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TRNG - Mises à Jour
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m.julien
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MessagePosté le: Lun 17 Aoû 2009, 20:37    Sujet du message: Répondre en citant

ah j'avais pas pigé qu'il y avait une démo pour les "variables" Rolling Eyes (pas taper... mrgreen)
je me demande pourquoi tu peux pas tester...
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Localisation: [Dieu des Quiches] dans son magasin à ses heures perdues...

MessagePosté le: Lun 17 Aoû 2009, 20:39    Sujet du message: Répondre en citant

Aucune des démos... je sais pas Laughing ça crash pendant le chargement Laughing

Je suis en train de m'arracher les cheveux mais je comprends un peu plus Laughing

Apparemment ce serait des valeurs plus ou moins grandes... sous forme de flipeffect
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MessagePosté le: Lun 17 Aoû 2009, 21:41    Sujet du message: Répondre en citant

oui c'est ce que j'ai compris... enfin... Rolling Eyes (heureusement que son script est bien détaillé)
je vois toujours pas l'intérêt des variables locales , enfin bref...
sinon la démo est sympa le truc que je retiens c'est l'effet gèle et effet explosion sur les ennemies
pour les doors je vois pas de différences à part un code peut ouvrir 3 portes différentes
pour les sauts je trouve bof comment on le fait mais le truc peut être intéressant.
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MessagePosté le: Lun 17 Aoû 2009, 21:44    Sujet du message: Répondre en citant

T'arriverais à faire une vidéo Confused ?
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MessagePosté le: Lun 17 Aoû 2009, 21:46    Sujet du message: Répondre en citant

je vais voir ce que je peux faire Laughing
je posterai dans le topic de NGLE
(la journée a été dure...lol)
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Localisation: [Dieu des Quiches] dans son magasin à ses heures perdues...

MessagePosté le: Lun 31 Aoû 2009, 17:59    Sujet du message: Répondre en citant

Nouvelle MAJ


* Fixed bug in NGLE about mexage "Error: no selected squares" NGLE gave this mexage when you clicked on [Ok] button of Trigger Type window and no selected square was present.
It was not necessary gave an error mexage in that circustance so I removed it.

* Fixed bug in NGLE about mexage "Cann't overlap special trigger" NGLE gave this mexage 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 upto 32767 tail infos in the tr4 files.
Also using this setting the limit for ngle remains the old limit of 1024 tail infos, therefore the only reason to use this setting is when you use the program 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.
Differently when you use the tr4 created by ng_tom2pc without changing it, this setting is futile and pheraps dangerous becuase in my humble opinion it could create troubles when there are texture placed in mirorred way in room geometry.


* Added synstax for DiagnosticType script command.
In previous version it has been forgotten

* Enhanced script debugging mode (DGX_LOG_SCRIPT_COMMANDS) Now in DGX_LOG_SCRIPT_COMMANDS mode (the script debugging) will be showed also informations about Elevator script commands.


* Fixed bug in NGLE.
In previous versions there was a bug in the pahase 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 to do walk lara over static or moveable items.
The flipeffects, starting alls with "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 cann't export them in script or anim-command becaue 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 replace the original collision mode of moveable with your invisble room collisions set with above "Collision.." flipefffects.
Remark: also for statics it's necessary remove their original collision to be used with "Collision. " flipeffect, but in the case of statics just you add the value 4 to their OCB field to disable their collisions.

* 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 moving in clicks, these new triggers allow to use directly original units to have most 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 circustances 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 him exaclty with sector grids so to get most realistic collisions.


* Added new flipeffect: "Collision. Set the <&>Side of closed sector as non-hangable from Lara" This trigger works in different way than other "collision" flipeffects.
In this way, in fact, there is no real changing 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 able to perform first hanging in spite she was 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 in 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 mexages 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 continue to fill the log with many mexages not intersting for you.


* Added new PANEL objects to create invisible collisions.
These new objects use a different collision control to support an height upto 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 informations.


* Fixed bug about moving items.
When you moved a door type object, some items in same room or in linked rooms could disappear.
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MessagePosté le: Mar 08 Sep 2009, 12:06    Sujet du message: Répondre en citant

Nouvelle Mise à jour 1.2.1.6 mrgreen
à voir sur http://www.trlevelmanager.net/ng.htm

Citation:
Enhanced elevator features.
Now the elevators (and raising blocks) are able to move up / down the vehicles like jeep and sidecar also when lara is not on board.


Added new ENV_ conditions: ENV_DISTANCE_NORTH_WALL, ENV_DISTANCE_SOUTH_WALL, ENV_DISTANCE_EAST_WALL and ENV_DISTANCE_WEST_WALL Above conditions are very particular since they work in absolute way, ignoring the current facing of lara.
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 it has been forgot a refuse of debugging code that could cause a slowing down in game.


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 in easy way.
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. Differently, with NEF_EASY_HEAVY_ENABLING flag the enemey will enable all heavy triggers where it moves over. For example to give this skill to all crocodiles of the 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 on 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 serie 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 had already killed/removed.
In some cirucstance this check about its status could be wrong and with some special items the result could be to fail the adding effect operation.
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 have more informations.



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 ect, 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 chose and it will show the value in that variable like a progress bar.
See description of BAR_CUSTOM1 constant for more informations.



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 you change a bit the position or the colors of flipped room lights to have nice effects non reachable in other way.

la première mise à jour est ... Amour Fou
(j'ai 3h de train pour tester tout ça!)
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Dernière édition par m.julien le Mar 08 Sep 2009, 12:56; édité 1 fois
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Localisation: [Dieu des Quiches] dans son magasin à ses heures perdues...

MessagePosté le: Mar 08 Sep 2009, 12:51    Sujet du message: Répondre en citant

Ohhhh les nouveaux ocb, les barres et les flipp pour lumièèèèères !!! Amour : crazy3:
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MessagePosté le: Mar 08 Sep 2009, 13:01    Sujet du message: Répondre en citant

j'étais tellement emballé que j'avais oublié le lien
bien que je sache que tu connais le site^^
et nous sommes pas beaucoup à guetter les mises à jour Rolling Eyes
j'avais pas vu le reste en fait mais ca à l'air interressant

Citation:
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.

ca pourra peut être résoudre le problème de flamme colorée Confused
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MessagePosté le: Lun 05 Oct 2009, 18:57    Sujet du message: Répondre en citant

Update TRNG 1.2.1.7 (1.1 MB) mrgreen
(Last updating: 5th October 2009)
http://www.trlevelmanager.net/ng.htm

- 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"

- Ehanced Collision Panel.
Now the panels will be never drawn in game. The difference respect previous version is that, while in previous version the collision panels had drawn but with transparent textures to be not visible, now, in current version, the collision panels will be fully ignored by drawing routines, saving cpu time.
Now it's neither necessary that collision panels had 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 infos.

- 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 shots laser rays from his eyes and move continuosly the head to check the zone.
To kill him it's necessary hit him to the eyes destroying both them.
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 reference.
The hydra shot flames or energize balls. It can hit lara with its beak.
Using correct OCB you can to do work two Hydras in couple, or change the type of shoted ammo.

- Fixed bug about custom bars.
In previous version the (further) text for bar name was printed in uncorrect position with some screen resolution (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 missile.
You should use it in deep waters because it neeed of some space to move in better way.

- 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 in that project while in other projects or in wadmerger (or other programs) the name of the slots will be yet that standard.
You can use this feature to give mnemonic names to some item, like "PUZZLE_ITEM_1" renamed as "GOLD_STAR", or ARCHITECTURE3 renamed as BIG_COLUMN ect.
Remark: I suggest to perform a backup to your main projects before trying this new feature since each new feature has some grade of risk.
I performed some tests but I've not the 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 or working at full screen using the common Windows gadget
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Localisation: [Dieu des Quiches] dans son magasin à ses heures perdues...

MessagePosté le: Lun 05 Oct 2009, 19:05    Sujet du message: Répondre en citant

Tu me devances MDR

ENFIN LA COOOORDE RAAAAAAAAAIDEEEEUUUUH Fou


Purée il a assurée là Very Happy

Hydre, corde raide, yeux-laser etc Very Happy

Et le "rename" Triste enfin
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MessagePosté le: Lun 05 Oct 2009, 19:06    Sujet du message: Répondre en citant

En gros, avec cette version nous pouvons des maintenant utiliser certains boss de TR5 comme il le sont dans le jeu original notamment:

HYDRA = Dragons du niveau 2 de romes
SUBMARINE = petits sous marin du niveau sous marin de la alnce du destin
LASER-HEAD du niveau 2 de romes ( la tête géante qui vous tue si elle vous touche avec ses yeux lasers).

Cool non? Moi qui attandais ça. Nous pouvons également changé les noms des objets genere architecture2 devient big column, pickup3 item devient glod star.... (ce que vous voulez) Moi je dis génial. Mais c'est quoi la corde raide? Laughing
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MessagePosté le: Lun 05 Oct 2009, 19:09    Sujet du message: Répondre en citant

Citation:
Tu me devances
surtout qu'a chaque fois je tombe dessus par hasard Laughing
oui avec la corde ca peut être sympa surtout si il y a des OCB particuliers
faut que je vois ça! mrgreen
je vois pas trop l'intérêt du rename Rolling Eyes
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MessagePosté le: Lun 05 Oct 2009, 19:09    Sujet du message: Répondre en citant

C'est quoi Surprised

Mais la corde raide voyons !

Quand elle fait le funambule Very Happy
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MessagePosté le: Lun 05 Oct 2009, 19:11    Sujet du message: Répondre en citant

A ça? Je pensais à la barre de la tour VCI lorsque le couloir explose de tout les côtés et qu'elle doit descendre rapidement. Laughing
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MessagePosté le: Lun 05 Oct 2009, 19:14    Sujet du message: Répondre en citant

Nan Very Happy

Trop excellent le projet Chronicles Very Happy
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MessagePosté le: Lun 05 Oct 2009, 19:15    Sujet du message: Répondre en citant

C'est rien de le dire! Very Happy
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MessagePosté le: Lun 05 Oct 2009, 19:18    Sujet du message: Répondre en citant

hum juste une question "est-ce que chez vous ca vous la détecte comme obet suspecte la mise à jour?" Confused
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MessagePosté le: Lun 05 Oct 2009, 20:15    Sujet du message: Répondre en citant

Non Confused
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MessagePosté le: Lun 05 Oct 2009, 20:36    Sujet du message: Répondre en citant

ok merci Wink
je mets en doute mon antivirus alors Laughing
à par si t'en a un mauvais MDR
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