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PostPosted: Sun Dec 31, 2017 4:19 am 
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T-Rex Killer
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The Town MAX files are possibly earlier (build 15, pre-E3), but the Jungle Road ones are from 44 and 45...

Remember, build 116 is actually 1.0.116.0, 117 is 1.0.117.0, etc. Build 22 would be 1.0.22.0, 32 is 1.0.32.0, and those MAX files are labeled 015 (for 1.0.15.0), 0401 (for 1.0.40.1), 044 (for 1.0.44.0), 045 (for 1.0.45.), etc.

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PostPosted: Sun Dec 31, 2017 5:14 am 
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Ehm. The JR max files, build 44? It has almost nothing in it, and a mostly undeveloped terrain, contrasting with the early build JRs...

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PostPosted: Sun Dec 31, 2017 10:25 am 
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The JR Max scene is from April 1998. The numbers in their files have nothing to do with the engine build. It is only there to keep track of the version of the level max scene itself and the changes made, just like people usually backup a level with names, either by date or version.

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PostPosted: Sun Dec 31, 2017 2:38 pm 
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tatu wrote:
The JR Max scene is from April 1998.

And the terrains in build 55 are from May onwards. Seemed to fit. I hadn't checked the dates of the earlier builds.

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The numbers in their files have nothing to do with the engine build. It is only there to keep track of the version of the level max scene itself and the changes made, just like people usually backup a level with names, either by date or version.
Hmmm, right. I guess they are more in sequence with those numbers in the .TRR/.WTD files (like IJ5-27, jr6-1, ph0_14).
I wonder if that's actually the explanation for the AS2 terrain being labeled "as4.wtd"...

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Tres WIP: updated T-Script Reference and File Formats documents
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PostPosted: Sun Dec 31, 2017 5:47 pm 
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We should set up an analysis for all the strange level file name variations in the early builds...

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PostPosted: Wed Jan 03, 2018 12:55 am 
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Judging by what's in the builds and what Tatu's gotten a hold of as far as Max scenes, certain levels were only playable later on in development. This doesn't mean they weren't being worked on in Max beforehand, but it means it's before they decided to actually test them in the game.

levels like IT, BE, and SUM came much later in development, while PV, IJ, and JR were started earlier in development.


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PostPosted: Wed Jan 03, 2018 1:33 am 
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SUM and BE actually make it into early builds, just with almost nothing in them. AS is sort of like, "what, a level after PV before the games ends? Right, we'll see what we can do."

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PostPosted: Wed Jan 03, 2018 10:31 am 
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It depends if Build 55 can be called an early build or not. I would rather say it is a mid build.

My personal reason why I don't think IT is included in earlier builds is that, at least our Max versions is lacking most of all the physics objects, only some have any. It also lack any triggers.
Also worth noting is that it seems like the main focus of Build 55 is the testing of the LAB level, as that is the one you start when pressing a new game.

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PostPosted: Wed Jan 03, 2018 7:41 pm 
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Huh. Well I will point out that BE and SUM are in that boat and are quite included in whatever early/mid build(s) they showed up in.

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PostPosted: Wed Jan 03, 2018 9:02 pm 
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Draconisaurus wrote:
Huh. Well I will point out that BE and SUM are in that boat and are quite included in whatever early/mid build(s) they showed up in.


Yep.

This is also why I don't generally like seeing the walkthrough we have as a "final" design document of their visions. A lot of it is incomplete, a lot can be seen in the levels we have but also a lot that doesn't seem to ever been intended to be implemented or tried later on. Like all games the design changes over time and we can clearly see that with Trespasser as well. Just look at the quite big change of IJ2.

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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: Wed Jan 03, 2018 9:25 pm 
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It's more of a guideline for potential Tres stuff

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