不行, 有的后面没有文字的, 这个一定不能选。
我全部选过, 除了空的, 程序会出错。
LARA_FIRE , 这个是开枪的声音,NG_Center 中选 Reference, 下拉框选Sound SFX indices list
这里可以试听音效。
我全部选过, 除了空的, 程序会出错。
LARA_FIRE , 这个是开枪的声音,NG_Center 中选 Reference, 下拉框选Sound SFX indices list
这里可以试听音效。
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Show posts 菜单引用原帖由 江户川小狼 于 2011-10-10 14:26 发表
还有呢,怎么做能推能拉又能站的箱子?
我把箱子改成OCB68能站了,但总觉得这方法不正规
引用原帖由 江户川小狼 于 2011-10-11 14:14 发表
infanview完全不会用......
引用Customize= CUST_PARALLEL_BARS, PB_DOUBLE_FACE+PB_MULTIPLE_ENDINGS, IGNORE, 1
引用原帖由 paparazzi 于 2011-10-6 14:12 发表
还有还有,我编译完脚本后,进入游戏一按ESC键就自动退出,内容:TRNG - Detected Unrecoverable Crash
Informations about current crash saved in following file:
"D:\TRLE\Last_Crash_11.txt&quo ...
Version=1.2.2.6
CRS=Disabled
Last diagnostic mexage:DXCreateSurface
Last directX error:
START_P1:1002D0D7
END_P1:10071FDD
START_P2:10083677
END_P2:100A8DD6
START_P3:100B2487
END_P3:100E3BF2
START_P4:10007207
END_P4:1000FDC4
............... QUICK DIAGNOSTIC LOG ...............
WARNING: missing Header NG in "TITLE.TR4" level file
WARNING: missing Header NG in "TUT1.TR4" level file
....................................................
CRASH REASON: EXCEPTION_ACCESS_VIOLATION
The thread tried to read from or write to a virtual address for which it does not have the appropriate access.
EXTRA_INFO: VIOLATION ON READ AT OFFSET 0x649960C
RECOVERABLE : YES
CRASH OFFSET: 0x477B06
REGISTERS:
EAX=631560C
EBX=0
ECX=649960C
EDX=0
ESI=0
EDI=301FFBC
EBP=184000
EIP=477B06
ESP=328FDA4
DYNAMIC POINTER LIST:
------------------------------------------
00000000:Camera_Room
00000000:Camera_TargetRoom
0012FF4C:BaseSalvaStack1
0484FFB4:BaseSalvaStack2
0318FFB0:BaseSalvaStack3
------------------------------------------
MEMORY USAGE
------------------------------------------
VetNemiciPunta memory
StructEnemyArray memory
ZonaFXBulbNemici memory
VettorePerFogBulb memory
ZonaDynamicLights memory is full at 6.12 (Used 0xBC bytes)
ZonaSceneMemory memory is full at 21.28 (Used 0x5A764 bytes)
VetEditObjects memory is full at 21.19 (Used 0x590 bytes)
Mex_savegame_Argd memory is full at 3.13 (Used 0x8 bytes)
ZonaParticelle memory
ZonaGameStruttureMesh memory is full at 0.65 (Used 0x9F84 bytes)
ZonaPuntatoriGameStruttureMesh memory is full at 0.17 (Used 0x28C bytes)
VetMexNomiWav memory is full at 99.66 (Used 0x3FC8 bytes)
ZonaFogBulbs memory
ZonaDebris memory
ZonaItemInStanza memory
ZonaUsataPerFireSpark memory is full at 39.50 (Used 0x13C bytes)
ZonaDiSmokeSpark memory
ZonaRecordGunShell memory
ZonaQuattroSample memory
RecordSpriteSangue memory
RecordSpriteEsplosione memory
SpritePerFuoco memory is full at 6.05 (Used 0x7C bytes)
ZonaTextureAnimate memory
SaveGame_220_DatiMoveables memory
VettoreAttivaFlipMaps memory
VettoreFlagFlipMaps memory
ZonaFlyCameras memory is full at 7.40 (Used 0x5EC bytes)
VetByteFlyCamera memory
VetFlyCameraByteAltro memory
VetItemCombinabili memory is full at 24.78 (Used 0xE4 bytes)
Ptr_MemBufferLivello memory is full at 37.41 (Used 0x722CC4 bytes)
------------------------------------------
Lara: x=11776 y=-256 z=33280 StateId=2 NextId=2 AnimNow=103 Room=0
Stack=0x328FDA4 pContesto=0x328FAD8 pInfoEccezione=0x328FABC
PRIMARY_STACK:
ESP=0x328FDA4
STACK_TRACE:
0x477F87
0x1000C200
0x1000C200
0x4780F2
0x43B13B
0x100A5964
0x100A435D
0x451FB3
0x451166
0x45EC81
0x475155
0x49E67C
0x49DF08
0x49E61D
END_STACK_TRACE
SECONDARY_STACK:
ESP=0x12B12C
STACK_TRACE:
0x460020
0x490056
0x490044
0x43003B
0x490057
0x43003B
0x490057
0x44004E
0x460020
0x42005C
0x440049
0x43003B
0x440049
0x410065
0x43003B
0x42005C
0x43003B
0x44005C
0x42005C
0x43003B
0x41005C
0x450061
0x43004F
0x45004D
0x410050
0x480054
0x430000
0x480215
0x480215
0x480215
0x49005C
0x460020
0x4A6FE0
0x48D323
0x4A6FE0
0x48D323
0x4A6FE0
0x4A6FE0
0x4A6FE0
0x4A6FE0
0x48CC6B
0x48CACE
0x49F26B
END_STACK_TRACE
OTHER_STACK:
ESP=0x484B194
STACK_TRACE:
END_STACK_TRACE
引用- SKY_GRAPHICS: a bit mysterious object. It seems it has nothing to do with the sky (or maybe anything) at all
引用我猜测游戏引擎是这样执行的, 将 trigger code bit 与 ocb code bit 做 XOR 比较. ( 1 xor 1 = 0, 1 xor 0 = 1, 0 xor 0 =
0, 0 xor 1 = 1)
举个例子 1 1 0 0 1 xor 0 1 0 1 0 -> 1 0 0 1 1
TRIGGER_TRIGGERER 简称 TT
第一个开关执行后, code bit 为 0 0 1 1 1(开关) xor 0 0 0 0 0(TT) -> 0 0 1 1 1 (TT)
第二个开关执行后, code bit 为 1 1 0 0 0(开关) xor 0 0 1 1 1(TT) -> 1 1 1 1 1 (TT)
引用原帖由 江户川小狼 于 2011-10-9 11:25 发表
这样清晰多了,如果是4门,是不是只要
1门,反12,反345
2门,反13,反245
3门,反14,反235
4门,反15,反234
呢?
实验下先0.0