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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 should
be available shortly.
* Added autodetection for widescreen monitors and
compensation for screen ratio.
* Added some new global triggers for GlobalTrigger script
command: GT_LARA_HP_LESS_THAN, GT_USED_BIG_MEDIPACK,
GT_USED_LITTLE_MEDIPACK, GT_USING_BINOCULAR,
GT_LARA_POISONED, GT_COLLIDE_CREATURE,
GT_DISTANCE_FROM_ITEM and others.
* Warning: syntax
changed for GlobalTrigger command. One field has been added
at start to store the IdGlobalTrigger value, to recognize
the globaltrigger command from others. See new syntax in
"New Script commands" of Reference panel of NG Center
program.
* Added flipeffect to enable/disable global triggers.
* Added new trigger condition for status lara: invulnerable,
infinite air, transparent.
* Fixed bug in NGLE. In trigger window when changing a value
in "Timer Parameter <&>" list, the (further) selection in
"(E)xtra field" was reset to first value of list.
* Added condion trigger to detect collision between Lara and
some moveables, slots or creature types.
* Added flipeffect to recharge Lara for air, damage and cold
water.
* Added flipeffect to poison Lara or remove the poison.
* Added flipeffects to modify type of rooms in game. These
flipeffects are very useful to enable/disable dynamics in
game like Rain, Snow, Damage rooms, Cold Water rooms and
Quick Sands rooms.
* Added flipeffect to modify intensity of rain and snow
rooms.
* Fixed bug in NGLE of previous versione 1.1.6.9 about
CAMERA and FLYBY cameras.
* Fixed bug in NGLE about message "Cann't overlap special
triggers" shown also for camera with timer values.
trngdll 1.1.6.8 &
NG Scripter 1.1.0.19 released
19 April
* Bug fixed
in animcommands (exported triggers) where moveables
placed differently by Lara caused a crash.
* An
animcommand has been added to change facings of
moveables (to use together with real SetPosition command
when lara rotates of 90 or 180 degrees).
* Warning: syntax of
MultEnvCondition script command has changed. Now there
is a third field to host the EXTRA field, one for each
ENV condtion.
*
Scripter: information added to MNEMONIC CONSTANTS
list. In previous versions you could get descriptions of
constants only in NEW SCRIPT commands sections, while
now you can find descriptions of some constants just by
clicking on it in the list.
*
Scripter: now you can select with precision the text
of constants or script command names just by keeping
down the CTRL key while you perform a single mouse
click.
*
Scripter: a new script command has been added named
TriggerGroup. This hosts two or more triggers or
condition triggers exported by the NGLE with new button
of Trigger Window named "Export Script Trigger". With TriggerGroup you can create complex conditional
triggers to perform one trigger or another according to
the response of one or more conditions.
* Pushables
have had added an OCB that features the ability to push
a pushable into a void (ocb = 32).
* Warning: This change
has meant a change of syntax of OCB values for pushable
objects. Now you have to always add the value 64 if you
want to use some new NG features. Heights are computed 1
unit = 1 click. (One sector = 4 units/clicks). This
change has been necessary to avoid conflicts with Planet
Effects puzzle, where the (common) pushables require
different ocb values according to with Planet Effects
ocb values.
* NGLE:
the requesting of tga files when missing (after moving a
project file from another folder) is now performed in
advance to avoid problems when loading projects.
* NGLE:
fixed bug in Trigger window, where it was difficult to
select an object to trigger some effects like "Camera",
"Sink" or "Flyby Camera".
* Bug fixed
with some SWITCH TYPE objects, where Lara went into tilt
when engaging the switch.
* Bug fixed
with Rollingball ocb 4 and 8. In previous versions the
rolling ball lost alignment with sector grid after some
pushing, preventing further pushing.
* Bug fixed
with Rollingball ocb 4 and 8. In previous versions it
was possible to push a rollingball into a sector where
there was already another rollingball or moveables.
* Fixed bug
in title or flyby sequence when player press the key "1"
to select weapon guns, or other numeric keys for other
weapons.
* Added
condition trigger to test amount of picked secrets.
* Added
condition trigger to test last number typed in KeyPad.
* Added
action trigger which hurts enemies by removing vitality
points.
* Added
pushable to Animating objects you can move with action
trigger "move animating..."
* Added
action trigger to move immediately some moveables to
other positions (teleport).
* Added
script command GlobalTrigger which is used to perform
some action when a global event happens. Currently there
are global triggers for: Timer screen, selected item in
inventory and killed enemy.
* Added
flipeffect to enable/disable infinite air for underwater
Lara.
* Added
flipeffect to swap mesh, to handle two or many custom
skins for Lara with correct set and restore.
* Added
flipeffect to show/hide holsters (used with swap mesh
for holsterfree Lara skin).
* Added
flipeffect to disable the use of weapons without
removing weapons (to use with swap mesh for holsterfree
Lara skin).
trngdll
1.1.6.6 released 17 April
* Bug fixed
for animcommands set in objects other than Lara.
trngdll
1.1.6.4 released April 8
(updated OCB list to
include rolling balls)
* New
features for rolling balls. Rolling balls can now kill
baddies and shatter objects. New physics have been added
to add realism to rolling balls splashing into water.
Rolling balls can now be pushed simply by adding OCB
numbers (see new OCB list for details).
* Bug
affecting pushable objects and trapdoors has been fixed.
Pushables will now fall when trapdoors open.
* Bug where
wraiths did not inflict harm on Lara has been fixed.
* Bug where
the NGLE crashed loading very old projects has been
fixed.
trngdll
1.1.6.3 released April 2
* Bug in river animation ranges has
been fixed.
trngdll
1.1.6.2 & NG Scripter 1.1.0.14 released March 27
* Bug in
river animations ranges fixed.
* Holster
bug fixed.
* A new menu
item has been added to the NGLE Textures menu.
This new feature allows you to replace all identical
textures in your level at the same time with another
texture in a different position in your TGA set.
* Flipeffects and
actions to handle advanced swap meshes for Lara and
enemies added. This means it's now possible to swap
Lara's joints, hair and screaming head with a single
flipeffect or animcommand.
* The number
of slots that store alternative Lara or enemy layouts
has been increased from 3 slots to 70. An inherent bug
that forced Lara to return to an original mesh after a
swap has been fixed. Now Lara and baddies will be saved
and restored with all mesh changes to and from
savegames.
* A new animcommand has
been added to flipeffects which performs single swap
meshes for Lara's hands (with weapons or without),
holsters and weapons on her back for use in cutscenes.
trngdll
1.1.5.8 & NG Scripter 1.0.0.99 released March 18
* Bug
affecting pushable objects being used with raising
blocks fixed. Pushables now raise and lower in real time
with raising blocks.
* Script
command Equipment= added to set the amount of
items at the start of each level.
* Script
command PreserveInventory= ENABLED/DISABLED added
so you can use ResetHUB and still keep pickup items.
* Script
command TextureSequence= added so you can set an
animation P-Range frame by frame up to 1000 frames in
any desired sequential order.
* Script
command Enhanced Animation= added with many new
Environment conditions (tutorial to follow).
* Flipeffect
added which disarms Lara completely.
trngdll 1.1.5.1 &
NG Scripter
1.0.0.73 released March 3
* Changes to
the NG Scripter are with the help for script commands.
The script command Animation= has changed and now has an
additional two fields. Please see the Animating Textures
tutorials in the new NGLE
Game Manual for more
information.
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