diff --git a/Build/Scripts/Gameflow.lua b/Build/Scripts/Gameflow.lua index 4ed285079..c16c10e6c 100644 --- a/Build/Scripts/Gameflow.lua +++ b/Build/Scripts/Gameflow.lua @@ -8,7 +8,7 @@ title = Level.new(); title.script = "andrea2.lua"; title.soundtrack = 110; -title.filename = "Data\title.trc"; +title.filename = "Data\\title.trc"; title.horizon = true; title.coladdhorizon = true; title.layer1 = SkyLayer.new(120, 80, 50, -4); @@ -23,7 +23,7 @@ streets = Level.new(); streets.name = 101; streets.script = "andrea1.lua"; streets.soundtrack = 128; -streets.filename = "Data\andrea1.trc"; +streets.filename = "Data\\andrea1.trc"; streets.horizon = true; streets.coladdhorizon = true; streets.layer1 = SkyLayer.new(120, 80, 50, -4); @@ -36,7 +36,7 @@ trajan = Level.new(); trajan.name = 102; trajan.script = "andrea2.lua"; trajan.soundtrack = 126; -trajan.filename = "Data\andrea2.trc"; +trajan.filename = "Data\\andrea2.trc"; trajan.horizon = true; trajan.coladdhorizon = true; trajan.layer1 = SkyLayer.new(120, 80, 50, -4); @@ -50,9 +50,48 @@ colosseum = Level.new(); colosseum.name = 103; colosseum.script = "andrea3.lua"; colosseum.soundtrack = 118; -colosseum.filename = "Data\andrea3.trc"; +colosseum.filename = "Data\\andrea3.trc"; colosseum.horizon = true; colosseum.coladdhorizon = true; colosseum.layer1 = SkyLayer.new(120, 80, 50, -4); -Gameflow:addLevel(colosseum); \ No newline at end of file +Gameflow:addLevel(colosseum); + +-- The base +theBase = Level.new(); + +theBase.name = 104; +theBase.script = "joby2.lua"; +theBase.soundtrack = 130; +theBase.filename = "Data\\joby2.trc"; +theBase.horizon = true; +theBase.coladdhorizon = true; +theBase.layer1 = SkyLayer.new(120, 80, 50, -4); + +Gameflow:addLevel(theBase); + +-- The submarine +submarine = Level.new(); + +submarine.name = 105; +submarine.script = "joby3.lua"; +submarine.soundtrack = 121; +submarine.filename = "Data\\joby3.trc"; +submarine.horizon = true; +submarine.coladdhorizon = true; +submarine.layer1 = SkyLayer.new(120, 80, 50, -4); + +Gameflow:addLevel(submarine); + +-- Deepsea dive +deepsea = Level.new(); + +deepsea.name = 106; +deepsea.script = "joby4.lua"; +deepsea.soundtrack = 127; +deepsea.filename = "Data\\joby4.trc"; +deepsea.horizon = true; +deepsea.coladdhorizon = true; +deepsea.layer1 = SkyLayer.new(120, 80, 50, -4); + +Gameflow:addLevel(deepsea); \ No newline at end of file diff --git a/TR5Main/Game/control.cpp b/TR5Main/Game/control.cpp index b3d9ed868..a1da5a868 100644 --- a/TR5Main/Game/control.cpp +++ b/TR5Main/Game/control.cpp @@ -300,7 +300,7 @@ GAME_STATUS __cdecl DoLevel(__int32 index, __int32 ambient, bool loadFromSavegam //num_fmvs = 0; //fmv_to_play[1] = 0; //fmv_to_play[0] = 0; - + //IsLevelLoading = true; //S_LoadLevelFile(0); //InitialiseFXArray(true); diff --git a/TR5Main/Renderer/Renderer.cpp b/TR5Main/Renderer/Renderer.cpp index 3a70f374c..01b3c63d6 100644 --- a/TR5Main/Renderer/Renderer.cpp +++ b/TR5Main/Renderer/Renderer.cpp @@ -466,7 +466,7 @@ bool Renderer::Initialise(__int32 w, __int32 h, bool windowed, HWND handle) "CausticsRender_015.bmp", "CausticsRender_016.bmp" }; - + for (__int32 i = 0; i < NUM_CAUSTICS_TEXTURES; i++) { D3DXCreateTextureFromFileEx(m_device, causticsNames[i], D3DX_DEFAULT_NONPOW2, D3DX_DEFAULT_NONPOW2, 0, 0, @@ -3080,7 +3080,7 @@ bool Renderer::drawScene(bool dump) effect->EndPass(); effect->End(); m_device->EndScene(); - + time2 = chrono::high_resolution_clock::now(); m_timeClearGBuffer = (chrono::duration_cast(time2 - time1)).count(); time1 = time2; diff --git a/TR5Main/Scripting/Scripts/Gameflow.lua b/TR5Main/Scripting/Scripts/Gameflow.lua index 4ed285079..c16c10e6c 100644 --- a/TR5Main/Scripting/Scripts/Gameflow.lua +++ b/TR5Main/Scripting/Scripts/Gameflow.lua @@ -8,7 +8,7 @@ title = Level.new(); title.script = "andrea2.lua"; title.soundtrack = 110; -title.filename = "Data\title.trc"; +title.filename = "Data\\title.trc"; title.horizon = true; title.coladdhorizon = true; title.layer1 = SkyLayer.new(120, 80, 50, -4); @@ -23,7 +23,7 @@ streets = Level.new(); streets.name = 101; streets.script = "andrea1.lua"; streets.soundtrack = 128; -streets.filename = "Data\andrea1.trc"; +streets.filename = "Data\\andrea1.trc"; streets.horizon = true; streets.coladdhorizon = true; streets.layer1 = SkyLayer.new(120, 80, 50, -4); @@ -36,7 +36,7 @@ trajan = Level.new(); trajan.name = 102; trajan.script = "andrea2.lua"; trajan.soundtrack = 126; -trajan.filename = "Data\andrea2.trc"; +trajan.filename = "Data\\andrea2.trc"; trajan.horizon = true; trajan.coladdhorizon = true; trajan.layer1 = SkyLayer.new(120, 80, 50, -4); @@ -50,9 +50,48 @@ colosseum = Level.new(); colosseum.name = 103; colosseum.script = "andrea3.lua"; colosseum.soundtrack = 118; -colosseum.filename = "Data\andrea3.trc"; +colosseum.filename = "Data\\andrea3.trc"; colosseum.horizon = true; colosseum.coladdhorizon = true; colosseum.layer1 = SkyLayer.new(120, 80, 50, -4); -Gameflow:addLevel(colosseum); \ No newline at end of file +Gameflow:addLevel(colosseum); + +-- The base +theBase = Level.new(); + +theBase.name = 104; +theBase.script = "joby2.lua"; +theBase.soundtrack = 130; +theBase.filename = "Data\\joby2.trc"; +theBase.horizon = true; +theBase.coladdhorizon = true; +theBase.layer1 = SkyLayer.new(120, 80, 50, -4); + +Gameflow:addLevel(theBase); + +-- The submarine +submarine = Level.new(); + +submarine.name = 105; +submarine.script = "joby3.lua"; +submarine.soundtrack = 121; +submarine.filename = "Data\\joby3.trc"; +submarine.horizon = true; +submarine.coladdhorizon = true; +submarine.layer1 = SkyLayer.new(120, 80, 50, -4); + +Gameflow:addLevel(submarine); + +-- Deepsea dive +deepsea = Level.new(); + +deepsea.name = 106; +deepsea.script = "joby4.lua"; +deepsea.soundtrack = 127; +deepsea.filename = "Data\\joby4.trc"; +deepsea.horizon = true; +deepsea.coladdhorizon = true; +deepsea.layer1 = SkyLayer.new(120, 80, 50, -4); + +Gameflow:addLevel(deepsea); \ No newline at end of file diff --git a/TR5Main/Specific/roomload.cpp b/TR5Main/Specific/roomload.cpp index 86ee5c5a1..77a271c52 100644 --- a/TR5Main/Specific/roomload.cpp +++ b/TR5Main/Specific/roomload.cpp @@ -482,7 +482,7 @@ unsigned __stdcall LoadLevel(void* data) { return false; } - + g_Renderer->FreeRendererData(); g_Renderer->PrepareDataForTheRenderer();