Beta research organization

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RexHunter99
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Re: Beta research organization

Post by RexHunter99 »

It's a freaking race against time here. I've relocated almost every C++ project for every Trespasser editor app I've begun designing.
Right now I'm focusing on the PID Editor (Which kinda ties into the SWP editor too) mainly because we're likely all going to appreciate a friendly Windows UI for accesing the raw guts of the beta levels. Also, the fact we found the old PV terrain base (the mossy one) caused me to realize we need a palette and texture specific tool, with PID and SWP Edit, and TresED you could essentially pick out unused and interesting textures (or just pick out textures :P)

TSOT (The TPA Editor) still doesn't have full Foley functionality because I don't understand the Foley table 100%, but hopefully it and the PID/SWP editor apps will all be useable and released close to the beta release. I'll likely be at my friends house when the beta's are released (hopefully) so I should be able to upload the tools if they are finished. (as well as get my grubby fingers on the betas)

There's just one thing I'm concerned about... I've experimented with most of the formats for the levels and I've noticed that if you so much as change a byte, you could end up making that level unuseable, for instance, there's a reccuring sequence of bytes that form the unique ID: BA BE AC C0 in Hexadecimal. If these bytes change, the level won't work. The TPA has to have a version of 366 or it won't work either.

Keep in mind, just because the file format extension names are the same in the beta, does not mean they will be compatable with our editors or the retail/demo engines. It might be possible to convert them with some patience and experimentation, but otherwise we all just have to cross our fingers.

Boy... I'm so damned excited about all this.
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Re: Beta research organization

Post by hppav »

We do know that the retail GROFF files are version 15. We don't know what version the beta ones are.

If they are incompatible, I'll see if I can find a fast track in my bag of tricks (Got quite a few in there :P). If not then we'll be reverted to the Diehard days again :P
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Re: Beta research organization

Post by Rebel »

Rex, the bytes mentioned are header (file identifiers, they can't be changed). Also, if you change the size of a file, you need to edit the stored value (ie. file size, grf file specifically requires stored value match actual file size).

*Have you asked Machf about the foley table. He's pretty quick with that kind of data -
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Re: Beta research organization

Post by Second Illiteration »

See I read this thread before I posted and then searched through the active threads and couldn't find any. Now I've seen a bunch of them now. Exciting news, good to see a little life breathed into the game
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Re: Beta research organization

Post by tatu »

The Tranquilizer rifles are different in the test level! look at the video!
And the test night doesent exist!
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Re: Beta research organization

Post by Nick3069 »

tatu wrote:And the test night doesent exist!
Doesn't exist? You must have the full patch installed, the full patch doesn't patch TestSceneNight, so it will not appear in level select unless you manually place the .SCN and the .GRF files in the patch folder.

Either that or your version of the game doesn't have the level which I doubt.

But yes, it is interesting to see that, in that beta, they used those rifles.
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Re: Beta research organization

Post by machf »

I think he meant the night testscene doesn't exist in the beta...
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Re: Beta research organization

Post by hppav »

He's talking about the beta. There is no TestScene Night. ;)
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Re: Beta research organization

Post by tatu »

Active project: Trespasser: Isla Sorna
Status:
BE-PH1: Released
PH2-IT: Pre-released
PL-SUM: In production

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

Post by hppav »

tatu wrote:Anyone thinks these are in the beta?

http://www.rolfmohr.com/GiantGate.jpg
This one: Hard to say.
Definately, part of Geo Plant.
Definately, confirmed part of Geo Plant in the wireframe image.
Hard to say.
Maybe.
That's part of Pine Valley so I'd say yes. But this is an extremely early version (definately pre-build 96). I wonder if that road texture is still hiding in PV's texture files..
Definately. Geo Plant Control Room.
The terrain file size difference seems to indicate this but hard to say.
Hard to say.
I'm hoping for this one :P
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Re: Beta research organization

Post by John Parker Hammond »

Looks awesome! Good luck with the Beta all! Lemme know if yah need a hand ! ^ ^
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Re: Beta research organization

Post by machf »

Have you already tried it?
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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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Re: Beta research organization

Post by Vesiapina »

Found something about the level select in the beta. If you press the Jurassic Park logo in the left corner, the level select pops up immediately. Anyone else noticed this, and I quess it won't happen in the retail?
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Re: Beta research organization

Post by tatu »

Vesiapina wrote:Found something about the level select in the beta. If you press the Jurassic Park logo in the left corner, the level select pops up immediately. Anyone else noticed this, and I quess it won't happen in the retail?
Awesome find! The quick load button was cut in the retail. I think it's in the beta so they could fire up any level to test it after a change in it insted of go through all the level.
Last edited by tatu on Mon Feb 01, 2010 6:37 pm, edited 1 time in total.
Active project: Trespasser: Isla Sorna
Status:
BE-PH1: Released
PH2-IT: Pre-released
PL-SUM: In production

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

Post by Vesiapina »

tatu wrote:
Vesiapina wrote:Found something about the level select in the beta. If you press the Jurassic Park logo in the left corner, the level select pops up immediately. Anyone else noticed this, and I quess it won't happen in the retail?
Cool, the level select button was erased in the retail, thats what the quick load button is adding back :)
Quick load button? You mean the button which we are now talking about? :D
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