Comments (11)
I'm also trying to create TR2 tiger state control (using TR1 lion as model). Where could I find tiger animations values (like TR_ANIMATION_LION_XXX from state_control_lion.h) ?
The numbers are actually defined in level files themselves.
Is the repository bin directory really useful ? Can we remove it ?
I always do it locally. I think it's a mistake to use git for binary blobs unless it's a separate repository. Otherwise it puts a burden on developers to waste their disk space without purpose.
Project roadmap seems a bit out of date, is there a lot of stuff remaining before issuing a fully playable TR1 alpha ?
See #91 and #417. But this is just my POV.
Other questions are in @TeslaRus competence.
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- muzzle flashes, blood splats: calculate positions of effects, add sprites; sprites are partially implemented (bushes, grass in TR1); to find models, sprites use model view regime (y key);
- roadmap is old - I have no time and wishes to update it now;
- bin may be deleted;
- ricochets and blood splats - use ray test to find effect position, play sound, show sprite.
from opentomb.
Thank you both for your quick replies.
How to make a secret pickable like a medipack or ammo ?
I will search in TRosettaStone for documentation about enemies animations format and location in level files.
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I will search in TRosettaStone for documentation about enemies animations format and location in level files.
It's not necessary. You can use OT model debug view as TeslaRus suggested.
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Thank you, I didn't understand.
Model debug view is a great tool.
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Is there a way to teleport Lara to a specific map location ?
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entitySetPos(id, x, y, z, ax, ay, az)
see src/script folder and functions
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Thank you.
I added a more or less working Tomb Raider 2 tiger.
When it dies, its body slips on the floor and goes out of the map. Have you an idea about the cause ?
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dead state, may be physics disabling and make dynamic is wrong... try to see wolf / tiger dead state in script
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Ok, thanks.
I'm thinking about "dynamic" sprites architecture (a better name can be found), which would be muzzle flashes, blood splats, explosions flashes and all sprites that are not static in a room like grass.
- What do you think about using a list in Render.cpp that would contain all the dynamic sprites to display, their world coordinates and how many frames remains before their are removed from the list ? Later sprites animation could be added.
- Does someone know if there are sprites that must be "attached" to a moving object, which means that sprite world coordinates must be updated ?
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Happy new year !
Do you think that pull request #597 can be merged or some work is needed ?
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Related Issues (20)
- [Weapons] First animation is not used ?!
- Inventory ring size not based window size
- [Camera] no angle_y defined for underwater.
- Question about autoexec.lua CVARs
- Cannot play TR5 movies. HOT 1
- Is the developer of this still here? HOT 46
- Bug report [missing audio] HOT 2
- Change switch-case for std::pair in controls.cpp HOT 1
- Ragdolls?
- Game white screens then closes HOT 3
- Linux support? HOT 2
- Help compiling for linux HOT 3
- Is project dead? No updates in 2 Years? HOT 9
- Error compiling on Linux HOT 1
- Package replacement? HOT 16
- Overwriting game saves is buggy
- Stepping left and right bugs.
- One occasion where a bat did not stop animating and making a noise after death
- Certain bits of terrain, after attempting to jump up onto a platform, it's possible to fall through it
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