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New Game Engine Patches and Updates

Please note the new game engine requires the use of the LATEST NG Scripter to produce working DAT files. Always update your DAT files after each new release to prevent crashes. If you have already installed the TRNG using the Full Installer (available from the Tools page) then all that is required is to run the latest updater.

All the Project files illustrating these new features can be found here - NGLE Project Files

Important! The Mk1 TRNG is what you get when you install the Mk1 TRNG using the Full Installer. Updating the MK1 TRNG will install Mk2 TRNG beta versions. If you do not wish to work with beta versions, please work with the orginal Mk1 TRNG programme and don't install any updates. The Mk2 full installer is Windows 7 compatible but it is a beta product and will have bugs so use it at your own risk.

If you do install updates and hit problems, it is available to roll back to previous versions at any time by opening the NG Scripter and clicking the Change Version button on the Settings tab and selecting a previous version of the software.

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 s
hould 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.


For more information on these downloads and updates, please check the Official TRNG Website

The last version of the NGLE prior to the new game engine being released can be downloaded here: 1.0.9.13

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