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PostPosted: Thu May 04, 2017 10:07 pm 
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On another note, as no one have really posted much discover from the builds, here is one from LAB:
- Quake symbol on pier.
- ShorePole underground outside Office building.
- Emily boat uses Barret .50 caliber instead of Browning M2.
- Construction Trailer close to Harbor/Office building.
- Elevator pillars in warehouses.
- Higher quality eye washes and handle, plus the doors in the LAB building.
- Different texture for top of stairs LAB building (Found by Hilwo).
- Capacitors puzzle, with all (possible) objects along with it. Capacitors chart on wall (Found by Hilwo).
- First Aid Kit in Admin building (found by Hilwo).
- Boat hook near The Emily.
- Extended Cray voiceover (found by Hilwo).
- Different way to enter Admin building.
- New chew toy.

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"...there used to be more benches, but InGen's workers removed them during the evacuation in the name of framerate."

"The main laboratory and administrative buildings. This is where we made our work, where the real magic trick happen. When they are in need of height fixing, they'll come here." - Hammond


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PostPosted: Fri May 05, 2017 5:52 pm 
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Brachiosaurus
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JR

-1960, -335, 40 the safety phone mentioned in the walkthrough.

-1994, -177.6, 39.5 a lone fuel barrel.

-2027.1, -331, 39.4 a few crates next to a shallow ditch. An alternate route should players fail the tree climb puzzle?

-2104, -151, 48 horse shoes, posters, trash cans, golf clubs, and strange sawhorses.

-2171.3, 221, 32.7 Mayan face.

-2750, 366, 7
Spoiler: show
a collection of plane debris​, wheel, tail, and propeller, but no wing


-2202, 286, 111 floating Mayan ruins.

-2026, 199, 64 the "House of Cards" puzzle perhaps?

The long stretch of monorail track along the side of Mt Crick, an alternate track design perhaps?


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PostPosted: Fri May 19, 2017 6:12 am 
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T-Rex Killer
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So, guys... have we identified any of these builds as the one used for writing Bradygames' Trespasser Official Strategy Guide?

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PostPosted: Fri May 19, 2017 9:34 am 
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Triceratops
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As far as I know, none of them is exactly the one used for the guide. I think we have to look for this build between numbers 104 to 115.

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PostPosted: Fri May 19, 2017 10:48 am 
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Velociraptor Alfa wrote:
As far as I know, none of them is exactly the one used for the guide. I think we have to look for this build between numbers 104 to 115.

I think you're right, I talked about this with tatu.

Things I remember that were still in build 103 and the guide but not in 116 retail:
- dino tooth in Jungle Road
- trash can with Desert Eagle under it in Jungle Road
- big space above Hammond's office doors
- lab compound keycard locations

Build 103 does have the weapon locker with the calico at the start, this is mentioned in the guide. Tatu pointed me to this. Not in any other version, I think.

Things I think are not in any version but are in the guide:
- Welcome to Burroughs sign on page 129, that version of the sign in that location
- Version of the map on the Ops console and the version of the note right next to it, don't think this combo is in any version we have
- Hunter remains and their voiceovers in Ascent 1

That's all I remember right now, but there's probably lots more.


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PostPosted: Fri May 19, 2017 3:39 pm 
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The beginning of the Lab level in the guide is the same as in the retail, only missing the T-Rex vs. Trike fight.

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PostPosted: Fri May 19, 2017 3:43 pm 
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As said earlier about Build 103. IT, JR, LAB, SUM and TestScnNght are exactly the same as Build 96. However, LAB's .SPZ and .PID different but the .GRF and .SCN are the same as Build 96.

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"...there used to be more benches, but InGen's workers removed them during the evacuation in the name of framerate."

"The main laboratory and administrative buildings. This is where we made our work, where the real magic trick happen. When they are in need of height fixing, they'll come here." - Hammond


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PostPosted: Mon Apr 30, 2018 8:28 pm 
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Does anyone know if it's possible to have "portable" installed versions of builds 22, 23 and 55 - without messing with the registry?


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PostPosted: Tue May 01, 2018 12:57 am 
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*calling all machfs*...

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PostPosted: Tue May 01, 2018 5:30 pm 
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No. They all use their own executables and data files. And they all access the registry.

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Visit The Carnivores Saga - a forum devoted to modding Action Forms' Carnivores, Carnivores 2 and Carnivores: Ice Age games
Tres WIP: updated T-Script Reference and File Formats documents
Sound name listings for the Demo (build 117), Retail (build 116), Beta 103, Beta 99, Beta 97, Beta 96, Build 55, PC Gamer Alpha (build 32) and E3 1998 Alpha (build 22) TPA files


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PostPosted: Tue May 01, 2018 6:15 pm 
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That's too bad... early builds, why do you have to be like that?


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PostPosted: Wed May 02, 2018 9:42 pm 
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Location: Canada, eh?
If it's just the level files you want, you can throw them in a CE modfolder and use that to house them, although of course the engine will be the retail one and some of the levels will probably be buggier than they otherwise would, or won't be playable at all. If you just want them to root around in with TresEd though, the modfolder thing works excellently. :)

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PostPosted: Wed May 02, 2018 10:36 pm 
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I think he may be desiring to have the older engine versions around. I myself only got around to installing one of them, and it barely worked lol. Tatu knows about virutal OS stuff, you could create virtual desktops for each build I would think...

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PostPosted: Thu May 03, 2018 6:22 am 
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I'm able to view all versions in TresEd simultaneously, which I really like. But yes, I would prefer to have portable install versions
of the older builds with their own engines. But it's not that big a deal, they're fairly small and easy/fast to install and uninstall.


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PostPosted: Wed May 23, 2018 1:36 pm 
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I was looking unsuccessfully. Did anyone find version 96? or do not need to have it because it's the same as 97?


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