Posted: Tue Jan 22, 2008 10:22 pm
Well, it depends on who has the rights to the source code, the developers or the publishers...
TresCom : The Trespasser Fan Gateway...
http://www.trescomforum.org/
meh I guess so, I already kinda knew all of this but even if there wasn't any kind of non disclosure this would make no difference because they DON' T have it so I guess we might as well go back to the topicRemdul wrote:Well, even if they had the source, they can't just give it away. You have to realize they all signed a Non Disclosure Agreement, perhaps much more legal papers. They would almost certainly break the law by leaking it, risking prosecution.
Well DWI was the developer. Which became the EA LA studio. EA was always the publisher. So I'm pretty sure the rights are completely in hands of EA, unless Universal had a share in it, but I think EA bought movie rights from Universal (not the other way around). So all in all, everything should be in hands of EA. Individual persons who worked on Tres surely don't have any of those rights, the EA Spouse debacle almost confirms that. They weren't even allowed go home to sleep .machf wrote:Well, it depends on who has the rights to the source code, the developers or the publishers...
That question is more for EA rather than Rob Wyatt...Microceratops wrote: - Are there any plans to release a sequel of Trespasser?
Does that mean that it's still possible to re-enable activities which are marked "Not implemented" such as this one?Big Red's ATX ReadMe file wrote: * for all CActivityxxxxxx classes, bit 2 of member
[CActivityxxxxxxx+34h] is boolean for enable/disable act (instance-specific)
(This one in particular corresponds to ActJumpBite. That one and ActJump are of particular interest, as users have been able to get some others working, but these two apaprently not...)Big Red's ATX ReadMe file wrote: [CBrain+028h] = Pointer to CActivity class ("Not implemented" - type activity)
(See this post: http://trescom.3dactionplanet.gamespy.c ... php?t=5690 )Each line corresponds to 4 bytes in the table. The first 4 bytes are the first SoundMaterial, the next 4 bytes are the second SoundMaterial. The next 4 bytes are an integer value that shows how many sound effects are to be played, either 1 or 2; besides, if bit 7 is set to 1, it means there is also a friction (sliding) sound effect for these two materials.
Next are two 4-byte floats which I guess have something to do with how the sound effects are to be played (volume and duration, maybe? Or attenuation and volume, like in the "Play sound" action types?). The next three 4-byte entries are the sound effects, both collision ones and the friction one. The entries are 0 if no sound effect is used.
Finally, there are three sets of 10 4-byte floats, each set corresponding to each of the three possible sound effects, apparently. For non-used effects, the corresponding values appear to be just garbage (though they may be something else, but interpreted as float values they are absurd). These 10 values seem to be organized in pairs, similar to the pair that comes before the sound effects.