this rule act for all command scripts, where the max number of ID is the max number of occurence of that command multiplied by 10
- Increased max number of GlobalTrigger commands from 100 to 500.
Now you can type until to 500 GlobalTrigger command in same level section. About the max value for IDs it's 5000 (number of global trigger * 10)
- Increased max number of Organizer commands from 100 to 500
Now you can add upto 500 Organizer commands in same level section. About the max value for IDs it's 5000
- Increased max number of MultEnvCondition commands from 20 to 256
Now you can type upto 100 MultEnvCondition commands in same level section. About the max value for IDs it's 1000
- Increased max number of Animation command from 128 to 256
- Improved WindowsFont command
Now you can set in the WindowsFont command the charset of character font.
You type the code of charset linked with font name using the colon ":" character.
Example:
WindowsFont= 1, 128:MS Gothic, ...
When you modify the font name with the charset prefix you have to type the same syntax also in extra ng string for that font name.
In above example you should type in NG string:
128:MS Gothic
- Added new WFF_ flags for WindowsFont command
Now there are three new flag WFF_... for WindowsFont command:
WFF_ROTATE_90 : rotate the text of 90 degrees
WFF_ROTATE_INV_90 : rotate the text of -90 degrees
WFF_FROM_RIGHT_TO_LEFT : print text from right to left. This works only with hebrew and arabic charsets on nationalized computers.
- Added new script command: DefaultWindowsFont
If you type this command in the Title section of your script, you force the trng engine to use Windows font characters to show any text in the game.
All menu titles (New game/Load game/Options ect.) will be drawn whereby windows functions and using the windowds font you set in the given WindowsFont= command.
Remark:
The most advantage to use windows font is to be able to support different charsets (different than default western charset).
Pratically using windows fonts you should be able to show texts in eastern languages.
To set the wished charset you have to type the charset code linked with the face name font you typed in the WindowsFont command used by the DefaultWindowsFont.
For example:
ColorRGB= 1, 255,0,0
ColorRGB= 2, 0,0,0
WindowsFont= 1, 204:Arial, WFF_BOLD+WFF_SHADOW, 40, 1, 2
DefaultWindowsFont= 1, IGNORE, 75, IGNORE, 20, 20, 20, 20, 10, 20, IGNORE, IGNORE, 10, IGNORE
Above commands are those used in the "lightning" sample.
The "204" is russian charset.
See the description of WindowsFont command for the list of charset codes.
I remember that is not necessary typing a charset number for western characters. Just you omit the charset number and it will be used the ANSI charset that is good for the most of western europe languages (english, french, spanish, german, italian)
Anyway, there are also some problems in windows font management.
Since the displaying of windows font is based on API windows functions (and not whereby the directX functions), the drawing will be more slower than default directx management used in tomb raider.
This means there will be a lost of performances when you use windows management for the texts.
Another risk is that the font you chose for windows font, could be missing in some computer and in that case trng engine will try to locate an alike font but since it is different the format in game cuould be less good.
For above reasons I suggest to use the DefaultWindwsFont= chance only when you use an eastern language (not supported in tomb raider default), while for western level builders (and their players) I suggest to continue using the default font management, because it grants better performances and compatibile issues with all computers.
- Added new flipeffect trigger to show windows font strings
[Find Trigger Number] F363
This flipeffect allows you to show an extrang string on the screen using new windows font management.
I remember that this flifeffect is not linked with the usage (or less) of DefaultWindowsFont command.
This flipeffect works togheter with the new PARAM_WTEXT parameter command to set all required settings for the printing.
- Added new flipeffect to remove a string printed in windows font mode.
[Find Trigger Number] F364
You use this flipeffect when you have (previously) printed a string in windows font mode and endless durate.
- Added new button to NG_Center program
In the Strings panel, there is the new button [Import Binary String]
It's not sure you'll have to use this feature, anyway it has been studied to allow to type in ng_center text in eastern characters, supposing that ng_center was not able to keep correctly these texts.
In the case you wish use windows print features with eastern characters, and you are not able to type these text in common way into ng_center, you can use [Import Binary String] to round this problem.
When you use this button you'll be prompoted to choose a .rtf (rich text file, typed with WRITE.exe program) or .doc (created with Words program) where you typed your eastern text.
Once you selected the right file, ng_center will convert the easter characters in a hexadecimal string, like: "&CB30E530FC30B230FC30E030".
Then you'll be able to use this hex string with flipeffect print string and, in game, trng will convert newly that string in your original text to print it.
Remarks:
* If you use this method to store your texts in ng_center, remember to include the text in two mark block so: "$$$$"
Pratically if your text is "Hello world", you'll type in .rtf or .doc document:
$$$$Hello World$$$$
* There is the chance that you'll be able to store your eastern texts in ng_center, in direct way. It depends by your language and by charset you set in ng_center.
I remember that you can change the charset of ng_center program using a translation file in its main folder.
If you have not a translation file for ng_Center, you can create a fake translation file in this way:
1) Open block notes, and type this text, replacing "Japanese" with the name of your language, and "128" with the number of the wished charset code.
Version=Japanese
Charset=128
PropFont=Arial
FixedFont=Courier
2) Now save this text in NG_Center folder, giving the name "my_scripter_constants.txt"
3) Now, close NG_Center, and launch it newly.
4) Now in Settings panel you should see your language (you typed in Version= command).
If it's not selected, select it now
5) Now ng_center will support the charset you typed (CharSetNumber) and the wished font.
You have to try if you are able to type text in [Strings] section, in your language, and if this texts, after saving, quit program and launch newly program, they stand yet there.
- Fixed bug about elevator
In previous versions (from the first, with new tnrg elevator) there was a problem with the inner (fake) keypad, when the game was saved/reloaded.
The keypad, after reload, appeared flickering or moved in bad position, a bit outside of elevator, where lara was not able to align with it to select the floor.
-Fixed bug in the management of CUST_KEEP_DEAD_ENEMIES manamgement.
In seldom circusances, when an enemy has been killed whereby explosion and it was enabled the CUST_KEEP_DEAD_ENEMIES customize, the collision of that invisible enemy remained in game.
-Fixed bug about aiming killed (with explosion) enemy
In the past versions, when an enemy has been killed whereby explosion with helicopter explosion effect (Action 82), lara was yet able to aim the enemy in spite he was killed and he was no more visible in game.
-Fixed bug about explosion of dog and mummy
This is a native bug of The Last Revelation
When Lara shots with explosive ammos to the frozen dog (ocb=1) or the sleeping mummy (ocb=2) the game had a crash
- Added new flag for Image command.
It has been added the new IF_CRYPTIC flag.
When you set your image with this flag, the image will be crypted and it will be possible watch it only in game, where it will be decrypted at-fly by trng engine.
You can recognize a crypted image by the "@" character in front of its name.
Example:
@image3.bmp
is the crypted version of the image3.bmp
Note: since the crypting is irreversible, you should perform a backup of your images in a folder different than trle\pix folder, before enable the crypting, otherwise you'll be no more able to modify them.
It's advisable crypting only images that contain "secret" you don't want the player can see in advance, while for other generic image the crypting is a futile losing of time.
See the description of IF_CRYPTIC flag in the Reference panel for more infos.
- Fixed bug about leak memory with image management.
In previous versions, when you used images in your level and you set IF_PRELOAD flag for them, the memory required to load them was not freed correctly, wasting the global memory for the program and Windows.
- Fixed bugs in binoculars about game commands
In tomb4 there was a bug about keyboard commands when it was enabled the binoculars.
If player hit the Escape command for inventory, the game entered in the inventory but letting enabled the binoculars.
Same kind of bug when player hit P for pause screen. The pause screen came shown together with the binocular screen.
Now trng quits the binoculars before entering in inventory or pause screen.
- Fixed bug in binocular about view of Lara
In previous versions, when lara was looking downstairs (with binoculars) she was visible on the screen.
- Fixed bug in Diary
In previous version the font used for right page of the diary was always a bit different than that in the left page.
- Fixed bug in showing images, custom savegame panel and diary
In previous version, on some computer, when the game was set in full screen, the images and the custom savegame panel and Lara's diary, didn't work.
- Fixed bug in lasersight mode
In the past, also with standard tomb4, when lara is aiming using the lasersight, if the player used a shortcut to change weapon (1,2,3,4,5,6) key, the lasersight can be used also with this new weapon.
- Added new flag for image command.
Added the new IF_EFFECT_CROSS_FADE flag to enable a cross fade to show current image.
The IF_EFFECT_CROSS_FADE flag works fine only alone. It's not allowed zoom effect or moving from side effects and neither transparent images.
You can use it only with overlapped full screen images.
- Fixed bug about SET_SOFT_FULL_SCREEN setting
In the previous versions, when you used the SET_SOFT_FULL_SCREEN setting, the game was forced to 16 bit textures getting leak quality about textures.
Now it will be forced to work with 32 bit textures.
- Added new global trigger type.
It has been added the GT_SELECTED_INVENTORY_ITEM global trigger.
This global trigger is similar to GT_USED_INVENTORY_ITEM but there are important differences.
While GT_USED_INVENTORY_ITEM works only with inventory items where there is no hardcoded feature and only when lara is still in stand up position, with the GT_SELECTED_INVENTORY_ITEM global trigger, you detect the usage of the item, whose slot had been typed in Parameter field, first that tomb4 engine processes it.
If you use this globaltrigger with some hardcoded item you can replace the default management with yours, adding the new FGT_REPLACE_MANAGEMENT flag.
- Added new address for Code Memory variables
It has been added the reference to read/change the "Index of current vehicle or -1 if lara's not using a vehicle"
You can change it using variables flipeffects
- Changed operative mode of soft full screen
The old SET_SOFT_FULL_SCREEN for Setting= script command has been removed and it has been added the new SET_FORCE_SOFT_FULL_SCREEN setting.
The new SET_FORCE_SOFT_FULL_SCREEN setting works like the old SET_SOFT_FULL_SCREEN setting but it has been necessary change its name because now the player will be able to set or less soft full screen byself, directly in tomb4 setup window.
For this reason it should be a "forcing" setting the soft full screen in the script, since in this way the player will have never the chance to change that option.
It's better do not use the SET_FORCE_SOFT_FULL_SCREEN setting in the script, and let the player the choice to enable or less it in tomb raider setup.
- Added new constant for Settings script command.
It has been added the SET_FORCE_NO_WAITING_REFRESH setting.
The "no waiting refresh" mode allows to remove the (further) flickering of images, and improve the FPS (frame per second) of the game.
It works only when the game has been set in exclusive full screen (the common full screen, i.e. no "windowed" setting).
Please, remember that player will be able to set or less this option using tomb raider setup, for this reason it's advisable you didn't use this setting in the script, letting the player the chance to enable it or less, in according with performances of his computer.
- Changed tomb raider setup window.
Now, from 1.2.2.7 version, the setup window will have new settings, stored in a frame named "Emergency settings"
Above settings, in fact, should be used by the player when he has some problem playing the level.
The player will be able to choose between "soft full screen" and "No waiting for refresh" modes.
Both modes solves problems about flickering images, while only "soft full screen" could fix problems about FMV videos.
By other hand, the "no waiting for refresh" allows to use a real exclusive full screen, that should have better performances about FPS.
- Fixed bug about tomb raider setup window
In tomb raider the setup window didn't keep the previous setting but it showed only default settings.
Now the setup window will show the current settings you set in previous times.
- Added new method to show Setup Window
Now, at first launch, tomb raider will show a litte popup window with the message "Press CTRL key for SETUP"
If the player hit (immediatly) the CTRL key, the setup window will be showed, otherwise will begin the game.
The old method, using a link with "-setup" option in the command line, it yet works, anyway that method was a bit problematic in some cirucstances since a link file keeps an absolute path and placing it in a zip file didn't work on target computers.
With this new method also beginners will be able to enter in setup mode in easy way.
IMPORTANT WARNING: the new setup window is stored in tomb4 executable, this means that, this new setup window, will be visible only using the new trng tomb4.exe file you find in 1.2.2.7 trng update.
To recognize easily this new tomb4 program, it has been changed the icon and now it shows lara with sunglasses and microphone (64x64 icon version) or lara with a red background (32x32 icon version)
- Fixed bug about description of flipeffect trigger F276
[Find Trigger Number] F276
In previous versions the description of flipeffect trigger 276 was:
Variables. Memory. Subtract from <&>Savegame Memory the CurrentValue
While the correct description now is:
Variables. Memory. Subtract from <&>Item Memory the CurrentValue
- Added new customize command for Binoculars
It has been added the CUST_BINOCULARS constant for Customize command.
With CUST_BINOCULARS you can show in binocular view: compass data, sextant data, zoom factor data and sensory of lightness data.
You can also set the super-zoom mode where the zoom factor passes from (old) 4.3x to 40x
- Added new flipeffect trigger to enable in game the super zoom factor.
[Find Trigger Number] F365
The "Camera. Increase the zoom factor (enable Super Zoom mode) for Binocular" flipeffect, allows to enable the zoom factor from a trigger in game rather using a constant flag in the script.dat.