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Development questions #598

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RICCIARDI-Adrien opened this issue Sep 12, 2019 · 11 comments
Open

Development questions #598

RICCIARDI-Adrien opened this issue Sep 12, 2019 · 11 comments

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@RICCIARDI-Adrien
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Hello all,

Below are some questions I'm asking to the OpenTomb developers :

  • I'm trying to implement TR2 secrets picking, but I can't figure out how to make them "pickable".
  • 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) ?
  • Is the repository bin directory really useful ? Can we remove it ?
  • How to add Lara weapons muzzle flashes ?
  • How to add Lara weapons ricochets and blood splats ?
  • Project roadmap seems a bit out of date, is there a lot of stuff remaining before issuing a fully playable TR1 alpha ?
@vvs-
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vvs- commented Sep 12, 2019

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Project roadmap seems a bit out of date, is there a lot of stuff remaining before issuing a fully playable TR1 alpha ?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.

@TeslaRus
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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.

@RICCIARDI-Adrien
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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.

@vvs-
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vvs- commented Sep 13, 2019

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.

@RICCIARDI-Adrien
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Thank you, I didn't understand.
Model debug view is a great tool.

@RICCIARDI-Adrien
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Is there a way to teleport Lara to a specific map location ?

@TeslaRus
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entitySetPos(id, x, y, z, ax, ay, az)
see src/script folder and functions

@RICCIARDI-Adrien
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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 ?

@TeslaRus
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dead state, may be physics disabling and make dynamic is wrong... try to see wolf / tiger dead state in script

@RICCIARDI-Adrien
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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 ?

@RICCIARDI-Adrien
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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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