|
Mk2 TRNG
1.2.2.2 released 8
August 2010
Download the updater here -
TRNG
1.2.2.2
Kayak Demo Project
* Added the opportunity to translate
NG_Center program and the description of new triggers of the NGLE
program into other languages. If you are interested you should
download the [Translation TRNG SDK] zip file that you find at:
http://www.TrLevelManager.net/ng.htm.
In the TT-SDK package you find also an html tutorial about how to
translate trng tools with many important warnings and suggestions.
* An Italian translation for NG_Center program is available. I
file italiani li trovi nella pagina:
http://www.TrLevelManager.net/trans.htm.
Decomprimi il file zip direttamente nella cartella di NG_Center e
poi avvia il programma NG_Center.
* Enhanced "Set Trigger Type" window. In NGLE the width of Trigger
Type window has been increased to allow more characters for trigger
descriptions. This change makes it easier to support other languages
than English, since English is a very compact language. The increase
is about 70%.
Rhe position of [Find ] button has been changed with respect to the
text box for find, because in the past some beginners made the error
of confusing the text box for find with the argument for triggers.
The button: [Find Trigger Number] has been added to locate a
specific trigger knowing its number. This button has been added to
support the multi-language features. In fact, different triggers in
other languages could be difficult to describe and recognise so with
this new button it will be possible to describe a trigger like
"flipeffect 143" or "condition 31" and each user will be able to
show immediately the trigger in his language by typing that short
description into the input box shown by [Find Trigger Number]
button.
For the same reason there is more news: now in the title of Set
Trigger Type window will always be shown the syntetic description of
current trigger (for example the title could be: "Set Trigger Type -
ACTION 35") to have it always clear the sintetic description for
each trigger.
* Fixed bug in [Remap Lara Skin] tool. In previous version the
meshes with more than 128 vertices were not correctly remapped.
Probably this tool will require further fixing.
* Fixed bug about flipeffect: "Lara. (Mesh) Swap meshes of Lara with
<&>slot in (E)way" When you used this trigger to also swap
Lara's Joints, some joints were missing in game.
Remarks:
1) Remember to remap the original lara skin/joint and also the new
skin/joint (for future mesh swap) using the [Remap Lara Skin] tool,
when you changed the meshes of old Lara.
2) In the lara_skin_joints used for futute meshswap the meshes
should be the same as beginning joints, you can change only the
textures applied on the meshes of the two lara_skin_joints objects.
* Added new action trigger: "Enemy. (OCB) Change the OCB value of
<#>Moveable with (E)Big Number value"
With this trigger it is possible to change the OCB value of some
moveable in game. Theorically this operation was possible also using
trng variables but with this trigger it is easier for those people
that don't understand the variables.
Remark: when changing an ocb in game, it's not guaranteed that the
result will always be what you wish, because in some cases the ocb
value was read at the beginning of the level and for this reason the
following changes have no effect or an ill effect. You have to try
to discover what objects support an ocb change in run-time using
trial and error.
* Restored OCB descriptions about some old objects: AMBER_LIGHT,
WHITE_LIGHT, BLINKING_LIGHT, FALLING_BLOCK, TROOP,
LIGHTNING_CONDUCTOR, FLAME_EMITTER, FLAME_EMITTER2 and
FLAME_EMITTER3
Above descriptions had been added in 1.2.1.6 version, but then, for
a mistake, they were removed from ocb list in the last versions.
* Added new Action trigger: "Turn. Turn <#>Animating around the
center at North (E)Distance in circular way"
This action, different to other "turn" effects, moves the item in a
circular way around an ideal center of a circle with a given radius.
Remark: if the OCB value of the object is greater than 127, this
value will be used as rotation speed.
* Added new global trigger: GT_NO_ACTION_ON_ITEM This global
trigger allows you to discover when an action on a given item has
been completed. It could be useful to perform some trigger when a
moveable has been moved or turned, discovering the precise moment of
the end of the action, for example, to play a sound effect at end of
the moving.
* Fixed bug about Flame emitter with fire strip. In the previous
version, the flame emitter 1 set to work with a fire strip, had the
fire in the opposite direction of red cone in NGLE.
* Added new flag for DiagnosticType command: EDGX_SLOW_MOTION
Typing in second parameter of DiagnosticType command this new flag,
you can enable in game a customizable slow motion by pressing the
F11 key. The slow motion could be useful when you are studying some
custom animation and you wish to see the details for each frame to
discover further errors.
* Added flag for DiagnosticType command: EDGX_SWAP_VIEW
Typying in second parameter of DiagnosticType command this new flag,
you can enable in game a customizable view camera to view Lara from
different angles.
Just press the F12 key to rotate the camera around to Lara. This
feature is useful when you wish see some detail of Lara not visible
from common back view.
* Added flag for TestPosition script command: TPOS_FAST_ALIGNMENT
This flag affects the (further) alignment phase when you used the
FAN_ALIGN_TO_ENV_POS constant in the Animation command that called
this TestPosition command. When you use an Animation command and you
used also the FAN_ALIGN_TO_ENV_POS, when Lara is in a good position
for TestPosition command, she will be moved to a perfect ideal
position before performing the animation. In some circumstances the
old method used to move lara by itself in ideal position had a
problem of continuously looping when she was too closed to target
position to reach. To solve this problem you could use in
TestPosition command the TPOS_FAST_ALIGNMENT flag, and in this case
Lara will be moved immediately to the correct position avoiding the
risk of looping.
Remark: you should use the fast alignment only when you set a very
low tolerance in TestPosition command, i.e. when the condition of
testpostion will be true when lara is really very closed to ideal
position.
* Added flag for TestPosition script command: TPOS_OPPOSITE_FACING
This flag fixes a bug when the alignment with some objects could
fail because the main mesh has an opposite facing respect to
animation 0 displacement.
You can discover this situation with Animation Editor of Wad Merger:
when the position of mesh with "No Animation" is the opposite of
mesh in "Animation 0" you are in this situation and the self
alignment could fail. To fix this bug you can use the
TPOS_OPPOSITE_FACING flag in the TestPosition command used by your
Animation command.
* Fixed bug about extract weapon on the vehicle. In previous
versions, when the player set a keyboard command (1-6) to extract a
specific weapon while lara was driving some vehicle there was a
crash.
* Added new texture menu command in NGLE. Now in "Textures" menu
there is the new command "Turn Selected Textures" This command
allows you to turn all textures in selected zone. You would most
likely use this command when you want to change the rotation of many
textures placed in difficult positions like the vertical portals
with toggle opacity. You could use this command to place UV rotate
scrolling (or river animated) textures with desired direction of
scrolling.
Remarks: It's not necessary that [Face Edit] is ON , when you use
this command, and in some circumstances, like for the vertical
portal, it is better to use own this command when the [Face Edit] is
OFF. This command allows also to perform a random turning of
textures useful to create most irregular distribution of pattern.
* Added new OCBs for WATERFALLMIST object. With new OCB you can
change: intensity, size and color of the mist effect. See the
WATERFALLMIST objet in OCB LIST section of the Reference panel of
NG_Center.
* Added new tool "OCB Calculator". In the Tools2 panel of
NG_Center program now there is a new tool, the OCB Calculator, that
can help you to compute the OCB of most complicated trng features,
like keypad, fish emitter or pushable objects. There is also a
generic tool useful for all objects with an inverse ocb computing
useful to get the single flags from a unique OCB value.
* Added new customize value: CUST_WATERFALL_SPEED. With
CUST_WATERFALL_SPEED customize you can change the speed of all
waterfall textures of current level.
* Added new vechicle: the Kayak. The kayak has been imported from
tomb raider 3 (the Mudubu level)
Download the kayak.zip demo from the link above or from the Demo
section.
Remark: read the "read_me.txt" file in kayak.zip demo, and also the
description of kayak's OCBs from the OCB section in Reference panel
of NG Center, to have more information about this new weichle. There
are some things to know about kayak:
Added new flipeffect triggers to simulate whirlpools. The new flipeffect
triggers: "Lara. (Physics) Trigger un/clockwise whirl at <&>center
and (E)Diameter" permit you to have a whirl in the water that
could affect Lara on boat vehicles or by herself. Lara will turn
around the whirl and at the end she could be pulled down to her
death. Practically the whirl works like a sink but with a circular
movement like an Hannon attractor.
Remarks:
Remember that the Y position of LARA_START_POS with respect to the
water surface sets the strength of the whirl. Deeper is the
START_POS item and higher is the pulling power of the whirl. The max
depth accepted is 5 sectors (20 clicks) the min depth is one click.
To have a pulling-down effect it's necessary that the strength is at
least:
3 clicks (or higher) for (stand-alone) Lara
5 clicks (or higher) for kayak
8 clicks (or higher) for Rubber-boat
12 clicks (or higher) for Motor-boat
See the Kayak demo project to see how to set a whirlpool.
* Enhanced script command AssignSlot. In previous versions the
AssignSlot command was used to inform the engine about the slot
where you placed rubber or motor boat and animations. Now that usage
is not suggested since you have the specific slots RUBBER_BOAT,
RUBBER_BOAT_LARA, MOTOR_BOAT and MOTOR_BOAT_LARA. In spite of above
speech, the old usage of AssignSlot is still working, but now you
can use the AssignSlot also to assign any slot to any other slot. In
this new working mode you place in old field OBJ_ a common SLOT
value to signal the slot from where to get the features to assign to
other slot. Thanks to this new feature you can have in the same
level more crocodiles, baddy1 or mummies with different layouts but
with same AI behavior. Read the updated description for AssignSlot
command in NEW SCRIPT COMMANDS section of Reference panel of
NG_Center program.
* Added customize constant: CUST_ROLLING_BOAT. By default all
boats, when Lara is not on board, are fully still, but this is not
normal when there are waves on the water surface. With
CUST_ROLLING_BOAT customize you can set a swinging and/or pitching
movement to get more realistic looking boats on the water.
* Fixed bug about CUST_AMMO for Crossbow. In previou versions the
changes about damage of crossbow ammo with command: Customize=
CUST_AMMO, CROSSBOW_AMMO1_ITEM, IGNORE, NewDamage, had no
effect and the NewDamage was ignored.
* Fixed some problems of misalignemnt with keypad and detector
objects. In previous versions, using high resolution in game (higher
than 1024 x 768) some misplacing of texts or detected targets and
the main object (detector or keypad) occurred.
* Added new diagnostic flag to enter in adjustment mode. The
DGX_ADJUSTMENT_MODE constant has been added. Thanks to it you can
discover the best position for keypad and detector objects with
highest resolution. Read the description of DGX_ADJUSTMENT_MODE
constant in Reference panel of NG_Center program to have more
information.
Mk2 TRNG
1.2.2.1 released 28
February
Download the updater here -
TRNG
1.2.2.1
Standby mode Demo Project
*
Added new tool: NG Doctor
In the the "Tool2" panel of NG_Center program, you can find the "NG
Doctor" tool. This tool performs a diagnostic analysis of your
installation about TRNG tools and the TRLE folder and also about the
last project you were building. With NG Doctor you get a useful
response that will uncover many well-known problems. Use this tool
to acquire a description of your system which you can post on some
forum to get help from other level builders. It is suggested that
expert level builders ask for the doctor response from these users
so to have the techinical information required to answer their
queries.
*
Fixed bug in flipeffect trigger "Lara (Mesh) Swap meshes
of Lara with <&>slot in (E)way"
There were 2 bugs in this trigger. One bug (newest) created
chaos with any attempt to swap lara's meshes, while the other
(oldest) bug created problems when a new skin of Lara had fewer or
more vertices than the default Lara skin.
*
Added new tool: Remap Lara Skin
When you change the Lara_skin object you need to remap some critical
vertices for the hair hole in Lara's head. If you changed the meshes
of HAIR slot you also have to remap its vertices and same speech.
This becomes more complicated when you also use a swap mesh of Lara
in game, employing a second lara_skin with different meshes than the
first Lara_skin. Thus new tool [Remap Lara Skin] that you find in
[Tools2] panel of NG_Center program, is able to perform all above
operations automatically. In particular, this tool is able to:
1) Remap automatically the vertices of hair hole, for adult or young
Lara (ponytail or braid).
Remark: in some circumstances you should give
information to the tool. There are other tools and references to
help you that you will find clicking on [Tools for manual remapping]
of [Remap Lara Skin] window.
2) Align the lara's meshes of LARA_SKIN object with the joint
vertices as LARA_SKIN_JOINTS object. This feature is fully
automatic. Just choose the tolerance for coupling.
3) Remap the vertices of HAIR object automatically. This is useful
when you modify the mehses of HAIR object.
4) Align and remap vertices of slots used for future swap mesh of
Lara. This feature is very important when the new lara_Skin is not
simply the first lara skin with different textures, but has
different mehses. In this case, if you don't remap the new lara_skin
with this tool, after the swap mesh flipeffect the joints will
always have major problems.
*
Added in Script editor of NG_Center program the new
hotkey F1
Typing F1 while you are editing a command, you can discover the
first free ID number for that command. For example while you are
typing (TriggerGroup= _) where the "_" character shows the current
editing position, just type F1 to have the first free ID for current
command. In above example it will be the first non-used ID for the
TriggerGroup command in current [Level] section. This feature works
for all script commands that requires a univocal ID number in first
field: GlobalTrigger, AddEffect, TriggerGroup, MultEnvCondition etc.
*
Added new tool: Texturize DXF File
This tool is useful for those who often change objects with StrPix
and MetaSequoia. If instead of creating a whole new object you
change only some object already present, you are faced with the
tedious situation of losing all previous texturing of the original
object after exporting the object from metasequoia. The "Texturize
DXF File" was born to avoid this problem. With this tool you can
restore all textured faces of the original object whose faces were
not changed in metasequoia. Specifically you can:
* Add new mesh to old object, restoring all original texturing of
old object in metasequoia dxf output.
* Move an object in 3d space and restore the original texturing.
* Remove a little side of old object, preserving the texturing of
untouched faces.
* Export two textured objects from StrPix, paste together with
MetaSequoia, and then restore the textures for all faces of the
final object exported from MetaSequoia.
*
Added new TriggerGroup flag: TGROUP_SINGLE_SHOT
When you add this flag to the first number of first trigger of the
TriggerGroup, you create a single-shot TriggerGroup. This
triggergroup will be performed only once in current level. These
single-shot trigger groups are very important to fix limitations
within the trigger zone where you place the same trigger in two or
more closed sectors in the map. When you desire that an entire
trigger zone works like a single-shot trigger you have a problem,
because each trigger will work as one-shot individually and this
means that Lara could reactivate the same trigger when she touches
another sector in that trigger zone. Currently the only way to avoid
this problem is to export the trigger in script format and copy it
in a TriggerGroup command. Then add to the first number the
TGROUP_SINGLE_SHOT flag, and replace in the level the original
trigger with a "perform trigger group" flipeffect. In this way the
triggergroup will be performed only once, and when Lara will pass
over any other trigger sectors of that same zone, nothing will
happen.
*
Added new flipeffect: "TriggerGroup Enable newly the
one-shot <&>TriggerGroup already performed"
Since it's not possible to perform a triggergroup in single-shot
mode that has already been triggered, this flipeffect will remove
the "already-performed" status for the desired TriggerGroup enabling
it to be retriggered.
*
Replaced the "Chronicles-Objects" demo project
In previous version there was a wrong object in the wad: the
HYDRA_MISSILE object was not correct and it was not visible in game.
*
Fixed bug in Hydra object about the pulsing fire
In previous version the Hydra, before shooting, had a pulsing
fire in the mouth. Since the mode of pulsing was weird it has been
removed. Now the fire remains linear with no pulsing.
*
Fixed bug about CUST_SET_TEXT_COLOR customize
In previous version the means of TT_STATISTICS_VALUES and
TT_STATISTICS_DESCRIPTIONS was inverted.
Remark: it's necessary using the
CUST_SET_TEXT_COLOR customize in [Title] level when you wish to
change color for main menu, new level screen, or settings panel.
*
Fixed bug about activation of normal triggers with
RollingBall
When you placed an ocb = 64 in RollingBall this object engages
common triggers like those triggers normally only enabled by Lara.
In this situation there was a bug in previous versions in that the
rollingaball set some status for Climb, Monkey, Death and Mine
sectors like it was Lara, and Lara inherited that status with weird
collateral effects.
*
Enhanced FADD_FIRE_STRIP in AddEffect script command
In previous version the orienting of fire strip, enabled with the
FADD_FIRE_STRIP flag, worked fine only when the object had a fixed
and perfect facing in the directions north, south, east or west. Now
the fire strip works in any direction the object faces.
*
Fixed bug about FFL_FLAT_LIGHT flag
In the Customize=CUST_FLARE command, the FFL_FLAT_LIGHT flag didn't
work properly and the light had a blinking intensity.
*
Added new script command StandBy
The StandBy command allows the engaging of a special camera effect
when the player doesn't touch game controls within a given time.
This feature is interesting in that it gives to the player the
chance to see Lara's front, finally. Since there are always better
new skins for Lara it is a pity that the face of Lara was always
hidden. You can download the
standby.zip demo project to see some suggested standby modes you
can use.
*
Added new flipeffect trigger to enable alternative
StandBy commands
The new flipeffect: "Camera. Enable the <&>StandBy camera effect for
(E)seconds", allows you to enable a camera effect based on settings
typed in some StandBy command. The advantage of StandBy settings is
that you can move cameras around Lara, and up or down and change the
distance also.
*
Added new flipeffect to freeze all enemies
The new flipeffect: "Enemy. Freeze all enemies for <&>seconds in
(E)way", allows you to freeze all enemies at the same time easily.
This feature is already present in StandBy command when you use the
FSB_FREEZE_ENEMIES flag.
*
Fixed bug in Equipment command
In previous version it was not possible set unlimited ammo with a
command like:
Equipment= CROSSBOW_AMMO1_ITEM, -1 In game the result was to have
255 ammo
*
Fixed bug in Still (hard) collision feature
In previous version when still collision had been enabled, Lara
continued to move arms/legs when she smacked into something while
sprinting.
Mk2 TRNG
1.2.2.0 released 25
January
Download the updater here -
TRNG
1.2.2.0
Fish project files
*
A new object has been added, the FISH_EMITTER. The fish
emitter works like the pirahnas and angel fish in tomb raider 3.
This object however is not the same because there were problems in
the importing phase since the code in tr3 used a different particle
system. So this is a new object with some new features: you can
choose between four different fish types and you can set predatory
fish (like the piranhas) or tropical fish for decoration.
Remark: since in the old tomb4 there was an object named "FISH"
(which in reality was the slot for a LOCUST emitter), to avoid
confusion the new fish emitter has been placed in new slot named
"FISH_EMITTER" while the old "FISH" object has been renamed as
"LOCUST_EMITTER".
WARNING: there is the chance that you will get an error message when
you reload your project where you had placed the (old) FISH object.
The ngle program will ask you: "Retain All Triggers (Remap To
Lara?)" Then, regardless of whether you answer yes or no, the FISH
objects will be removed from your project. The only difference is
that, if you answer [No] any triggers to activate the FISH object
will be preserved but will now point to Lara instead of the FISH.
These triggers must be found and removed from the map as they often
generate evil unknown object type error messages.
To reduce the trouble this problem can cause it is better loading
any project with original fish objects removed. Update to new
version, load the project and then place the LOCUST_EMITTER where
you had the FISH objects. This inconvenience is unavoidable as it
was not possible to leave a FISH slot which was for locusts while
the real FISH was in another slot.
*
Fixed bug about vehicles on the elevator. In previous
versions the vehicles moved correctly on the elevator only when Lara
was driving them. Vehicles without Lara aboard disappeared when an
elevator moved to other floors.
*
Fixed internal bug about shatters. In previous version in
the savegame was saved infos for all extra statics
also when they were not shatters. This bug caused only a waste of
space in the savegame.
*
Added new customize constant: CUST_SET_TEXT_COLOR. This
customize allows you to change the default color for many texts in
menu, options screen, inventory mode, statistics screen etc. You can
set a new color for desired text type simply typing the text to
change, with a TT_ constant value, and typing the desired CL_ ..
color constant.
*
Added new script command: CombineItems. With this new
command you can create new combining rules about those inventory
items that were able to be combined to get a new item. Thanks to
this command you can create a weapon (or medipack or examine items)
combining two or more different items. See description of
CombineItems command in "Script new commands" section of "Reference"
panel of NG_Center program.
*
Added new flipeffect trigger: "Swap Mesh. Swap mesh of
current Horizon object with <&>Slot mesh" With this flipeffecf you
can change the current horizon in game. You have to copy some (new)
horizon object into your wad, in some "... _MIP" slot, and then
you'll be able to replace it in game.
*
Fixed bug about Lara's invulnerability. In the flipeffect:
"Lara. (Health) Lara invulnerable for <&>time with
(E)effect" there was a bug when there had been set a limited time
(like a few seconds) and the game was saved and reloaded before the
effect time had elapsed. In this situation, after reloading, Lara
remained invulnerable forever.
*
Fixed bug in action trigger: "Move. Move continuously
forward-backward <#>animating of (E) clicks" In previous versions
when you applied above action on some moveable facing west or east
(in ngle view) the trigger failed creating a weird freezing and
blinking of the moveable.
*
Added customize constant: CUST_SET_STILL_COLLISION. With
this customize you can change the collision method used when Lara
touches statics or moveables. In default tomb4, when Lara hits an
item, she continues to move legs and arms in a strange way. While
using the still collision (some people called it "hard collision")
Lara will be stopped with a splat when she is in front of the item,
or, when there is an acute angle of impact, she will be turned like
what happens when Lara brushes a wall. See description of
CUST_SET_STILL_COLLISION constant in Reference panel.
*
Added to CUST_SHOW_AMMO_COUNTER customize the new field:
ShowCounterFlags (SHOWC_...) field. You can type some SHOWC_..
constant in this field to customize further the ammo counter on
screen. In a particular way you can use the new constants:
SHOWC_OMIT_AMMO_NAME, SHOWC_USE_GRAPHIC_AMMO and
SHOWC_USE_GRAPHIC_WEAPON. See the SHOWC_.. constants in Reference
panel of NG_Center program.
Mk2 TRNG
1.2.1.9 released 1
December
Download the updater here -
TRNG
1.2.1.9
*
Updated the harpoon.zip demo file. The original tr3 sound
effects used by the frogman have been added. Now in the
harpoon.zip there are two wad versions: the old standard
version, with remapped sounds in tomb4 slots, and the v130
wad version with original tr3 sounds. See the readme.txt
file in
harpoon.zip for more info.
*
Fixed bug about Hydra. In previous version the Hydra was
able to aim (and hit) lara from any (unlimited) distance.
Now has been added a max distance for aiming, beyond which
Hydra will be not able to "see" Lara.
*
Fixed bug about rename Slot in NGLE. In previous versions
the [Rename] feature in Object list of NGLE program
caused errors like "EVIL: Unknown object type detected"
after reloading of changed project.
*
Warning: discovered an hardcoded limit about number of
moveable items. In spite of the max number being increased
from 255 to 1024 items, there are some inner procedures
within the default tomb4 where a moveable with index greater
than 255 could be not handled correctly. This problem is not
solvable and it could occur with moveables having some
hardcoded add effect like fire, smoke or blood. It is
suggested to try to assign to enemies (moveables with AI and
killable) the first 255 indices while you can use the
remaining indices (higher than 255) for animatings, doors
and null mesh objects.
*
Fixed bug about Hydra. In previous version the little fire
preceding the shooting was in the abdomen, while now it has
been moved to the mouth of the hydra.
*
Fixed bug about Hydra. In previous version the HYDRA_MISSILE
mesh (flames) was not visible when hydra shot. Now the the
missile is visible but you have to use the new updated
chronicles.wad file you find in
Chronicles Objects demo sample.
*
Added new OCB values for ENEMY_SUB_MARINE object Now you can
enable the submarine missile to go off from the water room.
You can also disable the bubbles from the back of the
submarine.
*
Fixed bug in ENEMY_SUB_MARINE In previous version in some
circumstances the submarine froze on spiked
floors.
*
Added new customize constant: CUST_TR5_UNDERWATER_COLLISIONS
With this setting you can replace the current tr4 collision
of underwater Lara with the collisions used under tr5 (TR
Chronicles). The tr5 collisions have the advantage of NOT
stopping Lara when she touches a wall as the engine will
move clipping and rotate her to reach correct position to
pass.
*
Fixed bug in flipeffect: "Lara. (Mesh) Swap Mesh of <&>Extra
Lara Slots with that of (E)Slot" This bug has been fixed.
When you use this flipeffect remember that to get a visible
change it's necessary in some circumstances to use also the
flipeffect "Lara. (Mesh) Set single <&>Lara mesh with mesh
got from (E)slot" This requirement is necessary only if lara
had already in her hand that object, while (different case)
if lara had no extra item in the hand then you have to avoid
the second flipeffect "Lara. (Mesh) Set single <&>Lara mesh
..."
*
Increased by 30% the inside mesh buffer. In previous
versions with some "monster" levels there was a crash
looking in some directions caused by an overload of inside
mesh buffer.
*
Fixed bug in Laser Head (The guardian) After saving game and
reloading the Guardian had big problems aiming at Lara when
she was in a higher position than the Guardian. (He shook
his head like mad).
*
Added new customize constant for Dart Emitters: CUST_DARTS
With this customize you can change speed, color and time of
emitting. More, you can assign the performing of a
TriggerGroup when lara will be hit by a dart. You can also
fix the bug about fake poisoning of darts using the
DRT_FIX_POISON_BUG flag.
Remark: read carefully the description of CUST_DARTS
constant becuase this customize works in different ways with
respect to other customizations.
*
Added new flags for AddEffect command: FADD_FIRE_STRIP =
used with ADD_FLAME to have a fired horizontal strip
FADD_NO_SOUND = disable sound of effect (mist or fire)
FADD_VORIENT_90/180/270 = fix a problem about vertical
orienting with some moveables where the start position of
the mesh has a different vertical facing with respect to the
first animation (like the Jeep).
*
Added new extra fields in command AddEffect= for ADD_FLAME
effect. Now you can set intensity (size) of the fire and
whether it is able to damage Lara more or less.
*
Added to action trigger "Enemy. Kill <#>object in (E) way"
another disabling method: "Disable emitter" Some special
items, like the fire/smoke/dart emitters could be difficult
to disable/remove. The correct way to untrigger these
emitters is to use this new "Disable emitter" method.
*
Fixed bug in harpoon gun. When you set unlimited ammo for
harpoon the number showed in inventory became negative (-2,
-3, etc).
*
Fixed bug in rain procedure. In previous version (1.2.1.8)
it rained also in non-outside rooms.
*
Fixed bug about usage of title.tr4 with no extra ng header
This is an old bug. When trng engine found a title.tr4 level
with no extra ng header (i.e. a title.tr4 that it had not
been created with ngle + ng_tom2pc tools) the animated
textures in title didn't work.
*
Fixed bug in rain procedure. In previous versions with some
room architecture there was a crash when the new level had
just been loaded.
*
WARNING! Added new field to GlobalTrigger script command.
Now the last (and new) field is "IdOnFalseTriggerGroup" and
it could be used to perform a TriggerGroup when the global
condition is false. If you get error messages in your old
script.txt about GlobalTrigger commands, just add an ",
IGNORE" field at the bottom of GlobalTrigger line.
*
Added new flags for CUST_AMMO customize. The flags:
AMMO_ADD_GUN_SHELL, AMMO_ADD_SHOTGUN_SHELL and
AMMO_REMOVE_SHOTGUN_SHELL have been added. With these flags
you can modiy the default behavior of ammo regarding shell
casings.
*
Added new customize constant: CUST_FLARE You can customize
the flare adding sparks or fire and changing the color,
duration and intensity.
*
Fixed bug about condition triggers "Lara. Distance. Lara is
distant by <#>Moveable less or even than .." In previous
versions the computation was wrong and the condition
returned always true.
*
Added new Condition Trigger: "Inventory. The item selected
from inventory is <#>Item" This condition is interesting
when you wish to create a custom interactive item, where
it's necessary to use some inventory item to engage it. It
works like the keys for the doors, the combo items with some
hole combos, or the crowbar for some wooden doors. The
advantage of using this method with respect to the global
trigger GT_USED_INVENTORY_ITEM, is that with this (local)
condition you save a lot of cpu time since the global
triggers work continuously while the local condition will
work only when lara is over a specific sector.
Remark: when you manage the correct selected item remember
to perform also this trigger:
; Exporting: TRIGGER(-245:0) for FLIPEFFECT(342) ; <#> :
Variables. Memory. Set in <&>Code Memory the (E)Negative
number ; <&> : Inventory Item just chosen from inventory
(example a key to open a door) (Long)
; (E) : Value = -1 ; Values to add in script command:
$2000, 342, $FF0B
The reason is that otherwise you'll hear the "NO" sound
sample after using this inventory item.
Remark: not all items may be handled in this way. You can
use crowbar, puzzle and key items but some items have
harcoded management (like medipack, binoculars, waterskins
etc) and they will be handled immediately from the engine
and for this reason the condition will never be true for
these items.
Remark: About the usage with the crowbar remember that it
should be you who performs a swapmesh to place a crowbar in
the hand of lara because this operation is not made by the
engine. It is for this reason that there is no HOLD_
constant about crowbar for the ENV_HOLD_EXTRA_ITEM_IN_HANDS
in ENV conditions, because it has not been foreseen that
lara can hold (continuously) in her hands the crowbar. If
you want the crowbar to be interactive with your object you
should place in your custom animation an exported trigger
(like animcommand) to perform the swap mesh of lara's hand
with crowbar, and at end of animation another swap mesh to
restore a free hand, like the engine performs for doors
opened with the crowbar.
Mk2 TRNG
1.2.1.8 released 2
November
Download the updater here -
TRNG
1.2.1.8
Frogman and Harpoon gun project
*
Fixed bug in Customize=CUST_WEAPON command. Almost all
customizing performed on crossbow or grenadegun weapon had
no effect in previous versions.
*
Added the diagnostic type: DGX_WEAPON_ANIMATION You can add
in DiagnosticType= command the new constant
DGX_WEAPON_ANIMATION to have on screen information about
animation and state-if of hardcoded management of current
weapon animation. Remark: this diagnostic works only on
weapons different than pistols and UZI.
*
Added new critical memory zone: the Inventory Memory zone.
The Inventory Memory allows change to some settings about
the viewing of items in the inventory. The Variables TRNG
tutorial has been updated to add the new descriptions about
Inventory Memory and this is reflected in the download on
the
projects file page.
*
Added new underwater weapon: the Harpoon gun from Tomb
Raider 3. You can download the "harpoon.zip" demo level to
find the new weapon and a little example about its usage
from the link above or at the
projects file page.
*
Added new customize constant CUST_HARPOON , to enable and
customize the new harpoon in your levels.
*
Fixed bug in Customize= CUST_INNER_SCREENSHOT script
command. The further flag QSF_TRUE_COLOR (to add to other
QSF_ size image) was ignored in previous versions.
*
Added new customize constant CUST_SCREENSHOT_CAPTURE This
customize allows you to capture a fast sequence of
screenshots. You can set the duration (in seconds) of the
sequence, the interval of capture, and the size and quality
of images. Read the description of CUST_SCREENSHOT_CAPTURE
constant for more information.
*
Added in trng engine a check on current level and
configuration to give immediate help to beginners about a
possible crash in game. The check procedure verifies the
presence of critical files like: load.bmp, uklogo.pak,
title.tr4, script.dat and (some) language.dat Other
information could be found in last_crash file created after
a crash. This information will be shown in a section named
"QUICK DIAGNOSTIC LOG". Remark: this
check procedure will also give information about levels
present in script.dat but missing in data folder like .tr4
file. In this situation the player will see in New Game
screen these missing levels marked with the text "MISSING".
*
Fixed bug in Enemy Submarine. In previous version, the
submarine emitted the letter D instead of bubbles.
*
Imported new object from Tomb Raider 3: the Frog-man. This
is an underwater enemy that tries to kill lara using an
harpoon gun. You can find it in demo level linked above or
from
projects file page.
*
Fixed bug in tightrope object. In previous version, when
Lara walked on the tightrope in Very Easy Mode (Negative ocb
value), if player hit right/left arrows Lara hanged.
*
Fixed bug in Action triggers "Enemy. (Physics) ..." In
previous versions with some moveables the position was not
updated in saving/restoring savegame operation.
*
Fixed bug in rain procedure: casted rooms. In previous
versions the rain had problems with casted outside rooms,
where the rain didn't reach the bottom room in the zone
where it had an height of less than one sector.
*
Fixed bug in rain procedure: dead zones. In previous
versions the rain can disappear immediately according to the
direction Lara was looking.
*
Added customize constant CUST_RAIN. With the command
Customize=CUST_RAIN, ... you can customize the rain with
values different to the preset data in NGLE program room for
room. In this command you can set also some flags (FR_..) to
enable sound effects for rain, to fix the bug in original
code about the sprinklers in some rooms or to add drips to
Lara after she leaves the rain. Caution: if you type values
which are radically different to the default values you
could get crashes or bad effects in game.
*
Added new flipeffect triggers to perform swap-mesh
operations. "Lara. (Mesh) Swap Mesh of <&>Extra Lara Slots
with that of (E)Slot" "Swap Mesh. Swap mesh of <&>Slot with
mesh of (E)Slot"
*
Added new OCBs for JEEP and SIDECAR objects. By default the
headlight is present on the sidecar while it's missing on
the jeep. With these new OCBs you can change these default
settings. See the description for JEEP and SIDECAR in OCB
Settings of the Reference panel.
*
Fixed bug in Enemy Submarine object. In previous version (in
some circumstances) the missile exploded immediately before
leaving the submarine.
Mk2 TRNG
1.2.1.7
released 6 October
Download the updater here -
TRNG
1.2.1.7
*
Fixed bug in NGLE about [Exit and Play] button. In
previous two versions, the 'autosave.prj' file had been
removed in spite of opposite settings.
*
Added new Condition triggers to compare variables
with variables. Added condition triggers to compare the
Current Value variable with other common numeric variables:
"Variables. CurrentValue is ... than <#>Variable"
*
Enhanced Collision Panel. Now the panels will be
never drawn in game. The difference with respect to previous
versions is that in previous versions the collision panels
were drawn but with transparent textures so as not to be
visible; now, in current version, the collision panels will
be fully ignored by drawing routines, saving cpu time. Now
it's not necessary for collision panels to have transparent
textures since only their collision box will be used in
game.
*
Added Tight-Rope item. It has been imported from Tomb
Raider Chronicles the null mesh item: tight-rope. Lara is
able to walk on this rope like an acrobat. See the
Chronicles demo project for more information.
*
Added new action triggers to enable/disable a
tight-rope item: "Trigger. (Tight-Rope) Disable
<#>Tight-Rope",
"Trigger. (Tight-Rope) Enable newly <#>Tight-Rope
(previously disabled)" The common triggers don't work fine
with tight-rope emitter. See the readme.txt file in
Chronicles.zip demo project.
*
Added Laser-head item. It has been imported from Tomb
Raider Chronicles the Guardian (laser-head) object.
The guardian shoots laser rays from his eyes that move
continuously to check the zone. To kill him it's necessary
to shoot out both eyes. The placing of Guardian object is a
bit complicated so consult the Chronicles.zip demo project
to learn more about him.
*
Added in OCB LIST of Reference panel some new OCB
values for Tight-Rope object.
*
Added Hydra object, imported from Tomb Raider
Chronicles. The hydra is named "little dragon" in some
unofficial references. The hydra shoots flames or energy
balls. It can hit Lara with its beak. Using correct OCB you
can use two Hydras in conjunction and change the type of
ammo used.
*
Fixed bug about custom bars. In previous version the
(further) text for bar name was printed in incorrect
positions with some screen resolutions (like 640 x 480
windowed).
*
Increased the number of TriggerGroups, from 100 to
255
*
Added new object: ENEMY_SUB_MARINE. This object comes
from TR Chronicles. It tries to hit Lara using a torpedo.
You should use it in deep waters because it requires a lot
of space to move properly.
*
Added in Object List window of NGLE program the
button "Rename". With Rename button you can change the name
of slot to have more meaningful names. This change will
affect only that project while in other projects or in
wadmerger (or other programs) the name of the slots will be
the standard names. You can use this feature to give
mnemonic names to some items, like "PUZZLE_ITEM_1" renamed
as "GOLD_STAR", or ARCHITECTURE3 renamed as BIG_COLUMN etc.
Remark: it is suggested you perform a
backup of your main projects before trying this new feature
since each new feature carries some degree of risk. Some
tests have been carried out but there has not been time to
do intensive beta-testing.
*
Fixed bug in action trigger: "Effect. Remove from
<#>Enemy the (E)AddEffect from script.txt" In previous
version the removing "add effect" didn't work.
*
Restyled window of NG_Center program. Now you can
resize the NG_Center for working at full screen using the
common Windows gadget.
Mk2 TRNG
1.2.1.6
released 20 September
Download the updater here -
TRNG
1.2.1.6
*
Enhanced elevator features. Now the elevators (and
raising blocks) are able to move vehicles like jeep and
sidecar, even when Lara is not on board.
*
Added new ENV_ conditions:
ENV_DISTANCE_NORTH_WALL, ENV_DISTANCE_SOUTH_WALL,
ENV_DISTANCE_EAST_WALL, ENV_DISTANCE_WEST_WALL
Above conditions are very particular since they work in an
absolute way, ignoring the current direction Lara is facing.
For this reason they should be used only with animations
hardcoded for a specific room.
*
Fixed bug of 1.2.1.5 version. In previous version a
debugging code that could cause a slowing down in game was
not removed.
*
Added new NEF_EASY_HEAVY_ENABLING flag for Enemy
script command. Adding this flag the slot set in enemy
command will be able to activate all heavy triggers. By
default only some moveables enable heavy triggers and for
others it's necessary place an AI_ object in target sector
where there is the heavy trigger to enable. However, with
NEF_EASY_HEAVY_ENABLING flag the enemy will enable all heavy
triggers it moves over. For example to give this skill to
all crocodiles in a level just add in [level] section this
row:
Enemy= CROCODILE, IGNORE, NEF_EASY_HEAVY_ENABLING, IGNORE,
IGNORE, IGNORE, IGNORE, IGNORE
*
Added new TGROUP_USE_EXECUTOR_ITEM_INDEX flag for
TriggerGroup command. This flag forces the change of the
target item of that action trigger with the moveable that
has just enabled this triggergroup in game. With this method
you can realize this target: an enemy moves onto some sector
with a triggergroup, and he enables it (heavy type mode) and
this enemy will be killed (or other action) from the action
in triggergroup. In this situation it's not important what
enemy will enable the trigger since all will be killed in
spite of original setting of exported action trigger. Sse
the description of TGROUP_USE_EXECUTOR_ITEM_INDEX flag and
also of
NEF_EASY_HEAVY_ENABLING flag.
*
Added new action triggers to attract enemies in some
direction. The series of action triggers begins with "Enemy.
(Physics) ..." text. They work in similar way than "Lara.
pysics ..." flipeffect triggers.
*
Added new FADD_IGNORE_STATUS flag for AddEffect
command. By default the addeffect trigger will abort if the
target moveable has not yet been enabled in game or if it
has already been killed/removed. In some circumstances this
check about its status could be wrong and with some special
items the result could be to fail to add effect operations.
If you work with some of these special items (like some
inventory items) you could add the FADD_IGNORE_STATUS flag.
When trng finds this flag it ignores the status of moveable
and it will apply always the effect also if the item appears
invisible or disabled.
*
Added lights for AddEffect command. Now you can add
to some moveable three kinds of light: ADD_LIGHT_FLAT,
ADD_LIGHT_BLINK and ADD_LIGHT_SPOT. See description of above
ADD_ constants to find more information.
*
Added custom bar constants to be used with
Customize=CUST_BAR script command. Now, with the script
command Customize=CUST_BAR you can use the bar types:
BAR_CUSTOM1, BAR_CUSTOM2, BAR_CUSTOM3 and BAR_CUSTOM4. With
these values you can create custom bars to show on screen
that work like the air-bar, health-bar etc, but in this case
you can use them as you wish to show some custom value of
your new skills. Each custom bar is linked with a trng
variable you choose and it will show the value in that
variable like a progress bar. See description of BAR_CUSTOM1
constant for more information.
*
Added new flipeffects: "Custom Bar. Show the
<&>Custom bar on screen for (E)Seconds" and "Custom Bar.
Hide the <&>Custom bar" to show or hide your custom bars.
*
Added new customize constant: CUST_LIGHT_OBJECT With
the command Customize=CUST_LIGHT_OBJECT you can customize
the colors, intensity and frequency of light objects:
AMBER_LIGHT, WHITE_LIGHT and
BLINKING_LIGHT See the description of CUST_LIGHT_OBJECT
constant for more informations.
*
Updated the OCB LIST reference. It has been added a
description about new discoveries on OCBs for: AMBER_LIGHT,
WHITE_LIGHT, BLINKING_LIGHT, FALLING_BLOCK, TROOP,
LIGHTNING_CONDUCTOR, FLAME_EMITTER, FLAME_EMITTER2 and
FLAME_EMITTER3.
*
Added new flipeffect: "Flipmap. Alternate continuosly
the <&>flipmap with the (E)Frame interval" With this
flipeffect you can create a fast continuos swapping between
main room and flipped room. The main target of this trigger
is to create interesting light effects alternating the
lights of main room with that of flipped room. Just change a
bit the position or the colours of flipped room lights to
have nice effects not achievable in other ways.
Mk2 TRNG
1.2.1.5
released 2 September
Download the updater here -
TRNG
1.2.1.5
*
Fixed bug in NGLE about message "Error: no selected squares"
NGLE gave this message when you clicked on [Ok] button of
Trigger Type window and no selected square was present. It
was not necessary to give an error message in this situation
so it was removed.
*
Fixed bug in NGLE about message "Can't overlap special
trigger" NGLE gave this message also when there was no
selected square.
*
Added new flag SET_ACCEPT_EXTRA_TAILINFOS for Settings=
command of [Option] setting. This setting forces trng engine
to accept up to 32767 tail infos in the tr4 files. Also when
using this setting the limit for ngle remains as the old
limit of 1024 tail infos, therefore the only reason to use
this setting is when you use meta2tr to replace the room
meshes directly in tr4 file. Since meta2tr increases the
number of tail infos you can use this setting to support the
new extra tail infos. However, when you use the tr4 created
by ng_tom2pc without changing it, this setting is futile and
perhaps dangerous because it could create problems when
textures are placed in mirror rooms.
*
Added synstax for DiagnosticType script command. In previous
version it had been forgotten.
*
Enhanced script debugging mode (DGX_LOG_SCRIPT_COMMANDS) Now
in DGX_LOG_SCRIPT_COMMANDS mode (the script debugging) will
now show information about Elevator script commands.
*
Fixed bug in NGLE. In previous versions there was a bug in
the phase of releasing allocated resources after [Exit and
Play] exiting. This bug caused a progressive reduction of
Windows Virtual Memory resources everytime the builder
exited from NGLE with [Exit and Play] button.
*
Added flipeffects to apply invisible collision to rooms.
Using this method you can get Lara to walk over static or
moveable items. The flipeffects, all starting
"Collision....", allow you to replace the original collision
of statics and moveables with the new invisible collision
of room, with the result that Lara will be able to walk,
climb and monkey these items. Note: These are "fake"
triggers. You can't export them in script or anim command
because they will be used in building-time and not in
run-time.
*
Added Action trigger to disable the collision of moveables.
"Collision. Disable the collisions of <#>Moveable".
This trigger is useful when you want to replace the original
collision mode of moveable with your invisble room
collisions set with above "Collision.." flipefffects.
Remark: also for statics it's necessary to remove their
original collision to be used with "Collision. " flipeffect,
but in the case of statics you just add the value 4 to their
OCB field to disable their collision.
*
Added Action triggers for fine movement. There are new
Action triggers to move with more precision a moveable in
any direction. While other action triggers allow to
translate a moveable setting the distance of movement in
clicks, these new triggers allow more precise displacements.
To locate these triggers search Remark: also these triggers
could be used to help the adding of room collisions to
moveables. In fact, in many circumstances the problem is
that the moveable is not correctly aligned with the sector
grid of the room. Using these action triggers you can move
the item to align them exaclty with sector grids so as to
get the most realistic collisions.
*
Added new flipeffect: "Collision. Set the <&>Side of closed
sector as non-hangable from Lara" This trigger works
differently to other "collision" flipeffects. In this way,
in fact, there is no real change on collisions but you can
use this trigger to simulate a rounded edge where Lara will
be not able to hang. Remark: this trigger could cause
conflicts if you use it on climb walls. In this case Lara
could be able to climb the wall but she will be not be able
to perform first hanging despite being far from edge. If you
need to handle this situation you should use a CONDITION
trigger about distance of Lara from the floor (or from the
edge).
*
Added new NEF_ flags for Enemy command:
NEF_SET_AS_BRIDGE_FLAT, NEF_SET_AS_BRIDGE_TILT1 and
NEF_SET_AS_BRIDGE_TILT2. Adding one of above NEF values in
NEF field of Enemy command you can transform an animating
item in a bridge item where Lara will be able to walk. For
example to transform the animating5 into a bridge_flat item
just add this line in your [Level] section:
Enemy=ANIMATING4, IGNORE, NEF_SET_AS_BRIDGE_FLAT, IGNORE,
IGNORE, IGNORE, IGNORE, IGNORE
See the description of above NEF_ flags in Reference panel
of NG_Center.
*
Added new flag for GlobalTrigger command: FGT_HIDE_IN_DEBUG
This flag doesn't change the behavior of the globaltrigger
in runtime, but it removes the debugging messages in debug
mode (DGX_LOG_SCRIPT_COMMANDS
diagnostic) for this globaltrigger. The reason to use this
flag is when you are studying another script command
but this global trigger continues to fill the log with many
messages of no interest.
*
Added new PANEL objects to create invisible collisions.
These new objects use a different collision control to
support an height up to 2 sectors (the other moveable failed
when the height is higher than 6 clicks) with a compute
faster than tradition collision procedure. See the tutorial
about the collisions for more information.
*
Fixed bug about moving items. When you moved a door type
object, some items in same room or in linked
rooms could disappear.
Mk2 TRNG 1.2.1.4
released 17 August
Download the updater here -
TRNG
1.2.1.4
TRNG
Variables project file
*
Fixed bug about Detector object. When you were in a level
with the detector on the screen, and Lara went to
another level with a finish trigger, the detector remained
on the screen despite being missing in this target level.
*
Added in NG_Center, in the [Strings] panel, a language
selector to force the language to copy in trle folder and
therefore to use in game.
*
Enhanced in NG_Center the check about missing string in
language text file when it is other than english.txt In
previous versions, ng_center verified the presence only for
texts in english.txt, while now it checks for presence of
extra ng strings also in other languages when you select
another language as "Main Language".
*
Removed the flipeffect "Weather. Fog. <&>Enable/Disable
Hardware Fog (onfly for nightmare effects)". Now this
flipeffect has only the effect of enabling the hardware fog
(but it should be already enabled by default, so it's no
longer useful) The reason for this elimination is that the
disabling of hardware fog has not the same effect on all
computers and it could cause many problems with
compatibility with previous dll versions.
*
Fixed bug about incompatibility of savegames. When with
versions greater than 1.2.1.0 you loaded a savegame created
with version older than 1.2.1.0 the game screen appears
almost black.
*
Fixed bug in NGLE. When you performed an [Output Wad] or an
[Exit and Play] operation, you risked having a crash. This
was a bad bug, and theorically it could happen everytime,
however it was more probable when you had a small level with
few rooms.
*
Added the PARAM_BIG_NUMBERS value for Parameters script
command. With this new command you can store some big
numbers to use in trigger type window with flipeffects or
actions. The reason for this command is that in the Trigger
Type Window it is not possible to type numbers bigger than
255, while using this new method you can use for your
trigger some values up to 65535 or $FFFF
*
Created new feature about TRNG Variables. There are too many
new triggers for variables to list all here, anyway remember
that all triggers (flipeffects, actions and conditions)
start always with the description "Variables. ..." About
description of TRNG Variables download the
trng_variables.zip file where you find a project with
some examples and a little html tutorial about advanced
usage: trng timer, text placefolders and new skills with
modification of critical memory zones.
*
Added new feature about reading/modifing of Critical Memory
Zones of trng tomb4 engine, to create by yourself new
skills. In
trng_variables.zip file you find also the full html
documentation about the different critical memory zones,
with descriptions for all known fields.
*
Added in [Reference] panel of NG_Center the list "VARIABLE
PLACEFOLDERS" with keycodes to add in your strings to show
in game the content of trng variables.
*
Added script command DiagnosticType to select what shows in
Diagnostic mode on the screen. Since the diagnostic infos
have been increased over time and others could be added in
the future, it's necessary to be able to choose what shows,
otherwise the full diagnostic data might not not fit within
your screen space. Remark: if you omit
the DiagnosticType command all infos will be shown at the
same time but the screen is not able to host all this
information because now there are also infos about trng
variables.
*
Added new diagnostic mode to perform a debug of script
commands: triggerGroup, GlobalTrigger, Organizer and Switch.
Using the DGX_LOG_SCRIPT_COMMANDS flag with DiagnosticType,
you can have in the log created with Tomb4_log.exe utility
(you can find in TRLE\TOOLS) the diagnostic of all script
commands performed in game.
*
Added new global triggers GT_BEFORE_SAVING_VARIABLES and
GT_AFTER_RELOADING_VARIABLES, to give you the opportunity to
save and restore in game some changes in critical memory
zones.
*
Added new global trigger GT_ALWAYS to perform continuously a
triggergroup, until this global trigger is enabled.
*
Added new global triggers: GT_TRNG_G_TIMER_EQUALS and
GT_TRNG_L_TIMER_EQUALS to detect when a trng timer (global
or local) reaches the given time.
*
Added new global trigger: GT_KEYPAD_SHOWED and
GT_KEYPAD_REMOVED. With these global triggers you can be
informed when the keypad with specific item index will be
shown or removed from the screen. In this way you can for
example show a text during a pop up of KeyPad to inform the
player what they could choose with this keypad.
*
Added new script command Switch. The switch permits the
performance of a single TriggerGroup from a list of
triggergroup IDs, according to the value of some variable.
Pratically it permits a conditional multiple performance.
*
Added new flipeffect trigger "Organizer. Resume <&>Organizer
in (E)way" With this flipeffect you can resume an organizer
you had previously stopped, resuming from last performed
command.
*
Added new flipeffect trigger "Enemy. Freeze. Freeze <#>Enemy
for (E)Seconds". With this flipeffect you can transform an
(already) enabled enemy into a sort of statue for a desired
time or forever and then you'll use another flipeffect to
unfreeze him applying some effect like "vibration or
explosion".
*
Fixed bug about Wild Boar object. This was an old bug of
original tomb4: when there was a wild-boar enabled
and you saved the game and reloaded the wild boar
disappeared.
*
Added customize constant CUST_SAVE_LOCUST to fix the old bug
about missing of saving/restore operation of locust swarm in
savegame. Remark: if you enable the
saving of locusts (FISH slot) the only disadvantage is that
the savegame will be bigger by about 2000 bytes.
*
Added new env condtions ENV_PLAYER_IS_SLEEPING and
ENV_PLAYER_WOKE_UP. You can use these condtions in Animation
command to start some nice custom animation when Lara is in
stand-by mode, i.e. when the player is not playing for some
(given) time.
*
Added new Condition trigger to test the distance from Lara
of some moveable: "Lara. Distance. Lara is distant by
<#>Moveable less or even than ..."
*
Added new flipeffect "Inventory-Item. Pop up inventory to
select the <&>Item in (E)way" With this trigger you can show
the inventory with the desired item selected.
Remark: this trigger works with many
items (used as keys, puzzle, quest, examine, crowbar ect)
but not with: weapons, flares, binocular or medipacks.
*
Added new flipeffects to generate random numbers to copy in
some variable:
"Variables. Numeric. Generate in <&>Numeric Variable the
(E)random number"
"Variables. Numeric. Generate in <&>Numeric Variable a
random CurrentValue"
Mk2 TRNG 1.2.1.3
released 30 July
Download the updater here -
TRNG
1.2.1.3
*
Fixed bug about incompatibility savegames created by older
versions with newer. When a savegame created with an old
version is loaded it will be read by a new version and in
some circumstances the savegame will be not shown in
load/save screen.
*
Added global triggers: GT_ELEVATOR_STOPS_AT_FLOOR and
GT_ELEVATOR_STARTS_FROM_FLOOR These two global trigger allow
to detect when a given elevator reaches or leaves a specific
floor.
*
Fixed bug about hub Levels. When Lara returned to a
previously visited level, the settings about fog distance
color was lost.
*
Fixed bug about "Arg list too big" message in NGLE. When you
loaded an imported project (downloaded from the net, for
example) the inner paths for .tga and .wad are uncorrect,
and this is obvious. The problem was in the new method
applied in 1.2.1.1 version where the immediate request for
tga map loading caused an error allowing spaces in path
chosen by user. Now the spaces will be filled using short
path format, with some "~1" characters in the path, like the
old winroomedit did in that situation.
TRNG Mk1
released 27 July
Download the TRNG Mk1 here -
TRNG
Mk1
*
MK1 TRNG Full Installer. This is not a simple update but it
is a full installer of the finished MK1 version of the TRNG.
Version 1.2.1.2 will not be developed as an update except as
an update within the MK1 Full Installer to give to all
people all the basic files required by future updates of
TRNG Tools.
*
Added in [Settings] panel of NG_Center the button [Change
Version] to restore previous versions of TRNG tools. This
button allows you to use the new Restore System, where you
can restore a previous version of trng tools, or even to
return to earlier versions. This feature works only from
version 1.2.1.2, the basic version of MK1 TRNG Full
Installer. This means you cannot use this feature to come
back to versions older than 1.2.1.2.
*
Added in [Media] panel of NG_Center the [Object Manager]
tool to find in Image Objects Collection an object whereby
object name, level name or object type. The supplied Object
Image Collection contains all objects of level editor wads
and The Last Revelation tr4 files (989 objects). You can add
new objects to the collection if you wish if you have the
TRViewer program on your PC.
*
Added in NG_Center the icon of TrViewer program to launch
this program with a shortcut.
*
Fixed bug in Action "Perform (E) flipeffect on <#>object"
Above action worked simply by performing old flipeffects
those, normally, available only from animcommands. When the
flipeffect called by above action performed a change of
position/visibility of animating object the change was not
stored in savegame.
*
Fixed bug in Elevator with Single Door. When an elevator
used an animating single door, the position of door was not
correctly saved/restored in/from savegame.
*
Fixed bug in Enemy= script command. When you typed in
Damage1, Damag2, Damage3 fields (the three last fields of
Enemy command) the values IGNORE, the damage resulted as "0"
in game. Now the IGNORE means "allow the standard damage for
this Enemy".
trngdll
1.2.1.1
released 17 July
Download the Updater here -
TRNG 1.2.1.1
*
Fixed bug in NGLE. When you loaded an external project (i.e.
downloaded from somewhere) ngle signaled the wrong path of
tga map and then it allowed you to select immediatly the
correct path for tga map, but there was the bug that, after
choosing correct tga file, ngle gave a new error: "Arg list
too long".
* Fixed bug about fog distance.
On some computers the fog color persisted over the inventory
items.
* Added in NG_Center the icon
to launch MetaSequoia program.
* Fixed bug in NG_Center: in
the [Setttings] panel, the path of strpix and Wadmerger
program were missing.
* Fixed bug about Teeth Spikes.
When you've set zero damage for teeth spikes, Lara lost
blood in spite of missing life lost.
* Introduced EXTRA_ flag
constants to use in Extra field of Enemy script command. The
values are the same, so the old Enemy commands will continue
to work fine, anyway now you can type a mnemonic constant
instead of a number to set some special customizing to
enemy. See descriptions of EXTRA_ constants in Reference
panel of NG_Center.
* Added new EXTRA_ flag to
disable the locust swarm attack from mutant:
EXTRA_MUTANT_NO_LOCUSTS.
trngdll
1.2.1.0
released 12 July
Download the Updater here -
TRNG 1.2.1.0
Fog
Distance Tutorial.zip
*
Fixed bug about
CUST_LOOK_TRASPARENT. In previous version (1.2.0.9) the
status ENABLED/DISABLED was inverted.
*
Fixed bug in FogRange= script
command. In reality the bug was in old tomb4 code... The
MaxFogDistance (the second parameter) was computed in a
wrong way in old tomb4 and with this bug there was no
effect on distance fog. Now you can modify this second
parameter and get some interesting effects with the
density of distance fog. In previous version the second
parameter of fog range command was described as the
limit for max distance for fog bulbs but now it works to
set the limit of fog distance and if you reduce this
value (rather than levelfarview) you can have a deep
fog. See also the
fogdistancetutorial.zip
file where the FogRange command is explained with many
examples and images.
*
Added new flipeffect trigger:
"Weather. Fog. Set the <&>Color for Distance Fog" This
flipeffect has the same syntax as old flipeffect "Set the
RGB color for the fog bulbs to the <&>value", with the
difference that, in this case, you can use the new
flipeffect to set the color for Distance fog, while the old
flipeffect worked only on fog bulbs color. These two
flipeffects work always in accordance with volumetric fx
enabled or disabled.
*
Added new flipeffect trigger:
"Weather. Fog. <&>Enable/Disable Hardware Fog (caution!)"
This flipeffect should be used with caution. When you
disable the fog via hardware, the distance and volumetric
fog will disappear. When volumetric fx is disabled this flip
removes the distance fog; when volumetricx fx is enabled,
the result is a curious "nightmare" effect with dark
colorless scenes.
*
Added new flipeffect trigger:
"Weather. Fog. Set <&>Max visibility distance for Fog
Bulbs". This flipeffect allows the new max visibility
distance for fog bulbs to be set. It's very improbable you
need to use this flip, because trng sets by itself this
value in worldfarview (or LevelFarView) and this is the most
logical value. If you reduce the distance, some fog bulbs
very far from Lara will be not shown in game.
*
Added new flipeffect trigger:
"Weather. Fog. Set <&>End Fog limit for Distance fog". This
flip allows to change in game the same value you can set in
EndLimitDistanceFog field of FogRange command. Modifying the
End Limit for fog distance you can get a very deep fog. See
description of the (updated) FogRange command for more
information.
*
Added new flipeffect trigger:
"Weather. Fog. Change Start limit of Distance Fog in <&>way
with (E)speed". This trigger changes in a dynamic and
endless way the Start Fog limit for distance fog.
*
Added diagnostic command: H key.
When you hit the H keystroke the diagnostic texts will be
Hidden for 3 seconds. This command should be used to catch
"cleaned" screenshots also when you have the diagnostic
enabled.
*
Added in diagnostic texts some
infos about fog distance: start-fog, end-fog limits and
current fog color.
*
Added the customize constant
CUST_FIX_WATER_FOG_BUG, used to fix the problem of excessive
saturation of fog color over transparent textures.
*
Fixed bug. When Lara was in water
2 clicks deep and she had in front of her a wall she could
become frozen.
*
Fixed bug. This was a very bad
bug. When a trigger was used about a static object placed in
a room preceded by some empty rooms (in room list of map
project) once the trigger had been performed many errors
could occur: game frozen, damage to Lara's ponytail, crashes
and other unpredictable behaviors. To fix this bug in your
level it's necessary to re-build the .TOM file using the
updated version of tomb_nextgeneration.dll (1.2.1.0 or
higher).
*
Added ENV condition: ENV_ROOM_IS
for Animation (or EnvMultCondition) script command. With
this condition you can verify if Lara is in the room set in
DistanceForEnv field. You can type in DistanceForEnv also
some special constants of ROOM_.. type, to verify if lara is
in (any) room of some ROOM_ type, like water, quicksand,
outside etc.
trngdll
1.2.0.9
released 25 June
Download the Updater here -
TRNG 1.2.0.9
Videofmvcutscenes.zip
*
Fixed bug about FMV
trigger. In previous versions the FMVs had problems on some
computers when they were played in full screen mode. See
also the demo example fmv_video_cutscenes.zip.
*
Added
CUST_FMV_CUTSCENE constant, to customize the viewing of FMVs
(video cutscenes) in game. If you are not satisfied with the
viewing of FMVs you should read the documentation about
FMV_... constant values and also for the new setting
constant SET_SOFT_FULL_SCREEN, to use in Settings= command
in [Otpions] section. See also the demo example
videofmvcutscenes.zip.
*
Added new settings
constant SET_SOFT_FULL_SCREEN. This setting should be used
with Settings= script command to place in [Options]
section and allows a non-exclusive full screen mode. It was
the "exclusive" mode that caused the problems with FMVs in
previous versions, so now using the soft full screen mode
the problems are solved about playing fmv when player sets
tomb4 in full screen mode. Remark: if tomb4 is set as
Windowed mode the SET_SOFT_FULL_SCREEN setting will
have no effect.
*
Added new global
trigger GT_FMV_COMPLETED, to detect when an fmv has been
completed.
*
Added in NG_Center
the new panel "Media". The first new tool in this panel is
the [WMV Encoder] Since many people get leak results with
encoding FMV from AVI to WMV, I supplied a
professional front-end for Microsoft WMV encoder, with some
infos about correct settings to get good quality WMV videos.
Remark: at first execution the NG_Center will download and
install the Microsoft WMV Encoder program.
*
Added new global
trigger GT_TITLE_SCREEN, to detect the current screen showed
in title level.
*
Fixed bug in
flipeffect "Enemy. Mesh. Set for <#>enmey the (E)transparecy
level".In previous version the max value to set was "127"
but with that value some moveables (like animating)
disappeared forever. Now the max value is "126" and also the
condition trigger to test transparency has been changed to
check the max value "126".
*
Fixed bug about
CUST_LOOK_TRASPARENT setting. In previous version when you
disabled the transparency for Lara in looking mode, the game
had a crash.
*
Fixed bug in
"Weather. Fog. Change Fog distance to <&>Distance in
(E)seconds" and "Weather. Fog. Pulse Fog from current to
<&>Distance in (E)seconds". In both triggers there was a bug
causing the execution of these triggers only first time,
while after, for whole level, the triggers didn't work
anymore.
*
Fixed bug in
trigger: "VolumetricFX. Enable Volumetric FX in current
level". In previous version this trigger enabled correctly
the fog bulbs but it let fog colour in water and other
transparent textures.
*
Fixed bug about
items signed by fog in inventory. It seems some people had
this problem, now I tried another way to remove fog effects
from inventory viewing.
*
NGLE has enhanced
the error message: "EVIL: Unknown object type detected" with
a new message giving information about the room and case
where this "Unknown object" is, You can find also the list
of unknown objects in log file created using TOMB5log.exe
utilty while you are performing Output Wad with ngle.
trngdll
1.2.0.8
released 2 June
Download the Updater here -
TRNG 1.2.0.8
*
Fixed bug about
inventory item to activate Lara's Diary. When you chose the
quest1 item the diary was not enabled.
*
Fixed bug in Diary
command. In previous version NG_Center refused two Diary
commands in same level section. In reality you can have up
to 10 different diaries for level.
*
Fixed bug about Fog
Bulbs. In previous version 1.2.0.7 the fog bulbs were not
visible.
*
Added new Savegame
Panel. With new savegame panel you can have an image
(screenshot) for each selected savegame to make selecting
savegames much easier. You can set also increase the maximum
number of savegame slots the old 15 slots up to 100
savegames slots.
*
Added new
flipeffect to show statistics screen: "Show Statistics
Screen"
*
Fixed bug about
flyby sequence 0 in title level. In previous version trng
refused to start a flyby sequence numbered "0". Note: this
fixing requires verification. Remark: it's necessary to
reload the project in NGLE and build a new .tom/.tr4 file to
fix that bug.
*
Added for
WindowsFont command the WFF_FORCE_FIXED_PITCH flag to force
the character with fixed pitch (same width for all
characters, i.e. the "W" will have same width as "i") The
fixed pitch characters are useful to create well-sorted
tables.
*
Enhanced the tool
"Get screen Frames". Now you can type Org and Size also in
micro units format to see the selected zones on the screen.
*
Fixed bug in Diary.
In previous version it was not possible to take a
screenshot. Now it's possible using the F3 key.
*
Fixed bug in Diary.
When the game was played in windowed mode, the diary
continued to receive keyboard input although there was
another program working in the foreground.
*
Fixed bug in Diary.
When the player kept down a key continuously (like RIGHT)
the pages changed too quickly. Now it's necessary to release
the key and press it again to move to the next page.
*
Added new Action
trigger: "Enemy. Mesh. Set for <#>enmey the (E)transparecy
level" With this trigger you can set the level of
transparency of some moveables. Also when you set max level
of transparency (127, the item will be
invisible) the collision of object will be active and it
could hurt and kill Lara or be killed by her. Remark: if you
set a level of transparency other than 0 (zero it means: no
transparency, normal opacity) and Lara kills the moveable,
its body will remain with the same transparency but it will
lose collision.
*
Added new Condition
trigger: "Creature. The <#>creature has the (E)Transparency
level". This condition works paired with above action
trigger to force transparency level. Remark: for technical
reasons in this condition you can't choose all values
between 0-127 range but only a selection of them. For this
reason it's advisable to set with the action trigger a
transparency level of those presents in the condition list
if you wish in the future to test the presence of that
value.
*
Added new
FAN_SET_LARA_PLACE flag for animation command. This flag is
necessary when your custom animation tries to move Lara from
one place to another, like from water to ground or
vice-versa. For example this flag allows Lara to perform an
animation from floating on water to a climbing animation.
When you use this flag you have to type in Extra field of
Animation command a PLACE_ constant to set the place where
Lara should be at end of your animation.
*
Added new
FAN_RANDOM flag for animation command. With this flag you
can force a random animation within a given range of
animations. Using this method you can simulate random events
also in Lara's animatons. See description of FAN_RANDOM flag
in Reference section of NG_Center program.
*
Added in main
window of NG_Center the short-cut buttons to launch Wad
Merger and StrPix. Just select the path the first time you
use this feature and you'll have a quick way to open these
two important utilties.
trngdll
1.2.0.7
released 20 May
Download the Updater here -
TRNG 1.2.0.7
Diary
Images project file
*
Fixed bug in global
trigger GT_USED_INVENTORY_ITEM: with some inventory items
(like pickups) the trigger was not detected.
*
Added in Trigger
Type of NGLE program the Find features to search flipeffects
or actions whereby text patterns.
Remark: you can insert also two or more words divided by
spaces and the result will be the first trigger with the
description containing both words. Further clicking of the
[find] button will find the next occurrence.
*
Added new object
Lara's Diary. You can download the sample level named "diary_images.zip"
with all source files from the link above. Lara's diary
allows you to show to player a book (the diary) with images
and infos about your adventure. There are new flipeffect
triggers to add new pages to Lara's diary.
*
Added new Script
command "Diary=" to set data to have a Lara's diary in
inventory to consult.
*
Added new script
command WindowsFont= to set type of windows font to use.
Currently the Windows fonts are allowed only with diary.
*
Fixed bug about
"load camera" black screen. This bug happened when you used
flipeffect "Force volumetric fx ... enabled" while the
volumetric fx was not enabled in tomb4 settings.
*
Fixed bug in
flipeffect: "Weather. Fog. <&>Enable/Disable all fog
(distance fog or fog bulbs)", in some circumstances the
whole level became dark, while in others nothing happened.
*
Added new feature
to show bmp images in game. You can show pop-up image with
the game goes on, or overlapped images that place in
stand-by the game while they are shown. See sample demo
named "Diary_Images.zip" to discover how to use this
feature. Remark: read the readme file in paritcular about
installation of images and the CONVERTER.exe utility. If you
want you can try this level by simply adding the zip file to
the TRLevel Manager 2009.
*
Added new script
command "Image=" to set data necessary to show image.
*
Fixed bug about HUB
levels. For hub level we mean levels linked back to previous
levels with finish triggers. In previous version all changes
performed with NG effects or actions were lost when Lara
returned to the hub level. Now the changes should be
preserved. However, the difficulty of this new feature means
some testing will be required to ensure it works properly.
*
Fixed bug about
invulnerability of Lara. Once Lara got invulnerability when
she went to another level while burning.
*
Added to last crash
report a memory image file with tomb4 critical memory zones.
Now when TRNG has a crash you'll find the usual file
"lastCrash#.txt" plus another file with the same name but
with the extension ".mem" For example if your crash has the
name "Last_Crash43.txt", there will also be created the
file: "Last_Crash43.mem" The mem file will have a size of
around 1 Mb, and when you report a crash it could be useful
to supply also the .mem file.
trngdll
1.2.0.6
released 28 April
Download the Updater here -
TRNG 1.2.0.6
*
Fixed bug in Update
panel of NG_Center. Previous version was not able to verify
for presence of new updates on line, because from January
2009 I changed internal formats of my webiste. Now the
NG_Center version is able to detect new online updates.
*
Fixed (old) bug in
Tom2pc. When a sound sample (.wav) was missing the old
tom2pc wrote damaged data
from missing sound sample up to all following (present or
less) samples. This chain of bugs could cause many problems.
Now ng_tom2pc (with current 1.2.0.6 version) replaces the
missing sound sample with a default sound sample: the sound
"back_jm1.wav" to avoid the above problems. This sound was
chosen because it's little and has a very low volume. Thanks
to this default sample the tr4 file will be built correctly.
However, in spite of this substitution the message : ""***
File Not Found Name.wav" will still be shown in log window
of Tom2Pc.
*
Fixed bug in
Tomb_NextGeneration.dll: in previous version the library
forgot to free some memory zones allocated in run-time, in
this way the ram available for the PC decreased with each
new running of the game.
*
Fixed bug under
Windows Vista: in some circumstances the CRS (Crash Resume
System) failed to work when a crash happened exactly while
the player selected the "P" key for pause menu.
*
Fixed bug in
GlobalTrigger command. When the GlobalTrigger used the
GT_CONDITION_GROUP flag and in the trigger group used as
condition there was the TGROUP_OR operator, the game froze.
*
Fixed bug under
windows 98/me: the trng was not able to locate own version
numbers (1.2.x.x).
*
Fixed bug about
combat camera + look or laser sight function: the camera
went crazy when look mode was switched off.
*
Fixed bug about condition trigger: the test about waterskins
had a wrong esite.
*
Fixed bug in Elevators. In some rare circumstances a bug
disabled all elevators in the level. This bug was more
probable if you used more than one elevators in same level.
*
Fixed info text about [trle folder] icon in main window of
NG_Center. The text (wrong) was "start ngle" while the
correct text is "Explore TRLE folder"
*
Fixed bug: when player loaded a savegame from Inventory with
Load Item the player went back to titles.
*
Fixed bug. Saving while the elevator is moving, when you
reload the game, the inner keypad disappeared.
*
Fixed bug. When Lara threw a Pushable, the pushable lost
collision after saving game.
trngdll
1.2.0.1
released 4 March
Download the Updater here -
TRNG 1.2.0.1
*
Enhanced flipeffect
"Lara. (Health) Lara invulnerable for <&>time with
(E)effect"
In previous versions Lara may be killed from Teeth
Spikes and Rolling Ball, while now these objects have no
effect on her when she is in invulnerable state.
*
Change method to
handle flyby trigger and trigger for flyby cameras. Now
ngle uses the default method used by old winroomedit to
avoid troubles with triggering flyby in title projects.
*
Added in NG_Center
(Settings panel) the option: "Keep always the window of
NG_Center over other windows".
In some circumstances could be useful to keep always
visible over other window the ng_center window, for
example when you are copying some values from reference
panel to other program or document.
*
Added new cheats to
help level builder in level exploration. All cheats
require that you type four literals in short time:
"KILL" : Kill all enemies
"ROOM" : Reverse all flipmap rooms
"IAIR" : Set Infinite AIR for Lara
"GODS" : Set lara as semiGODS, she will be invulnerable
to shoots, fallings, poison, flames, teethspikes and
rollingballs
"DOOR" : Open all doors of the level.
"STAR" : Lara will shine like a STAR. Useful to work
with very dark levels to have always an extra light.
Remark: about NG cheats they will work only when
Flycheat is enabled in script.txt and diagnostic mode is
enabled at the same time, i.e. you have to type in
[Options] section:
FlyCheat= ENABLED
Diagnostic= ENABLED
*
Added new customize
CUST_DISABLE_MISSING_SOUNDS to disable some unused
sounds that could disturb the sounds for some new
objects like boats. When you use boats you should use
always this command:
Customize=CUST_DISABLE_MISSING_SOUNDS
*
Fixed bug about
detector: the text for distance was too low with respect
to the detector image.
*
Changed some sample
projects on trng website: boats, elevators, detectors
etc.
*
Added in NG_Center
some shortcut buttons to launch: tomb4, ng_tom2pc or
NGLE programs.
*
Added in NG_Center
the button [Reload] to use when you change the script
files or help files directly in their folder and you
want to refresh ng_center with these new files.
*
Added in NG_Center
the button [Trle] to have a short-cut to open the trle
folder.
*
Added the flag
FSCAM_DISABLE_LOOK_CAM in Parameters=PARAM_SET_CAMERA
script command. With this flag you can disable the LOOK
feature until your set_camera command is working.
trngdll
1.2.0.0
released 15 January
Download the Updater here -
TRNG 1.2.0.0
*
Fixed bug in
PARAM_SET_CAMERA data. The FSCAM_DISABLE_COMBAT_CAM flag
had no effect in game.
*
In
CUST_PARALLEL_BARS constant, there has been added
another field named MaxTurns, to set the max number of
turns to increase the jump power. This field works only
when you set also the PB_PROGRESSIVE_CHARGE flag.
*
Added new
flipeffect: "AnimCommand. Reset the number of turns
(jump power) of ParallelBar" This flipeffect should be
used as anim command exporting it with [Export as
AnimCommand] button. You could use it when you create a
custom animation to move Lara on the bar, when you want
reset (to clear) the charge counter for next jump.
*
Added to condition
trigger "Lara. (Status) Lara is performing <#>action is
(E)", two new lara actions: "Lara is hanged" and "Lara
is dripping". The "dripping" is when lara is wet because
she has just gone off from water and she loses little
drops.
*
Fixed (default) bug
about screenshot capture. When tomb raider ran in
windowed mode under windows XP with service pack 2 or
higher, the screenshot "tomb#.tga" was very often
"damaged". Now the screenshots will been saved in .bmp
format with progressive names: "shot0.bmp" "shot1.bmp".
You can use usual "." key or new F3 function key to
catch a screen image. When you hit one of above keys you
should hear also a little sound that announces a
correctly saved screenshot capture.
*
Fixed bug in
Damage= script command. NG_Center gave an error for
duplicated Damage= command, although the two damage
commands were set with different targets (one for
DMG_COLD_WATER and other less).
*
Fixed bug in
flipeffect trigger: "Lara. (Health) Lara invulnerable
for <&>time with (E)effect
If the game was saved while Lara was invulnerable, when
the savegame was reloaded Lara was burning.
*
Fixed bug in Combat
camera mode. In previous version (1.1.9.9) the combat
camera (when Lara extracts the weapons) had a bug
causing different bad results.
trngdll
1.1.9.9
released 5 January
Important: Due to difficulties
with the numbers of TRNG and NG Scripter files around and subsequent
crashing problems caused by file mixing and incompatability issues,
Paolone has put together a full installer for the TRNG and an
Updater. Simply download the full installer and this will put all
the latest files into their respective folders for you. Then
download the updater to keep up to date with any recent patches. You
are only required to run the Full Installer once to ensure you have
all the correct files in their correct places and the Updater will
then keep these files current for you.
Download the Updater here -
TRNG 1.1.9.9
*
Added in NG_Center
new Updates panel. In Updates panel you can check for
availability of new updates for TRNG tools only clicking
a button.
*
Created a new
update installer program to install the new updates
while performing a check at the same time regarding
incompatibility issues between your trle folder and your
TRNG tools. You will be adivsed if errors are detected
by installer program.
*
Fixed bug: (second
attempt) when you used
"Customize=CUST_KEEP_DEAD_ENEMIES, ENABLED" to preserve
the body of dead enemies from disappearing, and you
killed by explosion some enemey, the dead enemy, after
save/load savegame, appeared newly in game, still, but
yet visibile.
*
Fixed bug in
flipeffect: "Lara. (Move) Move Lara in LARA_START_POS
with <&>OCB value in (E)way", lara ended up very often
in the walls.
*
Fixed bug in NGLE:
in Set Trigger Type window, some LARA_START_POS object
was missing in the list.
*
Fixed bug in option
TRB_SELECTIVE_VIEW of Turbo= command. The hiding of
static objects placed at back of current view camera
sometimes didn't work. This bug happened when the static
had the pivot (x,y,z origin) very far from effective
visibility box and the static had been placed in ngle
with a facing orientation different than default.
Now trng is able to handle all facing and differences of
pivot, anyway when the facing chosen has not a 90
degrees step the compute could be a bit slower, so if
it's not strictly necessary, it's better to place the
statics with facing of: 0, 90, 180 or 270 degrees, to
enhance performance.
*
Fixed bug in NGLE:
in some circustances the [Move Lara Here] button didn't
remove the Lara to previous position.
*
Added new
Condition: "Random. Condition is true with <#>chances on
64 computed in (E)way"
With this condition you can introduce random
interactivity in game, choosing a probability value to
perform or less the triggers on same sector of Random
condition.
*
Fixed bug in NGLE:
in Set Trigger Type window ngle refused a new trigger
with message: "ERROR: Cannot overlap special triggers"
also in improper situations.
*
Fixed bug in
Diagnostic mode. When you enabled diagnostic and show
text with flyby using commands:
Diagnostic= ENABLED ;in [Options] section and
Customize= CUST_TEXT_ON_FLY_SCREEN,ENABLED ;in [Level]
section the diagnostic messages about flyby showed an
error in sequence ("Seq=") value.
*
Fixed bug: in
previous version there was a problem about usage of
trigger with FLYBY type. The current version will
correct by itself every project when you'll load it. If
ngle will be not able to fix the problem, NGLE will show
a log about the position of trigger to fix.
*
Fixed bug in
[Trigger -> Object] button. In previous versions the
[Trigger->Object] button was not able to locate a Flyby
camera starting from a FLYBY type trigger.
*
Fixed bug about
Title project. The default title project used a format
for FLYBY trigger different than new format used in
NGLE. The old trigger format was not able to trigger the
second flyby sequence. Now the title project will be
converted to new FLYBY trigger format when you'll load
it in NGLE.
*
Fixed bug in
Parallel Bar management. If you set a custom exiting
animation using a change state id in animation 462 with
state id 129, to point to your exit custom animation,
your custom animaton was performed only at start but
then the code forced the animation 95.
*
Fixed bug about
FAN_KEEP_NEXT_STATEID fan flag of Animation script
command. In previous version the engine performed the
FAN_KEEP_NEXT_STATEID fan in opposite way.
*
Fixed bug about
flipeffect: "Lara. (Weapons) Disarm Lara in <&>way". If,
after above flipeffect, lara found another weapon (like
shotgun, uzi ect) and she shot until ending the ammo,
the engine gave back to lara the pistols hence they were
missing in inventory.
*
Added CUST_CAMERA
constant for Customize= script command. With CUST_CAMERA
you can change distance, and horizontal and vertical
facing of standard cameras: chase camera and combat
camera.
*
Added new
flipeffect: "Camera. Change camera mode with
<&>Parameters for (E)time". With this flipeffect you can
change temporarily the inquadrature of lara (view of
camera) for the required time.
*
Added
PARAM_SET_CAMERA constant per Parameters script command.
The PARAM_SET_CAMERA used to store the data required by
new flipeffect "Camera. Change camera mode with
<&>Parameters for (E)time"
*
Restored backward
compatibility about old savegame format. In last
versions of trng the internal savegame format had been
changed to host more flipmaps and moveable data. For
this change trng was not able to load old savegames. Now
it has been added a check to support the old
savegame format. However this backward compatibility
works only when trng finds tomb raider files non-NG,
i.e. files created with default tomb raider tools
instead of new TRNG tools.
*
Fixed bug about
parallel-bar object: in previous version lara was able
to extract weapons (pistols) while she was turning
hanged to parallel bar.
*
Fixed bug in
NG_Center: in some circustance NG_Center broke the
building with error message "Overflow"
trngdll
1.1.9.8 & NG Scripter 1.1.0.184
released 15 December
trngdll1.1.9.8
NG Scripter 1.1.0.184
TR5
Parallel Bars Project
Animation Command Project
* Fixed bug: when you used
"Customize=CUST_KEEP_DEAD_ENEMIES, ENABLED" to preserve
the body of dead enemies from disappearing, and you
killed by explosion some enemeies, the dead enemy, after
save/load savegame, reappeared in game, dead, but yet
visible.
*
Added new object
from Tomb Raider Chronicles: the Parallel Bar, over
which Lara is able to pirouette. To see new the object
in Wadmerger and in the NGLE you have to update the
objects.h and "TR4Objects.dat" files in the Wadmarger
installation folder. The objects.h has to be copied into
both the trle folder and also into the Wadmerger folder.
Remark: in ParallelBars object you should type an ocb
value = 202.
The ParallelBars requires lara animations: 461, 462 and
463.
You will find all the necessary items to use this object
in sample project:
Tomb5Bars.zip which is also linked above.
* Added the customize option
CUST_PARALLEL_BARS, to change default behavior of
Parallel Bar from Chronicles and to add new properties.
*
Added in NGLE the
new button "Play". It works like "Exit & Play" but in
this case the ngle will remain open while the tomb4
plays. The ngle, in this building mode, will be
minimized and when you finish playing with tomb4, you
just click on the NGLE icon in the task bar to restore
it.
*
Fixed bug in lights
for mirror rooms. There was an error in computing lights
for hidden room of mirror.
* Fixed bug in flipeffect
for sounds: "Sound. (CD) Play <&>CD Track on (E)channel
with final restore of old track".
The audio track was played only the first time, while
from second time the audio track was not played.
*
Fixed bug in
NG_Center about french and german texts. Some default
strings were missing in game.
*
Restyled in
ng_center the [Strings] panel:
- The String panel now works to double width, like the
Script panel.
- The font used to show strings now has a bigger size.
- When you edit a string the "\n" newline formatters
will be removed and replaced by itself, allowing work
with multilinear strings with no need to type the \n
formatter in editing phase.
***
IMPORTANT ****
The ascii format of texts in NG_Center and TRNG engine
have been changed. In previous versions the national
characters were typed using non standard ascii value.
For example texts like: "Les ruines côtières" or
"Münzstück", appeared in french.txt or german.txt in
this way: "Les ruines c“tiŠres" o or "Mnzstck", with
some vocals apparently damaged. In reality those
"damaged" letters were necessary to tomb4 to show
correct special vocals.
With this new version (from 1.1.9.8), you can type the
texts in the normal way "Les ruines côtières" or
"Münzstück"
It's important to remember to convert all texts to the
new extended ansi format, using the new tool in [Tool]
panel named [Convert texts to new format]. This tool
will change all "damaged" special letters with correct
letters. In future you'll have to type only normal
texts, forgetting the old converting procedure. Remark:
if you find in your language some texts with errors in
special letters, please let me know.
*
Fixed bug in
Customize=CUST_BAR. The YOrigin field had an error of
compute.
*
Fixed bug in load
camera phase. When the game was in full screen the title
bar was flashing.
*
Added some new
environment conditions for Animation command:
ENV_IN_LEFT_SIDE_SECTOR, ;when lara is in left side of
current sector
ENV_IN_RIGHT_SIDE_SECTOR, ;same of above for right side
ENV_ITEM_EXTRA_AT_LEFT, ;to detect an item at left of
lara
ENV_ITEM_EXTRA_AT_RIGHT ;same of above for right side
*
Added some new
flipeffect to show text:
"Text. Print PSX <&>String with (E)formatting data" ,
"Text. Print PC <&>String with (E)formatting data" ,
"Text. Print PC <&>string with (E)formatting data, and
wait Escape",
"Text. Print ExtraNG <&>string with (E)formatting data,
and wait Escape"
*
Fixed bug in [NG
Font Editor] tool of NG_Center. In importing phase some
characters like the underscore "_" were missing
because they were too low with respect to the baseline.
*
Added new FAN_
flags for Animation command: FAN_ENABLE_GRAVITY and
FAN_DISABLE_GRAVITY
The engine performs a computation to simulate the
gravity only when the gravity flag is enabled. You can
enable or disable gravity for your custom animation when
it will be performed.
*
Fixed bug in
Animation command: in some circumstances the value typed
in Extra field was altered.
*
Added new ENV_
condition for Animation command: ENV_ITEM_TEST_POSITION
This condition works in accordance with a new
TestPosition command to detect precisely whether Lara
has correct distance and orientation respect to other
moveables. This ENV condition works better than other
old ENV_ITEM_EXTRA_... conditions.
*
Added new script
command: TestPosition.
In this script command you can type all data necessary
to detect the distance between Lara and some Moveable,
to use together with ENV_ITEM_TEST_POSITION in Animation
command.
*
Enhanced
performance of FAN_ALIGN_TO_ENV_POS flag of Animation
script command. Now when you use the
FAN_ALIGN_TO_ENV_POS flag togheter with
ENV_ITEM_TEST_POSITION condition, you can get a dynamic
self-alignment of Lara in front of the desired object
before performing your custom animation.
*
Added new ENV_
condition for Animation command:
ENV_HOLD_EXTRA_ITEM_IN_HANDS
This condition checks if lara is holding in hand the
desired item typed in Extra field.
*
Added new FAN_ flag
for Animation command: FAN_PERFORM_TRIGGER_GROUP
With this flag the Animation command could be used to
perform a TriggerGroup instead of an animation. In
reality, it's probable you'll use this feature to
perform a custom animation typed in trigger group by an
exported flipeffect. The difference is that, in this
way, you can perform also other triggers before or after
the performing of your custom animation, to add new
skills to Lara in accordance with your custom animation.
*
Added new ENV_
condition for Animation commands:
ENV_CONDITION_TRIGGER_GROUP
Using this condition you can use as condition for your
Animation command a triggergroup where you stored some
exported condition triggers.
*
Added new
flipeffect for custom animations:
"AnimCommand. Set temporary Free Hands until is
performing <&>Animation",
"AnimCommand. Set temporary Free Hands for <&>Seconds",
"AnimCommand. Remove Free Hands and restore previous
status"
The "Free Hands" is an internal animcommand already
present in default tomb4, its name in Animation Editor
was "Command3 (Unknown)" The difference with the new
"Temporary Free Hands" is that you can in second moment
restore the previous status about "what hands of lara
are holding ..." This is useful when you want perform
your custom animation while Lara holds weapons or a
torch or she climbs or monkey swings, and at end of your
custom animation you want to restore the previous
status. If you try to perform a custom animation
(without using Free Hands) while Lara is holding a
weapon, the arms don't move in accordance with your
animation because the hardcoded managements of weapons
will not allow it. Another difference of the new
temporary free hands, is that with old Free Hands if
Lara was holding the torch the engine didn't accept the
"Free Hands" command, while with new temp free hand it
does.
*
Added new global
triggers: GT_GAME_KEY1_COMMAND, GT_GAME_KEY2_COMMAND and
GT_KEYBOARD_CODE, to perform a global trigger when the
player sends some keyboard or game commands. You can
also remove the desired command by adding to Flags field
of GlobalTrigger command the new flag FGT_REMOVE_INPUT
flag.
*
Added in NG_Center
the [Undo] button, to restore previous 10 edit commands
in Script panel. The main benefit is when you make a
mistake with Cut/Paste/Delete (key) commands and you
want to restore your previous text. Type the UNDO button
many times to go back to older script versions.
*
Fixed some bugs of
Animation Watcher (in Tools panel of NG_Center):
- [Refresh] button didn't re-enable the current request
- For all wads v130 version gave the error "wad ... is
not a correct wad file"
- Using Upper [Browse] button the program required to
choose two wad files, also when only one was necessary.
*
Enhanced the [Find]
text features in Reference panel. Now when you type two
or more words separated by spaces, the Find feature will
find all texts where both words are used in any order.
For example if you type in find white box the text:
"disable cust", the find procedure will find
"CUST_DISABLE_FORCING_ANIM_96" and also
"CUST_DISABLE_SCREAMING_HEAD"
*
Added in Reference
panel of NG_Center a list of descriptive constants for
all State-Id values. The state id constants begin all
with the prefix "STATE_ ..."
*
Created tutorial for
Animation command with sample project and study in depth
of TestPosition command. (see
AnimationTestPosition.zip file linked above).
trngdll
1.1.9.7
released 25 November
(no NG Scripter update required)
trngdll1.1.9.7
* Added flipeffect "Text.
Vertical Scolling of ExtraNG <&>string with
(E)formatting data". The difference with the other
flipeffect for scrolling text is that using the
formatting data for scrolling you can also create a
column with scrolling non-centered text placed in any X
point of screen. Just to type valid values for
X_Position and Y_Position in
Parameters=PARAM_PRINT_TEXT
* Added flipeffect "Text.
Horizontal Scrolling of ExtraNG <&>string with
(E)formatting data". You can have sliding text strips in
any y position of screen.
* Fixed bug in WindowTitle=
script command. The bug used wrong text and in some
circumstances could create other problems.
* Fixed bug in flipeffect
"Lara. (Move) Move Lara in LARA_START_POS with <&>OCB
value in (E)way", Lara was no longer able to go back to
the same room from where she had started the movement.
* Changed the fogend value
for distance fog. In previous version the FogEnd value
(internal setting in directx) was set with same value of
WorldFarView limit, while now the LevelFarView value is
assigned to the FogEnd. The difference is that now you
can set different values for FogEnd, level for level,
since the LevelFarView might be changed for each level,
while the WorldFarView can be set only once in [Options]
section. The effective working of this new feature
should be verified because I've had problems detecting
the difference.
trngdll
1.1.9.6 & NG Scripter 1.1.0.146
released 20 November
trngdll1.1.9.6
NG Scripter 1.1.0.146
Font
Sample Project
* With this latest update,
it's now possible use new fonts with bigger definitions
than with the old tomb4 font. The font has been stored
in new obect (sprite) named FONT_GRAPHICS. To use the
new font just copy this object into the desired wad file
with wadmerger. To update wad merger to recognize the
new object just copy the two files TR4Objects.dat
and Objects.h into the folder where you installed
the latest version of WadMerger. The objects.h
file also has to be copied into your TRLE folder to
replace the previous version. These two files are stored
in the Font Sample Project file linked above. Included
in the download is an example illustrating how to use
the new font and also new triggers to scroll and to show
text.
*
Fixed bug about
double width characters used in savegame screen. In
previous version using in [title] level the command -
TextFormat= IGNORE,IGNORE,IGNORE, SC_DOUBLE_WIDTH - the
texts in load savegame screen were overlapped in a bad
way. Now, setting the double width the texts are
correctly aligned. However the info about game time has
to be removed using the new customize:
CUST_NO_TIME_IN_SAVELIST constant, since it is not
possible to store all the information (SaveNumber /
level Name/ DateSavegame) in a single row using double
characters.
*
Fixed bug: when the
game was started in setup mode it sometimes crashed.
*
Added two FT_ flags
for TextFormat= script command to locate text in two new
prefixed zones of screen:
FT_UNDER_LEFT_BARS (for top left corner, avoiding
default bars)
FT_UNDER_RIGHT_BARS (for top right corner, avoiding
default bars)
*
Added new trng font
features. Now you can set different fonts with most
definitions (single char up to 42x42 pixel as source)
than old tomb raider font. The new font is stored in new
sprite object named FONT_GRAPHICS and you can find it,
with information about its usage, in Font Sample Project
linked above.
*
Added new tool in
Tool panel of NG_Center program to edit the new Fonts.
Using this tool you can import from Windows fonts list a
font and import it into your FONT_GRAPHICS object
quickly. This tool allows you to also set some graphic
characters to mix with text. Click on [Help] button in
Font Editor window for more information.
*
Fixed bug: with
some screen resolutions there was a misalignment between
text of keypad (digits: "4848") and keypad object.
* Added new FT_ constants
for TextFormat command: FT_SIZE_MICRO_CHAR and
FT_SIZE_ATOMIC_CHAR.
Different to other ft_size constants these settings
ignore all shape and preset size of current font and
they force characters to be of same size: squared
(microcar) or high rect (atomic) and very small. Remark:
the micro car is the same font size used to show digits
in Keypad switch.
*
Added new
flipeffect trigger to show a vertical scrolling text:
"Text. Vertical Scrolling of ExtraNG <&>string with (E)
speed" Remark: about the speed type you can choose
between "Abs" and "Prop" groups. The "abs" is for
"absolute" and this speed always moves the text with a
perfect multiple or divisor by "1". The advantage with
"abs" speed is that the movement flows more smoothly. On
the other hand, the abs doesn't consider the current
screen resolution, so in high resolution the speed will
appear more slowly, while, with same speed setting, the
effective speed with low resolution will be faster. The
"prop" speed is the opposite. "Prop" is for
"proportional" and the speed increment will be updated
according to curret screen resolution. The advantge is
that the effective speed will be always the same with
all resolutions, but the movement could be a bit uneven
in some circumstances; this depends on rounding of
floating point values of Y coordinate.
*
Added new global
trigger constant: GT_VSCROLL_COMPLETE, to detect when a
scrolling text operation has been completed.
*
Added new global
trigger constant: GT_VSCROLL_LAST_VISIBLE, to detect
when a scrolling text showed on screen is also the last
row. This global trigger may be used to create a chain
of different scrolling text to simulate a
multisize/multicolor scrolling text.
trngdll
1.1.9.5 & NG Scripter 1.1.0.123
released 1 November
trngdll1.1.9.5
NG Scripter 1.1.0.123
* Fixed bug. When using the
command: Customize= CUST_KEEP_DEAD_ENEMIES, ENABLED All
puzzle/pickup/combo items, although already picked up,
reappeared in their original positions after
saving/reloading savegames.
* Fixed bug. When the
command WindowTitle in [Level] section was used, all
following script commands in same [Level] section were
ignored.
* Changed description for
Customize=CUST_BAR. I added an important warning: it's
necessary that the ColorRGB command linked with CUST_BAR
was typed FIRST (above) where the Customize=CUST_BAR IDs
are used.
* Extended memory for
cameras used by flyby camera sequences, from 128 to 512
single cameras.
* Added flipeffect: "Lara.
(Mesh) Torch. <&>Light/Put-Out the Torch in the hands of
Lara"
* Added flipeffect: "Lara.
(Mesh) Torch. <&>Give/Remove Torch to/from hand of Lara"
This flipeffect is necessary because the other
flipeffects for swap mesh don't change some properties
about Lara with torch but they changed only the mesh of
left hand of Lara.
* Added Condition trigger:
"Lara. (Holds) Lara is holding/driving the <#>item" to
verify if lara is holding some items (weapons, flare,
torch) or vehicles, pole, rope.
* Added global trigger
GT_LARA_HOLDS_ITEM constant for GlobalTrigger command.
This global trigger works like above new condition
trigger.
trngdll
1.1.9.4 & NG Scripter 1.1.0.120
released 28 October
trngdll1.1.9.4
NG Scripter 1.1.0.120
TrngTomb4 64
* Fixed bug. When fog
distance is working in game the inventory items were
damaged by fog color. This is the second attempt to fix
this bug.
* Fixed bug. In Reference
panel of NG_Center many descriptions (in green box at
bottom) had bad formatting: the empty rows to separate
different arguments were missing.
* Added customize constant
CUST_ADD_DEATH_ANIMATION, used to add a dead animation
immortal creatures that didn't already have it. You
should use this customize when you want kill an immortal
creature by shooting him.
* Added new script command
WindowTitle=, to change the window title bar of tomb
raider.
* Fixed bug in "Enemy. Kill
<#>object in (E) way" action trigger. In the kill mode
"Kill Creature" there was a bug and the enemy remained
still but yet visible.
*
Added in NG_Center the
tool "Icon Replacer". With this tool you can replace the
default icon of trng tomb4 with another custom icon. If
you wish there is also available another trng tomb4
version that uses an icon of 64x64 pixels ("TrngTomb4_64.zip"),
while the default trng tomb4 uses a 32x32 pixel icon.
Both versions are fully compatible with
Tomb_NextGeneration.dll and have no difference except
the size of their icon.
* Added new customize
constant CUST_BAR, to customize size and colours of all
progressive bars of trng engine: health bar, air bar,
dash bar and load level bar.
* Added new customize
constant CUST_KEEP_DEAD_ENEMIES, to preserve the bodies
of dead enemies as in old tomb raider adventures.
trngdll
1.1.9.3 & NG Scripter 1.1.0.107a
released 19 October
trngdll1.1.9.3
NG Scripter 1.1.0.107a
* Expanded savegame memory.
The zone to store moveable/dynamic data has been
duplicated because in very huge levels the data for
moveables might force an overflow.
* Fixed bug. When Lara moves
to go in water, starting from water depth 2 clicks, Lara
was able to walk on the water surface.
* Fixed bug in NG_Center.
When you use the "Format Sprite" tool (in "Tools" panel)
and you click on [Format] button before selecting a wad
the program caused a crash.
* Fixed bug. In versions
1.1.9.1 and 1.1.9.2 the cd tracks were not saved in
savegames in correct way and for this reason, in some
circustances, at reloading of savegame the background
audio tracks were absent.
* Added customize constant
"CUST_CD_SINGLE_PLAYBACK" to set the management of
single-playback cd track about the saving/reloading from
savegame.
* Added to
CUST_ESCAPE_FLY_CAMERA customize constant, new
(optional) parameter to set the scancode of keystroke to
use to skip the flyby camera sequence.
* Added to
CUST_PAUSE_FLY_CAMERA customize constant, a new optional
parameter to set the scancode of keystroke to use to
freeze the current flyby camera sequence.
trngdll
1.1.9.2 & NG Scripter 1.1.0.107
released 17 October
trngdll1.1.9.2
NG Scripter 1.1.0.107
* Fixed bug about FogRange
script command. In previous version the first parameter
(MinViewOfFog for distance fog) had no effect. Remark:
now it works. Anyway remember you can type also negative
values for MinViewOfFog and they are the negative values
to give a most visible effect. However you can't use the
value -1 because ng_center would confuse this -1 value
with IGNORE preset value, so you can use any positive
value and negative value except the -1.
*
WARNING: some changes in the extra
ng header (the header added at end of some tomb raider
files like: .tom, .tr4, and savegames) requires that
these files are freshly created before using them with
tomb4 version 1.1.9.2. To recreate these files, output
your WAD and convert your level. Additionally, previous
savegames made prior to this release of 1.1.9.2 will no
longer function so don't use them.
*
Added new
flipeffect: "Weather. Fog. Set <&>Distance for Fog
Distance", to change in run time the fog intensity for
distance fog.
*
Added new
flipeffect: "Weather. Fog. Change Fog distance to
<&>Distance in (E)seconds" to perform a change of
distance fog in dynamic way. The density of distance fog
will change progressivly in real time in the required
time.
* Extended number of lights
and fogbulbs showed at same time, from 20 to 80.
*
Added new
flipeffect: "Weather. Fog. Pulse Fog from current to
<&>Distance in (E)seconds" to simulate a variation of
fog density in endless way.
*
Fixed bug: when in
game distance fog had been enables, inventory itens were
also wrapped in the fog.
* Updated the description of
FogRange= script command, because previous description
was not correct.
*
Fixed bug: while a
pushable object was moving (from some NG triggers) and
you saved and reloaded the game, it was not more
possible to push or pull it.
*
Fixed bug: when
Lara pushed a pushable close to another pushable with
OCB 32 (throw down) the static pushable was moved up in
weird way.
trngdll
1.1.9.1 & NG Scripter 1.1.0.106
released 13 October
trngdll1.1.9.1
NG Scripter 1.1.0.106
* Fixed bug about CD audio
track management. In previous versions when you saved
the game and in the past when you had played a
single-playback audio track, when you reloaded the
savegame that audio track played from the start again.
* Added new feature about CD
audio tracks management: now when you save a game while
some audio track is playing, when you'll load a savegame
the audio track will be played starting from the last
effective position when you saved.
* Fixed bug about CD audio
track management. In previous versions when you set a
flipeffect "Sound (CD)" trigger to start a track on
channel 1, this track had played on channel 2 if it was
set as "single-playback".
* Added in diagnostic
messages on screen some real-time infos about current cd
tracks on channel1 and channel2.
Remark: this feature is present only when the bass
sounds are enabled.
* Added fade-in effect to
all cd audio track playing. In previous version there
was only the fade-out, i.e. the progressive reduction of
volume before ending an audio track. The fade-in is the
opposite: instead of starting a track immediatly with
full volume, the sound will start with very low volume
and it will be increased until it reaches the max
volume.
* Added new flipeffect
trigger to play cd track:
"Sound. (CD) Play <&>CD Track on (E)channel with final
restore of old track"
This trigger works in a similar way to the old CD
trigger, for example when a "secret" sound stops
temporarily the background looped track and, at end of
secret sound, the background loop restarts from the
beginning.
The difference with respect to the old method is this
trigger restarts the background cd from same point where
it was stopped and fade-out and fade-in will be applied
for both sounds.
* Fixed bug about sound for
teeth-spike with ocb 16 (permanent up). In previous
version when a teeth-spike with ocb 16 was triggered the
sound was missing. Now the sound will be removed only
for 0.5 seconds after last loading savegame or start new
game operation, regardless of the ocb values.
* Fixed bug about
CUST_SHOW_AMMO_COUNTER customize constant. The number of
shotgun ammo was wrong: it was as internal data
multiplied by 6.
* Fixed bug in NG_Center:
when you added two Customize=CUST_AMMO in same level
section the program gave an error for duplicated
command.
* Added in NG_Center in Tool
panel, a tool [Format Sprite Slot] to format a sprite
slot with the desired number of textures and their size.
* Added in NG_Center in Tool
panel a tool [Sprite Editor] to edit the textures of
sprite slots with many textures or high dimension
(128x128). This is useful because WADmerger often
crashes when you try to add or replace too many big
textures in sprite slots.
* Added
CUST_SET_OLD_CD_TRIGGER customize constant to restore
previous behavior of "CD" trigger also using new bass
sound engine. This is useful only for old level
projects, because with new projects it is better using
the new flipeffect "Sound. (CD) Play <&>CD Track on
(E)channel with final restore of old track", because
this new trigger uses fade-in/fade-out and restores the
looped sound from its previous correct position, while
the old cd trigger restarted always from the start with
no fade-in.
* Added
CUST_ESCAPE_FLY_CAMERA customize constant to allow at
player to abort a flyby sequence using the ESCape key.
This could be useful when there are very long flyby
sequences and the player would otherwise be forced to
watch the same flyby many times.
* Added
CUST_PAUSE_FLY_CAMERA customize constant to allow to
stop temporarily the current flyby sequence keeping down
the key "P"
It could be useful for level builders when reading the
load camera infos (when you hit F1), while for players
it could be useful for looking for clues during flybys.
* Fixed bug with F1 key to
show camera data on screen while running a flyby
sequence. Half of the text was unreadable because it was
out of screen.
* Added
CUST_TEXT_ON_FLY_SCREEN customize constant. It enables
the printing of text also during flyby camera.
* Added global trigger
GT_COLLIDE_STATIC_SLOT. It enables the global trigger
when Lara is touching the static of slot kind set in
Parameter field of GlobalTrigger= script command.
* Added the new 2048 OCB
value for Statics. Setting 2048 in a static, when Lara
contacts with that static the (further) heavy trigger
placed under the static will be triggered.
* Added global trigger
GT_DISTANCE_FROM_STATIC to enable the trigger when Lara
is close to a specific static item. This global trigger
works like the GT_DISTANCE_FROM_ITEM global trigger but
in this case it works on static items.
* Added condition trigger
"Collision. Lara is touching some static of <#>Slot
static type" to check if Lara is touching some static
type.
* Added condition trigger
"Collision. Lara is touching the <#>Static item" to
check if Lara touches a specific static item.
trngdll
1.1.9.0 & NG Scripter 1.1.0.99
released 8 October
trngdll1.1.9.0
NG Scripter 1.1.0.99
* Fixed bug about sound for
Teeth_spikes object. When you reload a savegame you hear
the sound of activation for teeth_spikes object. The
fixing disabled the sound when the teeth_spikes has the
ocb 16 (the spikes are always extracted).
* Fixed bug in flipeffect
"Moveable. Move item ..." trigger or in action trigger
"Move. Move ... <#>animating for (E) clicks", when these
triggers moved a pushable object. If you saved the game
while the pushable was at half of its movement, at
reload the pushable restarted from initial position and
all NG collisions were lost.
* Fixed bugs in computations
of timer (positive or negative value) for Action
triggers like "Trigger. Door .." and "Trigger. Moveable.
.."
* Added extensive
description for valid values to choose in trigger
"TIMER_FIELD" to set a timer value to use for all
triggers in that sector.
* Extended flame emitters.
Now the number of flame emitters enabled at the same
time is 127 (old limit was 32).
* Added Action trigger to
set a mesh of some moveables as visible or less:
"Enemy. Mesh. Set for <#>enemy the (E)mesh as ..."
* Added Action trigger to
show on screen the countdown about activation of some
moveable:
"Enemy. Timer. Show the trigger count-down for <#>enemy
using (E)format"
For example you can see the remaining time before a
door is closed.
* Fixed bug about
loading/saving savegame. An error damaged many
structures saved in savegame. This bug could damage the
correct saving/restoring operations for many continue
triggers and organizers.
* Added overflow check for
moveable data in savegame. If after saving game you get
on screen the message "OVERFLOW SAVEGAME", contact me
please.
The overflow is theorically possible because the number
of items (moveables) has been increased from 256 (old
tomb4) to 1024 (TRNG) while the savegame space for
moveables is the same. If I discover there is the risk
of overflow I'll try to expand the internal memory of
old savegame structure.
* Fixed bugs in
saving/reloading savegames. The data about FMVs (movies)
had been saved incorrectly and this error might corrupt
other saved data.
trngdll
1.1.8.8 & NG Scripter 1.1.0.96
released 24 September
trngdll1.1.8.8
NG Scripter 1.1.0.96
* Fixed possible bug in
flybys when there are over 100 flyby cameras in current
level.
*
Added
CUST_LOOK_TRASPARENT to disable transparency for Lara
while using the look feature. Use following line in
[Level] section to disable the transparency:
Customize= CUST_LOOK_TRASPARENT, DISABLED
*
Added to Organizer
new flag FO_TICK_TIME to set as time the tick frames
instead of seconds. One tick frame is 1/30 of second, so
you can assign more precise and shorter time gaps.
*
Fixed bug about
playing of audio CD Tracks. When you set looped sound
for channel1, after saving and reloading the background
sound that came back was that set in script.dat.
*
Fixed bug about
playing of audio CD tracks. When starting an audio that
was in single-playback mode it disappeared after saving
and reloading.
Remark: I suggest you don't use the obsolete "CD"
trigger but the new flipeffect triggers for audio
tracks: "Sound (CD) Play ..." because with these new
triggers you can have the most control over the number
of channels which play the track and its status
looped/single-playback. Using old "CD" triggers you
always get a track on channel 2 in single-playback mode.
*
Fixed bug in
flipeffect "Moveable. Move...". If an animating was
moved to aother room it disappeared when Lara left the
room where the animating was in original position.
*
Fixed bug in
flipeffect "Moveable. Move ...". Some direction set with
DIR_... constant were swapped: south with west and north
with east.
*
Enhanced error
detection in scripter. When you use two commands with
same id, like two "TriggerGroup=4,..." and
"TriggerGroup=4, ...", NG Center will give an error for
duplication of commands in same section.
*
Corrected in
trigger window of NGLE the description of flipeffect:
"Lara. (Health) Decrease Damage of <&>units in (E)way"
because it was ambiguous. In reality this flipeffect
works on "Damage room" changing the value in Damage Bar.
So this description has been changed to: "Lara. (Health)
Decrease Damage Bar of Damage room of <&>units in
(E)way"
*
Added CUST_HAIR_TYPE
constant to set hair style of Lara independently by
setting of YoungLara command.
You can also remove all floating hair, or set two tails
or single ponytail.
*
Added new
flipeffects to perform TriggerGroup in continue mode. In
continue mode the triggergroup will always be performed
regardless of whether Lara is over a trigger sector or
not.
The flipeffect is the usual: "TriggerGroup. Perform
<&>TriggerGroup from script.dat in (E)way" But now in
"(E)way" parameter you can choose also the way:
"Continue performing (it will be always performed until
you stop it)"
In this way all triggers in this triggergroup will be
continuously performed until you stop it using another
new flipeffect: "TriggerGroup. Stop <&>TriggerGroup ..."
This new feature is useful to simulate different physics
over wider zones.
*
Added in savegame
the infos about timing of flame emitter effects.
Theorically this new feature should preserve the exact
phase for each flame emitter, while in old tomb4, after
reloading of savegame, each flame emiter was reseted at
start of its cycle. In the reality I've not had the time
to verify if this feature works fine. (It's not easy to
recognize the precise cycle :-/ )
trngdll
1.1.8.7 & NG Scripter 1.1.0.88
released
19 September
trngdll1.1.8.7
NG Scripter 1.1.0.88
Static Objects project file
* Added script command Turbo
to enchance the speed of the game engine using different
methods. It's useful for very big levels that have
problems keeping the correct frame rate. There are
different flags you can use to enable specific
optimizations.
*
Fixed bug in
flipeffect "Lara. (Physics) Pad+Over Mode. Attract Lara
in <&>direction with (E)speed". In the trigger window
were missing fields values for direction and speed.
*
Added new
flipeffect command to set dynamically in game the level
far view about max distance visible for objects and
rooms. ("Distance. Set level far view (max distance) to
<#>number of sectors")
*
Fixed bug in
TeethSpike when you use in script.dat the command:
Enemy= TEETH_SPIKES, IGNORE, IGNORE, IGNORE, 1 to allow
Lara to walk slowly through teethspikes with no damage.
In previous versions the command "walk left" caused
damage and in other walking modes Lara lost blood if it
was missing the damage.
*
Fixed bug in
"Customize=CUST_SHATTER_RANGE" script command. If you
set as firstshatter a slot different by default Shatter0
the status "already destroyed" of shatter was not
correctly saved/restored in savegames. Fixed aother bug
regarding the same situation for shatter objects that
were not destroied by jeep/sidecar when it was remapped
with Customize=CUST_SHATTER_RANGE.
*
Fixed bug. When
Lara has no more pistol ammo, tomb4 engine played the
sound SARLID_PALACES (for sarcophagus). This bug
occurred only when you placed in script.dat the commands
to set a precise number of ammo for pistol instead of
default infinite ammo. To set a specific number of
pistol ammo you have to use rows like:
Equipment= PISTOLS_AMMO_ITEM, 30
Customize= CUST_AMMO, PISTOLS_AMMO_ITEM, IGNORE, IGNORE,
30, 0
*
Fixed bug in
trigger window of NGLE. Many flipeffects had a bad
description about where to set the main parameter. It
said "<#>" while the correct field was "<&>".
*
Fixed bug in extra
slot for statics. If you used some EXTRA static this
object could be destroyed by skeleton or templar despite
not being in the default shatter range.
*
Added flipeffect
trigger to change the status of a few static objects:
remove collision, set glass or ice transparency factor,
poison, damage, explosion).
*
Added new OCB codes
for static object, to set in the planning stage (in
ngle) about features (transparence, collision, damage,
poison, bomb) and more also: , huge static (unlimited
collision box) and hard shatter (destroyable only by
explosive ammo).
*
Added new customize
constant (CUST_STATIC_TRANSPARENCY) to choose the
transparency level for glass and ice used with statics.
*
Added new script
command "Parameters", useful for storing many parameters
to use with some triggers when the trigger window was
not able to accept all necessary values.
*
Added new
flipeffect to move static or moveable items using all
required data from script dat, stored in command
"Paramaters=PARAM_MOVE_ITEM,.." This is an advanced
moving, where you can assign a sound for moving or stop
in final position. You can set some flags to enable all
heavy and/or common triggers in the path of this moving
item.
*
Added OCB for
Rollingball, the ocb 64. This OCB enables common
triggers. The rollingball, other than enabling heavy
triggers (as default) will now also enable common
triggers, i.e. the "trigger" usually triggered only by
Lara. In this way a rollingaball will be able to trigger
traps for Lara saving her, like the mechanical scarab.
*
Added new
flipeffect to force an animation for Lara. These three
new flipeffects work in similar way of old "Force
animation for Lara" but in this case you can choose
between three prefixed settings about handling of state
id. With old force animation some level builders had
trouble with this.
*
Added new
flipeffect to play a sound effect. Different to the old
flipeffects for sounds with this new flipeffect you can
choose a sound from new global sound map, available only
in wads version 130. There are 2048 sounds in global
sound map, all sounds of all Lara adventures (tr1, tr2,
tr3 and tr5, other to common tomb4 sounds).
*
Added new
Flipeffects to create an animated rotation of statics
object. ("Statics. Rotation. ....").
*
Added new
Flipeffects to move statics objects. ("Statics. Move.
...").
trngdll
1.1.8.6 & NG Scripter 1.1.0.67
released
31 August
trngdll1.1.8.6
NG Scripter 1.1.0.67
Jeep
and Motorbike project file
*
Added new slot for MotorBike (SideCar) Lara animations.
Now you can have the jeep and the Motorbike in the same
level. See the Jeep/Bike project file which has the Jeep
and motorbike in same level. Follow the instructions in
readme.txt file to update wadmerger and objects.h before
creating it.
*
Added in diagnostic mode (enabled with script command
Diagnostic= ENABLED) the number of sound effects missing
in game. Useful to locate easily the sound effects (SFX)
you forgot to insert in your level.
*
Added in diagnostic mode the view of currently played
SFX sound numbers, to discover what sound was used by
which moveable or effect.
*
Fixed bug in customize command. Using
CUST_SET_CREDITS_LEVEL the value changed the number of
secrets for the level instead of changing the number of
final level to show credit texts.
trngdll
1.1.8.5
released
22 August
trngdll1.1.8.5
Project
files showing how quicksand works can be
downloaded here:
Download
85 Kb
*
Quicksand now works.
* Fixed bug in swap mesh
action: performing action trigger "Swap Mesh of <#>moveable
with (E)Slot" over item different than Lara, some vertices
were damaged.
* Fixed bug in Enemy script
command. The flag NEF_NON_TARGET to prevent Lara aiming at
enemies didn't work.
trngdll
1.1.8.3 & NG Scripter 1.1.0.66
released
1 August
trngdll1.1.8.3
NG Scripter 1.1.0.66
*
Added multiple sound extensions for audio tracks.
The new constant is SEXT_MULTIPLE to use in
Customize=CUST_NEW_SOUND_ENGINE script command as
extension type. With this setting you can mix audio
tracks in the three most common formats: mp3, ogg and
wav.
* Fixed bug in NGLE: the
names of sound tracks (used in some cd play flipeffects)
were missing if the corresponding sound file with .wav
extension was missing in audio folder.
* Enhanced moving animating
feature: now also other moveables moved with action
triggers will be restored (from savegame) in their
correct previous position.
* Added to condition
trigger "Lara status..." the condition for Lara is
touching floor, to use in globaltrigger script command
like PAD condition.
* Added to flipeffect
trigger for "Lara physics to attract Lara", the mode
"pad+over" to do the work of the trigger in both
situations.
* Added customize constant
CUST_SET_INV_ITEM to set an inventory item as
"invariable" i.e. like the binoculars. The player will
be able to use that item over and over while preserving
it in inventory.
trngdll
1.1.8.2
released
31 July
trngdll 1.1.8.2
*
Fixed bug: water flipmaps reverting to previous state
after reloading a savegame has been fixed. The flipmaps are
now stable.
trngdll
1.1.8.1 & NG Scripter 1.1.0.63
released
28 July
*
Fixed bug: If bass.dll is missing from the trle folder,
at startup there is an error message and the bass.dll
doesn't work although it did start next time you started
the program.
*
Added for Animation script command the
FAN_SET_NEUTRAL_STATE_ID fan constant. Adding this value
in FAN field you can avoid interferences by the game
engine during your special animation.
*
Added to mapconverter a function to repair v50 projects
created in abnormal way, i.e. changing only version
number in .prj file.
* Added to mapconverter the
feature to convert a v49 project (64x64) in v50
(128x128) preserving big textures (only 128x128) already
placed in original project.
* Fixed bug: when
triggering a flipmap room where there was a pushable
object, the collision was lost.
* Fixed bug: when the game
started in setup mode and bass.dll was enabled in
script.dat the game crashed.
* Enhanced NG_Scripter: now
the mnemonic constant for slots will be accepted in all
fields of all script commands.
* Fixed bug: the FogRange
script command didn't work correctly (Perhaps...).
* Added action trigger to
add particle effect and remove particle effect from some
moveables.
* Fixed bug: the texts
shown on screen were damaged when they were in the top
half of the screen and the horizon was enabled.
* Added CUST constant
(CUST_WEAPON) to customize weapon: shooting frequencey,
autoshot and many other things.
* Added CUST constant
(CUST_AMMO) to customize each single ammo: damage,
special effect, number of ammo in pickup box and many
others.
* Added CUST constant
(CUST_SHOW_AMMO_COUNTER) to enable the ammo counter on
screen.
trngdll
1.1.7.9 & NG Scripter 1.1.0.49
released
12 June
Project
files showing how some of the new flipeffects and other
features work can be
downloaded here:
Download
2.91 Mb
*
Fixed bug: when trng engine found a bass.dll in trle
folder, it didn't extract its own built in bass.dll
version; it used the existing bass.dll. However, if this
dll had a wrong version number the game crashed. Now
TRNG will delete any bass.dll in the trle folder if it
is a wrong version and will rebuild a new one.
* Added new flipeffects
that draw Lara in specific directions. The flipeffects
work like sinks but you can use them also on land with
or without floor contact. Their description starts with
: "Lara. (Physics) ..."
*
Added flipeffects to add a few weather effects:
lightning, layer1, layer2, with their speeds and colours
in run time.
Remark: the change in progressive
mode (colour fade) for sky is incompatible with
lightning mode enabled, hence, you should use flipeffect
to disable temporarily the lightning mode while the
changing sky colour is active. At the end you can enable
lightning again.
*
Added flipeffect to show text, which freezes the game
until players hit the Escape key.
* Fixed bug: the status of
animation ranges was not preserved in savegames. (status
= if animated textures were moving or not).
* Fixed bug: further looped
sounds on second channels were not preserved in
savegames.
* Fixed bug: some triangle
fragments of animated textures were not animated in
game.
* Corrected description of
OCB for KeyPad object. The old description gave an
incorrect OCB value as an example to get the keypad
working with four digit codes.
* Added new script command
ItemGroup, to store a list of moveable indices and then
use the ItemGroup to perform some operation on all
objects listed in ItemGroup command.
* Added customize constant
CUST_SPEED_MOVING to set the default speed for action
trigger moving moveables.
* Added global triggers
GT_LOADED_SAVEGAME and GT_SAVED_SAVEGAME to detect when
the game has been saved or loaded.
* Added script command
ColorRGB= to set rgb colour for use with some
flipeffects or actions.
trngdll 1.1.7.8 released
26 May
Project
file showing how to set up part climbable walls can be
downloaded here:
Download
*
Fixed bug in NGLE. When you export CONDITION trigger
with [Export Script Trigger] button in Trigger window,
the further (E) extra value of condition trigger was
lost (not exported).
* Fixed bug in TriggerGroup
command. When you used a condition with ELSE the
performed trigger was not correct in accordance with
condition.
* Added self correction
when you set as default extension for sound the .mp3
extension but .mp3 file is missing. In this case TRNG
will try to find same number of track in .wav format.
This behavior corrects further problems when a level
with .mp3 files has been installed with Level Manager,
since Level Manager will convert .mp3 files to .wav
format. Note: to avoid mp3
conversion in Level Manager you can import your .mp3
files in script.dat using ImportFile= in
IMPORT_TEMPORARY mode.
*
Added ENV condition ENV_WALL_HOLE_IN_FRONT to test if
there is a wall with a hole in wall in front of Lara
with specific height from floor and with a specific
height of hole.
*
Fixed bug for vertical triggers. The vertical trigger
did not work correctly.
* Fixed bug for CONDITION
trigger. The condition, when it was true, was disabled
until Lara was on same sector. Now it works always.
trngdll 1.1.7.4 &
NG Scripter 1.1.0.42 released
22 May
* Added support for CD audio
sounds in mp3, ogg and wav format, using bass.dll.
Now you can have two channels for music, one in the
background and one channel with foreground sound. Included
is a sweet fadeout for audios.
Warning: please do not
place any bass.dll file in trle folder. TRNG uses a built in
bass.dll library and it will be extracted in runtime. If you
place a wrong version of bass.dll in trle folder this self
extraction could fail.
* Added script command
NewSoundEngine= to enable/disable the use of new sound
engine bass.dll.
* Added script command
SoundSettings= to force the quality for music and the volume
level for music and sound effects.
* Added customize option
CUST_NEW_SOUND_ENGINE, to set features for new sound engine,
like fadeout times and default extension for audio files.
* Added script command
ImportFile to store in script.dat file any file you wish to
have in target trle folder when your level will be played,
or to be loaded directly in RAM memory.
* Added many new flipeffects to
play/stop/modify the audio tracks on first or second
channel.
* Added flipeffects to play
sounds imported in memory (with ImportFile script command)
in any audio formats (.mp3 .mp2 .mp1 .ogg .wav .aiff).
* Fixed bug: During pushing of
rollingball there was a bug in last version (1.1.7.3) where
the rollingball moved diagonally instead to following the
correct push direction.
trngdll 1.1.7.3 &
NG Scripter 1.1.0.33 released
12 May
*
Fixed bug for young Lara pigtail joints stretching in
mirror rooms.
*
Added to Animation command the FAN flag
FAN_START_FROM_EXTRA_FRAME. You can use this flag when
you want to start an animation from other than the first
frame (0). The number of frame should be typed in the
Extra field of Animation command.
*
Warning: the
FAN_WHEN_ ... flags of animation command, have been
(ALL) renamed as ENV_ conditions and moved into ENV_
Condition field. This change has been necessary to have
space for other FAN flags and also for logical reasons:
the FAN_WHEN flags were conditions and the field for
conditions is the ENV_ Condition field. If you used some
FAN_WHEN_... value, you can correct your Animation
command removing the FAN_WHEN flag from FAN field, and
using the corresponding new ENV_... condition in ENV
field or in some MultEnvCondition= script command.
For example the old flag FAN_WHEN_IS_STILL now has been
moved to ENV field with name ENV_IS_STILL, while the old
flag FAN_WHEN_FREE_HANDS becomes the ENV_FREE_HANDS flag
in ENV Condition field etc.
* Added new condition for
Lara vitality equal than/less than/higher than.
* Added new condition for
current Lara animation.
* Added new condition for
current Lara state-id.
trngdll 1.1.7.2 &
NG Scripter 1.1.0.32 released
10 May
* Fixed bug:
when setting a value 1024 in a pushable object to deny
north-south direction the pushable was not moveable in any
direction.
* Fixed bug: when lara pushed a pushable object over a ledge
with an OCB 32 but with no click height set in OCB field,
the pushable remained suspended in the air without falling.
* Fixed bug: in previous version 1.1.7.1 the game crashed
attempting to save the game.
* Fixed bug: the global trigger GT_USED_INVENTORY_ITEM was
enabled for each key, puzzle item or quest item selected in
inventory indifferently by the slot kind typed in Parameter
field of GlobalTrigger command.
* Added customize setting for CUST_ROLLINGBALL_PUSHING.
Using some rolling balls the effect when Lara pushes a
rolling ball (ocb 4 or 8) was not good . To solve this
problem you can now use CUST_ROLLINGBALL_PUSHING to change
many settings about the animations of pushing to adapt them
to a better way of rolling balls.
trngdll 1.1.7.1 &
NG Scripter 1.1.0.28 released
8 May
* Fixed bug in
NGLE/TRNG when a trigger for a CAMERA or FLYBY was used in
the same sector with an ACTION trigger causing camera
problems.
* Added flipeffect to perform a TriggerGroup from
script.dat.
* Added Action triggers to activate objects, cameras, sinks,
flipmaps etc. These action or flipeffect triggers work like
a duplicate of common triggers CAMERA, OBJECT etc, but their
target is to be exported as animcommands or script triggers,
while the standard trigger can't be exported.
* Added new flipeffect so that a fixed camera will follow
Lara on some axis or from above (see new
camera project or
You
Tube video for more information).
* Added new flipeffect to handle special camera effects:
matrix, portrait, enemy camera (see new
camera project or
You
Tube video for more information).
* Extended the number of flipmaps from 10 to 32.
Warning: owing to
changes in the internal format of savegames, from this
version of the new game engine onwards old savegames will
not function. This is necessary to support the change for 10
flipmaps to 32 flipmaps, since in standard tomb4 only the
first 10 flipmaps (from 0 to 9) were saved to and restored
from savegames.
* Added Organizer script command. With organizer command you
can schedule the activating of triggers at specific times.
The new game engine will handle up to 100 events with
different timings of up to 18 hours.
trngdll 1.1.7.0 &
NG Scripter 1.1.0.26 released
29 April
* Fixed bug
using medipacks with shortcut 9 or 0 keys when there was a
single big medipack.
* Fixed bug about sounds for boats (using wad file v130).
* Added extra slot for moveable. Now new objects like boats
will not create trouble with sound effects (supporting new
version of WADmerger with wad version number 130.) This is
still being worked on by Paolone and Michiel but should
be available shortly.
* Added autodetection for widescreen monitors and
compensation for screen ratio.
* Added some new global triggers for GlobalTrigger script
command: GT_LARA_HP_LESS_THAN, GT_USED_BIG_MEDIPACK,
GT_USED_LITTLE_MEDIPACK, GT_USING_BINOCULAR,
GT_LARA_POISONED, GT_COLLIDE_CREATURE,
GT_DISTANCE_FROM_ITEM and others.
* Warning: syntax
changed for GlobalTrigger command. One field has been added
at start to store the IdGlobalTrigger value, to recognize
the globaltrigger command from others. See new syntax in
"New Script commands" of Reference panel of NG Center
program.
* Added flipeffect to enable/disable global triggers.
* Added new trigger condition for status lara: invulnerable,
infinite air, transparent.
* Fixed bug in NGLE. In trigger window when changing a value
in "Timer Parameter <&>" list, the (further) selection in
"(E)xtra field" was reset to first value of list.
* Added condion trigger to detect collision between Lara and
some moveables, slots or creature types.
* Added flipeffect to recharge Lara for air, damage and cold
water.
* Added flipeffect to poison Lara or remove the poison.
* Added flipeffects to modify type of rooms in game. These
flipeffects are very useful to enable/disable dynamics in
game like Rain, Snow, Damage rooms, Cold Water rooms and
Quick Sands rooms.
* Added flipeffect to modify intensity of rain and snow
rooms.
* Fixed bug in NGLE of previous versione 1.1.6.9 about
CAMERA and FLYBY cameras.
* Fixed bug in NGLE about message "Cann't overlap special
triggers" shown also for camera with timer values.
trngdll 1.1.6.8 &
NG Scripter 1.1.0.19 released
19 April
* Bug fixed
in animcommands (exported triggers) where moveables
placed differently by Lara caused a crash.
* An
animcommand has been added to change facings of
moveables (to use together with real SetPosition command
when lara rotates of 90 or 180 degrees).
* Warning: syntax of
MultEnvCondition script command has changed. Now there
is a third field to host the EXTRA field, one for each
ENV condtion.
*
Scripter: information added to MNEMONIC CONSTANTS
list. In previous versions you could get descriptions of
constants only in NEW SCRIPT commands sections, while
now you can find descriptions of some constants just by
clicking on it in the list.
*
Scripter: now you can select with precision the text
of constants or script command names just by keeping
down the CTRL key while you perform a single mouse
click.
*
Scripter: a new script command has been added named
TriggerGroup. This hosts two or more triggers or
condition triggers exported by the NGLE with new button
of Trigger Window named "Export Script Trigger". With TriggerGroup you can create complex conditional
triggers to perform one trigger or another according to
the response of one or more conditions.
* Pushables
have had added an OCB that features the ability to push
a pushable into a void (ocb = 32).
* Warning: This change
has meant a change of syntax of OCB values for pushable
objects. Now you have to always add the value 64 if you
want to use some new NG features. Heights are computed 1
unit = 1 click. (One sector = 4 units/clicks). This
change has been necessary to avoid conflicts with Planet
Effects puzzle, where the (common) pushables require
different ocb values according to with Planet Effects
ocb values.
* NGLE:
the requesting of tga files when missing (after moving a
project file from another folder) is now performed in
advance to avoid problems when loading projects.
* NGLE:
fixed bug in Trigger window, where it was difficult to
select an object to trigger some effects like "Camera",
"Sink" or "Flyby Camera".
* Bug fixed
with some SWITCH TYPE objects, where Lara went into tilt
when engaging the switch.
* Bug fixed
with Rollingball ocb 4 and 8. In previous versions the
rolling ball lost alignment with sector grid after some
pushing, preventing further pushing.
* Bug fixed
with Rollingball ocb 4 and 8. In previous versions it
was possible to push a rollingball into a sector where
there was already another rollingball or moveables.
* Fixed bug
in title or flyby sequence when player press the key "1"
to select weapon guns, or other numeric keys for other
weapons.
* Added
condition trigger to test amount of picked secrets.
* Added
condition trigger to test last number typed in KeyPad.
* Added
action trigger which hurts enemies by removing vitality
points.
* Added
pushable to Animating objects you can move with action
trigger "move animating..."
* Added
action trigger to move immediately some moveables to
other positions (teleport).
* Added
script command GlobalTrigger which is used to perform
some action when a global event happens. Currently there
are global triggers for: Timer screen, selected item in
inventory and killed enemy.
* Added
flipeffect to enable/disable infinite air for underwater
Lara.
* Added
flipeffect to swap mesh, to handle two or many custom
skins for Lara with correct set and restore.
* Added
flipeffect to show/hide holsters (used with swap mesh
for holsterfree Lara skin).
* Added
flipeffect to disable the use of weapons without
removing weapons (to use with swap mesh for holsterfree
Lara skin).
trngdll
1.1.6.6 released 17 April
* Bug fixed
for animcommands set in objects other than Lara.
trngdll
1.1.6.4 released April 8
(updated OCB list to
include rolling balls)
* New
features for rolling balls. Rolling balls can now kill
baddies and shatter objects. New physics have been added
to add realism to rolling balls splashing into water.
Rolling balls can now be pushed simply by adding OCB
numbers (see new OCB list for details).
* Bug
affecting pushable objects and trapdoors has been fixed.
Pushables will now fall when trapdoors open.
* Bug where
wraiths did not inflict harm on Lara has been fixed.
* Bug where
the NGLE crashed loading very old projects has been
fixed.
trngdll
1.1.6.3 released April 2
* Bug in river animation ranges has
been fixed.
trngdll
1.1.6.2 & NG Scripter 1.1.0.14 released March 27
* Bug in
river animations ranges fixed.
* Holster
bug fixed.
* A new menu
item has been added to the NGLE Textures menu.
This new feature allows you to replace all identical
textures in your level at the same time with another
texture in a different position in your TGA set.
* Flipeffects and
actions to handle advanced swap meshes for Lara and
enemies added. This means it's now possible to swap
Lara's joints, hair and screaming head with a single
flipeffect or animcommand.
* The number
of slots that store alternative Lara or enemy layouts
has been increased from 3 slots to 70. An inherent bug
that forced Lara to return to an original mesh after a
swap has been fixed. Now Lara and baddies will be saved
and restored with all mesh changes to and from
savegames.
* A new animcommand has
been added to flipeffects which performs single swap
meshes for Lara's hands (with weapons or without),
holsters and weapons on her back for use in cutscenes.
trngdll
1.1.5.8 & NG Scripter 1.0.0.99 released March 18
* Bug
affecting pushable objects being used with raising
blocks fixed. Pushables now raise and lower in real time
with raising blocks.
* Script
command Equipment= added to set the amount of
items at the start of each level.
* Script
command PreserveInventory= ENABLED/DISABLED added
so you can use ResetHUB and still keep pickup items.
* Script
command TextureSequence= added so you can set an
animation P-Range frame by frame up to 1000 frames in
any desired sequential order.
* Script
command Enhanced Animation= added with many new
Environment conditions (tutorial to follow).
* Flipeffect
added which disarms Lara completely.
trngdll 1.1.5.1 &
NG Scripter
1.0.0.73 released March 3
* Changes to
the NG Scripter are with the help for script commands.
The script command Animation= has changed and now has an
additional two fields. Please see the Animating Textures
tutorials in the new
NGLE
Game Manual for more
information.
|