*SPOILERS* Pine Valley and other Beta 96 levels
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Re: *SPOILERS* Pine Valley and other Beta 96 levels
Btw, the rex tooth in JR is a pretty formidable weapon! I used it on a raptor and died in like 2 strikes!
Re: *SPOILERS* Pine Valley and other Beta 96 levels
Have you guys looked at the Ascent level? It's HUGE!David Bowman wrote:it goes on forever - and - oh my God - it's full of stars!
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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
Tres WIP: updated T-Script Reference and File Formats documents
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Re: *SPOILERS* Pine Valley and other Beta 96 levels
Trees. And glitches.
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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: *SPOILERS* Pine Valley and other Beta 96 levels
I fired that up and thought -- "Wow, it actually beings where the lab ends!" There is something very unsettling about hiking through those high bluffs.machf wrote:Have you guys looked at the Ascent level? It's HUGE!David Bowman wrote:it goes on forever - and - oh my God - it's full of stars!
Anyone else notice that the muzzle flashes are different (I think better)? The end features a transparency.
0066521C: 'Cannot create local swap file - Is Trespasser installed??',0Ah,0
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Re: *SPOILERS* Pine Valley and other Beta 96 levels
Noticed something else while in TresEd viewing the Town: That hillside area to the left of the Ops Center (as you face the steps) contains further trees that are obscured by the raised terrain. I think it's safe to conclude that this area was meant to be accessible, as sidewalks extend into the hillside for a bit. Also, the terrain image for the Barracks is further down the road, and an image for a bungalow is up on the slope a little ways down.
The road from the gate leading to the dam is unconnected to the main road system of the Town.
This is awesome! B)
The road from the gate leading to the dam is unconnected to the main road system of the Town.
This is awesome! B)
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Re: *SPOILERS* Pine Valley and other Beta 96 levels
Yeah, it looks like they just changed the town level prior to this version.
EDIT: I went and did a comparison between the Vivo Clip and Build 96:
http://diehard.50webs.com/Diehard/betavsvivo.html
Something tells me that clip wasn't made too long before the build we have. A lot of it is the same, with some noteworthy differences.
EDIT: I went and did a comparison between the Vivo Clip and Build 96:
http://diehard.50webs.com/Diehard/betavsvivo.html
Something tells me that clip wasn't made too long before the build we have. A lot of it is the same, with some noteworthy differences.
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Re: *SPOILERS* Pine Valley and other Beta 96 levels
Sam, you're making a rebuild from a fresh level? Not a great idea... You'll be using Geomadd's lower-quality mipmaps, it's not going to look as nice.
Other than the rex's rainbow mouth, I'm not sure if the dinos really need fixing. Would be nice to retain the bumpmaps. If you can set up a comparison to prove some difference in bone positioning etc, then I'll go for that..
And I personally prefer the beta Anne Her skin is far more pure. Low texture res is just too obvious with the retail version.
Oh yeah, Sam...
I must wonder though, how the FRAK those needles move based on the lever forces like that?? If you'd asked me if such a thing were possible in Trespasser, before this, I would have said no.
Other than the rex's rainbow mouth, I'm not sure if the dinos really need fixing. Would be nice to retain the bumpmaps. If you can set up a comparison to prove some difference in bone positioning etc, then I'll go for that..
And I personally prefer the beta Anne Her skin is far more pure. Low texture res is just too obvious with the retail version.
Yeah, I'll be posting a thread about my own adventures in a moment..hppav wrote:I'll have to do that Draco told me about a lot of things there (He claims the trailer with the JP banner as his find ) and took a ton of screen shots.
My impression is that eventually, everyone's going to have access to the beta. And at that point, we'll also start using the public Beta board more. I'm sure the link will be featured prominently in there, when the time comes.We could probably pass the link around to those who we trust with the link to the beta once we get that far. By then this site should be pretty well filled out with content.
Really? I missed that...hppav wrote:There's also a purple key card in actual lab on the second floor as well
Too bad I don't care about patents.Slugger wrote:First one to the patent office is awarded the rights.hppav wrote:He claims the trailer with the JP banner as his find
Thought you'd enjoy that. Was fun slinking through with a nice hunting rifle.machf wrote:Have you guys looked at the Ascent level? It's HUGE!David Bowman wrote:it goes on forever - and - oh my God - it's full of stars!
scallenger wrote:Ascent 1, really?! What's it full of?
!!machf wrote:Trees. And glitches.
That's in the retail too, Slug. Good thing Sam and I have gotten to know the retail better than the backs of our own hands The terrain in 96 actually does extend a wee bit further out. In the retail, those final telephone poles are partially buried.Slugger wrote:Noticed something else while in TresEd viewing the Town: That hillside area to the left of the Ops Center (as you face the steps) contains further trees that are obscured by the raised terrain. I think it's safe to conclude that this area was meant to be accessible, as sidewalks extend into the hillside for a bit.
Saw that. I'm sure you're right, it was further down at some point.. And you've missed the Reloaded discussion where the terrain goes all the way out there, leading to some terrain at the top in retail/beta which seems to be a road leading southeast. I've already restored this in the released "InGen Town Reloaded" .Also, the terrain image for the Barracks is further down the road, and an image for a bungalow is up on the slope a little ways down.
Yep, an interesting note.The road from the gate leading to the dam is unconnected to the main road system of the Town.
Oh yeah, Sam...
The far left one is the only one I really tried turning. The needle moves QUITE a lot. It was moving just like a real one, going into the red, and I'd try to get it in the green, and it'd go back down when I stopped turning it... So, I don't think we've figured out exactly how that puzzle is supposed to work, yet. I have not personally finished the part of the Geo Planet puzzle ingame.hppav wrote:I don't know if it matters but I turned the far left one all the way to the left too. The needle on it doesn't turn.
I must wonder though, how the FRAK those needles move based on the lever forces like that?? If you'd asked me if such a thing were possible in Trespasser, before this, I would have said no.
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Re: *SPOILERS* Pine Valley and other Beta 96 levels
Couple more things:
- Anne's flipping-the-bird submesh is missing
- In Sum, those outlying buildings are complete inside (may be in retail, can't recall). one has a semiauto mp5k. one where you battle the alpha raptor is also open, with a rifle in there
- alpha raptor is of tribe c
- another poster: in Jr, search for "ppostergirl02-00_regenm"
Rooting around AS1 (man, that level suddenly jumped on my list) and noticed a few things:
- the smuggler's plane is buried underneath the terrain at loc 2021.4, -521.0, 73.2
--> there's a broken propeller
--> a wooden box lacking identification markings
--> and a pack ole drugs
@hppav -- there's a para of tribe a also in the basement of AS1
- Anne's flipping-the-bird submesh is missing
- In Sum, those outlying buildings are complete inside (may be in retail, can't recall). one has a semiauto mp5k. one where you battle the alpha raptor is also open, with a rifle in there
- alpha raptor is of tribe c
- another poster: in Jr, search for "ppostergirl02-00_regenm"
Rooting around AS1 (man, that level suddenly jumped on my list) and noticed a few things:
- the smuggler's plane is buried underneath the terrain at loc 2021.4, -521.0, 73.2
--> there's a broken propeller
--> a wooden box lacking identification markings
--> and a pack ole drugs
@hppav -- there's a para of tribe a also in the basement of AS1
0066521C: 'Cannot create local swap file - Is Trespasser installed??',0Ah,0
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Re: *SPOILERS* Pine Valley and other Beta 96 levels
Damn you, Slug, discovering more things, after being gone all these months.. I am busy analyzing the VOs. I'll get to the levels again in a bit - also after I get some damn food and move this crap from the clean-up out of my room.
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Re: *SPOILERS* Pine Valley and other Beta 96 levels
I have a 2 papers to finish, a lab report, and need to study for for two quizzes, a lab exam, and a pchem exam...but the call of the beta is irresistible.Draconisaurus wrote:Damn you, Slug, discovering more things, after being gone all these months..
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Re: *SPOILERS* Pine Valley and other Beta 96 levels
Multiple dinosaur textures are rainbow, static, and rainbow static Plus like 90% of the structures in the level need to be exported, fixed in 3ds Max, and then re-imported anyway. A fresh level would be for consistency Plus I'm using the retail Anne as this version is meant to be placed into the retail level lineup. Kinda hard not to start anew when the only things that you DON'T have to fix in max would be the actual vegetation in the level. I'm also importing retail guns so that they have the proper grab magnets and such.Draconisaurus wrote:Sam, you're making a rebuild from a fresh level? Not a great idea... You'll be using Geomadd's lower-quality mipmaps, it's not going to look as nice.
Other than the rex's rainbow mouth, I'm not sure if the dinos really need fixing. Would be nice to retain the bumpmaps. If you can set up a comparison to prove some difference in bone positioning etc, then I'll go for that..
I'll be making two versions, one based on the Build 96 version with bug fixes and the like, and another based on the earlier versions of the level.
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Re: *SPOILERS* Pine Valley and other Beta 96 levels
Fixing the meshes would not alter the textures as long as they don't use bumpmaps..hppav wrote:Multiple dinosaur textures are rainbow, static, and rainbow static Plus like 90% of the structures in the level need to be exported, fixed in 3ds Max, and then re-imported anyway. A fresh level would be for consistency Plus I'm using the retail Anne as this version is meant to be placed into the retail level lineup. Kinda hard not to start anew when the only things that you DON'T have to fix in max would be the actual vegetation in the level.
Of course. Remember that that new barrel version of the hk91 will have to be fixed.. I'll definitely be doing that at some point, myself.I'm also importing retail guns so that they have the proper grab magnets and such.
Quite a task... I still suggest basing the Build 96 version on the original level files, srsly. Otherwise I might have to do my own version. For the earlier version, good to start that from scratch.I'll be making two versions, one based on the Build 96 version with bug fixes and the like, and another based on the earlier versions of the level.
Hmmmmm..... Perhaps I'll put myself in charge of a Beta IJ revamp. With all else that is restored, I might just try to recreate that dirt riverbed zone, separate from Tres Reloaded..
Re: *SPOILERS* Pine Valley and other Beta 96 levels
Slugger mentions finding a image in the 96 menu files
http://s169935060.websitehome.co.uk/li_ji_0.png
http://s169935060.websitehome.co.uk/li_ji_0.png