Hello there, I'm Lorenzo! This channel is mostly related to the TRLE world, level walkthroughs or updates about my levels.
Check out my released levels on TRCustoms: trcustoms.org/users/917 Follow me on Twitter for more updates! twitter.com/loreraider_ Twitch channel for some building/playthrough streaming: www.twitch.tv/loreraider You can support my channel here! www.paypal.com/paypalme/loreraider
Good day LoreRaider Do you mind if I borrow a clip or 2 from this video, andthen credit you in the description of my TRLE compilation trailer? Thanks and cheers
It depends a lot from your processor, because from what I know tomb4 takes all resources from a single core of it, I have 2.50GHz You can try and use dgVoodoo, I know it helps a lot with AMD systems (it's essential in the new Lenovo LegionGo), maybe that speeds up the performance for you too
@@JimL94 I tested this level during the beta-test phase. The lag is caused primarily by large maps and a lot of decorative objects and e.g. burners, and other animated things that make these levels look amazing, but also cause the lag. I have a similar PC like LoreRaider, and I also experience the similar lag. But when I play this game on a bit stronger machine, the lag is significantly lower. So, if you cannot play this game on a stronger machine, do try the free utility dgVoodoo 2, but you have to experiment a bit with the settings (I didn't use it, I can't help you with that). Even if you don't play this level, you can still review the other BtB2024 levels on the green trle site, it's perfectly legit ;)
How do you mean? It works fine on my end The only rule is to keep the jump button pressed, and make sure to also not have any key ghosting in your keyboard
Is it really a potato PC or it has AMD components? you can use dgvoodoo in that case but yeah with these walkthroughs I try to to make these levels accessibile to everyone who can't play them for many reasons :)
Hi, it's still me who commented on your college dark academia level :). Interesting you created this story and game of Lara, could it be part of canon, who know? I watch Trle levels now and then but these seem more than just mods but an entire game. Seems like you kept it totally old school (which I like btw) instead of going for high res textures, even with filter-blur off. I'm curious about the introductive prebeginning sequence, it seems to use the in game graphics but at the same time the hallmark of prerendered sequencies, including lower res, blurriness and antialiasing. I wonder if the real time switchable mid gen high res graphics of the remastered version is technically in the same old Trle engine, as it has shadow maps and, not sure, also reflections, Hdr and static meshes seem to pick the dynamic light quite consistently, world geometry lighting seems to be also per pixel instead of per vertex. If so it would show, while of course not near as optimized for modern graphics as Cryengine or Unreal, like later incarnations of Unreal engine gradually shed cumbersome brushes for static meshes, Trle with such advanced settings could potentially do the same and maybe use the primitive blocks only for basic geometry or even invisible, for efficient geometry culling the engine is quite good at.
Like the description says, the level isn't mine but of LaraHCroft91. The texture filtering it's just an option in the settings, I like to keep it off for classic levels. About the FMV cinematics, I'm sure the builder created the flybys ingame, added animations, then recorded the whole thing to then use them as a video and the blurriness it's caused by the low resolution of the videos, not by anything else. Also I'm glad TRLE hasn't evolved much with effects as I think it would ruin the very classic feeling of this engine, if you wish those things it's easier to move on Unreal Engine like you mentioned, although TEN engine it's implementing lots of new effects, such as pixel lighting and shadows, you might be interested in that.
@@LoreRaider Thanks for your response <3, well I really agree with you, for realistic/detailed graphics might as well go for UE4, Unity, Cryengine, but I also like "engine challenges" when engines are stretched to their seeming limits, like the first Bioshock I read, was made with UE2 and looked-worked better than many UE3 and a few UE4 ones! They could implement the infamously convincing fluid dynamic, which while having a scripted component tailored for the flooding scene, was also an interactive and flexible model. About the intro, yeah like I thought that, lower video res (typically 640x400 and even less like 420 or 300 at the time for storage reason) but antialiased edges was what gave it away to me along with the different skybox, framerate and artifacts (besides those of the very yt video of course) I remember a few games doing that, like Gabriel Knight 3 and Mafia, the first using pretty much in game graphics but with some extra effects like the stencil shadows from the lantern for their intro sequence. But I guess at the time it was justified by having this sequence pushing the engine harder and potentially having it stuttering, which doesn't seem the case here, so it may be probably for the feelings, just curious (:. Soul Reaver had a similar engine, probably a modified Gex3, the become Crystal engine, where it seems levels also seem terrain and portal based, optimized for streaming huge worlds without loading in '99 and based in the same main building blocks, but with such blocks deformable at the vertexes, readily exploided for the material to spectral realm transition in real time! But you can tell some areas have the default grid working just like classic Tomb Raider's, expecially those made for the crate based puzzles, left unaltered in both realms. I think the charm of these engines is the level having an actual "compactness" and solidity to their structure and like the engine could actually tell what was full and what was free and not just an empty shells defines and delimitates the spaces and boundaries, basically you could not fall through ground unlike in many modern games. Same for Bsp based ones like Half Life.
Hey very atmospheric and evocative environment, is it strongly dark academia themed? I noticed a behavior in lighting in Trle, btw, somehow not present everytime but basically it's as if static meshes geometry doesn't receive the dynamic lighting from the flare and remains dark unlike the usual level geometry, dunno if they also react differently to static lights. But I noticed it's only the case of stairs and shelves, sofas receive a discrete gouraud lighting instead.
Statics in classic engines never reacted to dynamic lights, if they do they're either set with Moveable lighting (but it has some limitations) or the meshes are merged into the room geometry