( -nm is usually applied by default as the opposite to -ftm, as such it is an optional argument)
Test these changes with the command line options -flags 32768 -nm.
#D3DRM.DLL LEGO ROCK RAIDERS CODE#
If lines responsible for the effect are found, try moving these outside of the conditional code blocks.
Test these changes with the command line options -flags 32768 -ftm.
In order to find the code that supports these transitions, try removing render/texture state change lines from texture management code blocks to see if these disable the effect.
Search engine/gfx/Mesh.cpp for uses of the flag: MAIN_FLAG_DONTMANAGETEXTURES.
or it may have been an intended limitation for Voodoo2 graphics cards). (This in of itself may be a graphical bug that affects the Block Fade issue. Note: Simply having texture management on is an undesirable solution as it produces a very broken lighting experience, where only walls have lighting applied. (This basically looks like lag.)Īs this effect looks quite neat (especially with Power Paths transitioning their powered state), see if it's possible to fix this issue while keeping texture management disabled. However when texture management is disabled, the resulting effect is a delay until the transition time is over, upon which the block texture immediately changes. The feature only works as expected when paired with the -ftm option ( " Force texture management"). This causes block textures to fade-transition into their new state when changed (except for roof textures). Or after starting a level for the second time(?).īlock Fade is an experimental feature enabled with the command line option: -flags 32768.
It seems this cannot be reproduced after a level name SFX has been played.
The NERPs script itself varies from other similar levels (that don't trigger the bug).
The NERPs messages file has 7 sounds listed, but the seventh voice file does not exist in the game data.
Immediately after the mission briefing ends.
"Rubble Trouble" triggers a Chief speech with a vertical dropdown animation stating "You must collect 5 Energy Crystals".
The game freeze is triggered by SFX module passing some garbage value sound handle number to the Sound3D module, which is called during a loop in a NERPs message file handling function.
The game should immediately freeze (then crash? needs confirmation).
Rapidly skip the mission briefing with the > button.
Rapidly launch "Rubble Trouble" (again, before the level name SFX plays).
Navigate down to "Rubble Trouble" without triggering any level name SFX.
Or press Start Game if using -testlevels. Or with the command line option: -testlevels. Either with a save game that has "Rubble Trouble" unlocked. Area(s) with issue?Īlthough other levels (such as "Frozen Frenzy") seem to meet the same conditions for this bug, only "Rubble Trouble" has been found to trigger this freeze. A game freeze can be caused in "Rubble Trouble" by immediately skipping mission briefing, in relation to NERPs message speeches.