Posted: Sat Dec 15, 2007 6:02 am
hmmm. Check the Patch folder for the folders maybe?
TresCom : The Trespasser Fan Gateway...
http://www.trescomforum.org/
Unfortunately, that's not a good idea because I haven't done that just recently - there are definitely readme files included with ATX2 that can tell you exactly where everything is supposed to go for a retail installation. I might be able to point things out in this regard after I finally get around to installing it on my retail engine..Out~C~ast wrote:Lol yeah everythings misplaced can you tell me what to take out and put into the tres cd folder?
Heh, alright, well for many people, when they first heard of Trespasser, it was all they had to use at first. Actually the demo was pretty fun, so you've never played it before? It was a bit difficult to figure out at first, but that just makes it all the more fun.. it's the type of puzzle only a game like Tres would have. Anyway the main benefit of the demo is how conveniently placed all the files are (in a single folder, not straddled across the CD and installation folders). With the retail TPA files, and then ATX2's ability to give it the cutscene play commands of the retail engine (newgame/win/credits), it's just as functional as the retail.Second Illiteration wrote:Oh I'm sure I could find the demo, just never looked or dled it because I had the full game so I never thought to dl it.
Draconisaurus wrote: Heh, alright, well for many people, when they first heard of Trespasser, it was all they had to use at first. Actually the demo was pretty fun, so you've never played it before? It was a bit difficult to figure out at first, but that just makes it all the more fun.. it's the type of puzzle only a game like Tres would have. Anyway the main benefit of the demo is how conveniently placed all the files are (in a single folder, not straddled across the CD and installation folders). With the retail TPA files, and then ATX2's ability to give it the cutscene play commands of the retail engine (newgame/win/credits), it's just as functional as the retail.
yeah the demo was pretty awesome, eventually I got bored when I figured out how to complete it in a minute or two though still it's well worth a playDraconisaurus wrote:Unfortunately, that's not a good idea because I haven't done that just recently - there are definitely readme files included with ATX2 that can tell you exactly where everything is supposed to go for a retail installation. I might be able to point things out in this regard after I finally get around to installing it on my retail engine..Out~C~ast wrote:Lol yeah everythings misplaced can you tell me what to take out and put into the tres cd folder?
Heh, alright, well for many people, when they first heard of Trespasser, it was all they had to use at first. Actually the demo was pretty fun, so you've never played it before? It was a bit difficult to figure out at first, but that just makes it all the more fun.. it's the type of puzzle only a game like Tres would have. Anyway the main benefit of the demo is how conveniently placed all the files are (in a single folder, not straddled across the CD and installation folders). With the retail TPA files, and then ATX2's ability to give it the cutscene play commands of the retail engine (newgame/win/credits), it's just as functional as the retail.Second Illiteration wrote:Oh I'm sure I could find the demo, just never looked or dled it because I had the full game so I never thought to dl it.
for a start is saves on hastle with fog I believe...chronzerg wrote:Why does it need it's own engine?
Haha, I detailed the ocean floor quite a bit, it's intended to be fallen into. I can't really imagine a way to have the player "float" gently down.. Same with the raptors - they are intended to fall into the ocean, it's one of the ways you can get rid of them. In a rerelease of the level, I might make them die when they hit the bottom..chronzerg wrote:My only complaint is about the water, and how you would fall way down beneath it if you jumped into it. Also, how the raptor would like disappear down to the ocean bed. Besides that, great level!
I believe so, yeah - through ATX, anyway. The retail levels all have colored fog, but the hardware glitch makes it a bit buggy (if you see fog color when a new level is loaded, it's the color of the previous level's fog, etc, and if you load any level right off the bat of course it starts with white fog unless you minimize and restore Trespasser).Nick3069 wrote:Isn't it also the first level to implement different colored fog?
I really wish there were! BigRed has yet to make that possible, quite sadly. That's why I made a point of including a backup config file, and why I suggested people make their own backup for RJ in the readme.....Which is the only thing I really hate about the level, not because the fog is bad, but because it changes the fog in other levels too. Isn't there a way to make the fog different for that level only?
Haha, good question. JPDS1 is in such dire need of being finished that I don't want to take any time away from it, so likely afterwards. It may well be something I pop in for the WOT/MOT 2008.. When is that again, October?When will you re-release EastDocks (with it own engine this time)? Before or after JPDS1?
Nah, there's nothing to be done in those areas, not for Nedry anyway. Those locations are part of Sam/hppav's plan for JP: Oblivion, but idk when that will be finished..Will there be a Lighthouse/NorthDocks level and a GeoPlant/Helipad level instead of invisible walls?
Haha, yeah that van could use a revamp. It's hard to do because the vehicle is technically brand-spanking new. Other things to be changed will be some optimization (perim-fence wire made lesser poly [even though that will make it mis-align with the mesh behind it], possible occlusion objects in the ridge, and maybe some other invisible-making triggers like I discussed with machf) and I'd like to fix the invisible walls to be more like the one where Anne says she doesn't feel like swimming , with a VO instead of just an abrupt halt. I might also try messing with the Priority value a bit, so that lesser computers can cope with the level more by reducing the Quality setting in the menu. Trespasser has its own built-in quality level setting, as modern games have for lesser comps, we just don't use it much.. I'd be sure to make note of it in the readme. Oh yeah and, if it ends up having its own engine, that would be another major change. More likely I'll make an Isla-Nublar-themed engine for any Nublar levels people would like to make (and possible levels Sam and I talked about to come before JPO).Except for the shuttle van, what will change in the re-release?