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Other TR version preparations #219
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lahm86
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Oct 11, 2021
- Merged updates from TRGE for TR3 support. - Introduced TR3LevelNames and updated previous LevelNames with TR2LevelNames. - The Resources folder has been restructured so there will now be a folder for each TR version. Locations and restrictions now also have their own folder. - FDUtilities updated to allow removing entity triggers for TR3Level. - Solution and projects have all been renamed to TR... rather than TR2... - TR2LevelRandomizer has been removed and in place are now TR2RandoEditor and TR3RandoEditor. These are initialised based on the current TR version. - All rando settings are now stored in RandomizerSettings and this is passed as a whole to each randomizer rather havng to duplicate variables. - Refactored LevelProcessor to allow generics, so we can define one for each version. There will be a base randomizer for each version that extends the relevant LevelProcessor, and then each randomizer extends that. - All current randomizers are now TR2 specific (explicit in their names). The idea is we can work out the shared logic when it comes to each version and look at potential utility classes. Some randomizers (e.g. EnemyRandomizer) are hugely specific to each level so this avoids having bloated classes that cover all versions. - TRRandomizerController now allows determining what randomizer types are available for the current version (so currently everything is available for TR2, but only scripting aspects for TR3). - UI updated to remove specific references to TR2 (main title, dialog titles etc). - The UI will grey out options that are not currently supported for the opened TR version. - The default UI settings such as unarmed level count, ammoless count are now retrieved from the core rather than being hard-coded.
Merged
lahm86
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Oct 12, 2021
Further update to TRGE because of issues with secret counts. This is something else found to be hardcoded in the game. While TR2 allows turning secrets on/off, TR3 doesn't and you cannot change the number in any way. So TR23ScriptedLevel has now been split into TR2ScriptedLevel and TR3ScriptedLevel. Each has a read-only property to retrieve the secret count for the level. For TR2 it will always be 3 or 0. For TR3, it's linked to the level's sequence.
lahm86
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Oct 12, 2021
Eycore has generated glitchless secret locations - created the initial folder structure for TR1 and have added this file.
lahm86
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Oct 24, 2021
- TRModelTransporter has been amended to allow for versions other than TR2 to be supported. TR3 has been fully implemented, and TR1 mostly implemented - the remaining issue here is to handle texture/colour imports because of the different way these are defined in TR1. - TR3 enemy, vehicle and Lara models have been exported and are available for use in the randomizers. - TR3OutfitRandomizer has been implemented. - TextureExport updated to allow exporting TR1-3 textures. - ModelExport utility created for mass model export. - UI updated to allow outfit randomization for TR3. - Auto-launching the game now works for TR3 (potential exe names retrieved from core). - Added a method in the UI to hide individual settings, such as removing the dagger robe, which doesn't apply to TR3. - Disabling demos is now hidden for TR3 as it doesn't apply.
lahm86
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Oct 24, 2021
- Amends TR1ModelDefinition with correct Equals override. - Removes ShadowSprite from models to clear for invisible TR3 Lara as this is shared with enemies. This may need to be added as a difficulty option instead.
lahm86
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Oct 24, 2021
Ensures that definitions are correctly disposed of following import.
lahm86
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Oct 30, 2021
Updated TextureExport to allow drawing faces on TR3 levels.
lahm86
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Oct 30, 2021
Updated TR3Level with the same zoning structure as TR2 and updated TR2BoxUtilities to match. TR3 is slightly different in that it allows boxes to point to the same overlap index, so this is factored into the unit testing. All tests passing for TR2 and 3. FDUtilities updated to allow locating a room sector given coordinates. This takes into account TR3 triangles.
lahm86
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Oct 30, 2021
Initial updates for TREnvironmentEditor to support TR3. Most functions remain to be implemented, but the simpler ones have been done. New functions added for copying rooms (TR3 only so far) and copying vertex attributes so that new faces added to rooms can match their neighbours (mainly lighting).
lahm86
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Oct 31, 2021
Further updates to environment functions to ensure rooms are converted correctly if references to new rooms are used in the JSON.
lahm86
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Nov 3, 2021
Correction to box utilities for TR3 to exclude index 2047 from overlaps as this is a special case that blocks all NPCs (see Rosetta).
lahm86
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Nov 3, 2021
Further updates to environment editing for TR3: - Added the ability to add TRFace3 and TRFace4 objects to a room. - Added the ability to import models. - Correction to RemoveFace function for converting room numbers.
lahm86
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Nov 3, 2021
Amends the vertex copying function to allow setting the attributes of all vertices in a room to the same value.
lahm86
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Nov 4, 2021
Some tidying/refactoring for finding room sectors.
lahm86
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Nov 4, 2021
- Added support for vertical collisional portals. Renamed the original (horizontal) collisional portal function to match. - Added basic support for flooding TR3 rooms. Textures are not yet handled. - Implemented static mesh removal for TR3.
Some thoughts for things to wrap up before the initial TR3 release:
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DanzaG
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Nov 8, 2021
Task 4 from above comment is now documented in #227 as a future enhancement. For now, it will just be trigger endings. |
DanzaG
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Nov 8, 2021
lahm86
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Nov 8, 2021
Modifications will now take place based on level sequencing to cover issues with artefact pickups. If a boss level falls on Meteorite Cavern's sequence, triggers will be added under the artefacts to end the level. City is slightly different because Sophia moves around, so the pickup is moved in this instance and a path added to reach it. All changes are done using environment modifications so the JSON can be freely edited. If Meteorite Cavern is not in its original sequence, Willard is replaced with other enemies because the only way to kill him is by picking up the stones. The stones however have to be changed to keys, otherwise picking them up ends the level immediately. Even though Willie has gone, the stones still need to be collected to open the door near the end. Added logic to import the UPV into levels that have the exposure meter i.e. if they fall on Antarctica or RX-Tech sequence.
lahm86
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Nov 8, 2021
The SFX audio options are hidden for now until implemented properly.
Merged
lahm86
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Nov 12, 2021
Sequence-based mods should only run if level sequencing has been changed. As this setting is stored in the script config, a new variable has been added to access this from the level editing perspective and so TR3SequenceProcessor will only run when this is set.
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