The NGLE Manual

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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 with each new release of the NG Scripter to prevent crashes.

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. Send an email to Paolone2008@tele2.it
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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