TC_Isle Beta 2?

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machf
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Re: TC_Isle Beta 2?

Post by machf »

Draconisaurus wrote:
machf wrote:
Draconisaurus wrote:Roger. Btw.. slightly topical.. I am attempting to use your reverse CRC-32 tool and failing miserably. I'm trying to get a string for the default dino vocal..
What for, if the official string is already known? You don't need another anymore...

Code: Select all

  276  8f4fea56  no   "PLACEHOLDER VOCAL" (same as #186)
Interesting, well FYI, it was not in the text file that was loaded on your site when I was doing this the other day. I also looked up the post when I remembered you discovered it, but neither Matt nor I were able to figure what you determined the name to be, just the wording I guess.
I don't upload the updated files for a single change, you must refer to the thread for that. The updates are uploaded only when mentioned in that thread. SInce the edits to the files are posted there too, you can use them instead.
And MOST IMPORTANTLY... this sound is actually just a pointer to the basketball sound (#186), if you replace it, you'll be replacing the basketball too, so you better just change the pointer instead, so that it points to the "MISSING" sound (#0).
Oh crap, haha, that is important. How do we change the pointer?! Matt is the one who needs to know..
Right now, hex editing is your only option.
the only value I have to work with is 8f4fea56 and I don't seem to be getting anything useful from it. Matt can't figure it out either.. :?
Place that in the third box, the one that says "CRC" under "CRC-32 reversing". Check the box that says "String" further down, if it's blank it means there aren't any valid 4-character strings that match that value, so you'll need to try with additional random characters. See that other box a little further down, the one which says "# RND Chars"? It's initially set to 1. Check the path and filename in the bottommost box, "FIle"; once you click on the button labeled "Crack", the results will be saved there, you can change the file and pathname with the "Select" button. If you get an empty file using "# RND Chars" set to 1, change it to 2 and click on "Crack" again. If you still get an empty file, try again with 3. I don't recommend you going past 5 random characters, unless you have a fast computer and a large HDD.
Going to save that description for future reference...
http://trescom.3dactionplanet.gamespy.c ... ?f=7&t=313
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Re: TC_Isle Beta 2?

Post by Draconisaurus »

Shadow Wolf wrote:I could do with doing something about dions loudly bonking in DP too...
Don't worry, with what Matt and I are cooking up, you won't have to deal with it yourself.
machf wrote:
Oh crap, haha, that is important. How do we change the pointer?! Matt is the one who needs to know..
Right now, hex editing is your only option.
:cartman: Obviously... we need to know what to edit; Matt will be doing the editing and he's getting tired of these CE fixes enough as it is, a straight-forward answer would be nice, sorry to be a bother but...
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Re: TC_Isle Beta 2?

Post by machf »

Check both the file formats document and the text dump of the Effects.tpa file and you'll see what you need to edit. Basically, you'll need to copy everything minus the hash value.
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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
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Re: TC_Isle Beta 2?

Post by Microceratops »

Guys, I was thinking that for the next release of this level you could add the aquatic reptile that was to be used in "The Lagoon", but that only appears in the basement. I don't remember its name right now... It would be preety cool that, for example, you are swimming to the fallen baloon and, suddenly, without you noticing it coming from underwater, the reptile attacks you.
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Re: TC_Isle Beta 2?

Post by machf »

The Liopleurodon? No, that model needs much reworking...
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Re: TC_Isle Beta 2?

Post by Shadow Wolf »

Microceratops wrote:Guys, I was thinking that for the next release of this level you could add the aquatic reptile that was to be used in "The Lagoon", but that only appears in the basement. I don't remember its name right now... It would be preety cool that, for example, you are swimming to the fallen baloon and, suddenly, without you noticing it coming from underwater, the reptile attacks you.
nice idea but have you taken a good look at that thing? though IIRC the liop irl was actually a marine animal
post something intelligent before I go insane from a combination of exhaustion and boredom
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Re: TC_Isle Beta 2?

Post by Draconisaurus »

machf wrote:Check both the file formats document and the text dump of the Effects.tpa file and you'll see what you need to edit. Basically, you'll need to copy everything minus the hash value.
Heh, Matt's not going to like this but I think I can get him started.. I'll try to have him PM you with any more specific questions. The most likely problem is that he/we will get lost in the TPA data and not know where the frak to look or what to look for.
Shadow Wolf wrote:
Microceratops wrote:Guys, I was thinking that for the next release of this level you could add the aquatic reptile that was to be used in "The Lagoon", but that only appears in the basement. I don't remember its name right now... It would be preety cool that, for example, you are swimming to the fallen baloon and, suddenly, without you noticing it coming from underwater, the reptile attacks you.
nice idea but have you taken a good look at that thing? though IIRC the liop irl was actually a marine animal
Yeah no frak. :yum: It was going to be on the lagoon water instead of the uhh.. suchomimus. Micro is suggesting that the liop be put in the ocean around the baloon.
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Re: TC_Isle Beta 2?

Post by TheGuy »

Draconisaurus wrote:Heh, Matt's not going to like this but I think I can get him started.. I'll try to have him PM you with any more specific questions. The most likely problem is that he/we will get lost in the TPA data and not know where the frak to look or what to look for.
Heeey, I don't mind really. :yum: Thanks for your help Machf, if we get stuck I'll send you a PM, but I'm sure we'll figure it out.
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Re: TC_Isle Beta 2?

Post by TheRaptorKiller »

When I try to unzip the file it asks for a password how do I get the password?
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Re: TC_Isle Beta 2?

Post by Tresfan »

There is a file with the password in it.
---------------------------------------------------------------
Will there be a TC_Isle part2?
/)^3^(\
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Re: TC_Isle Beta 2?

Post by Nick3069 »

TheRaptorKiller wrote:When I try to unzip the file it asks for a password how do I get the password?
If you have the retail game installed all you need to do is run Tresword to get the password.
Tresfan wrote:Will there be a TC_Isle part2?
There was originally going to be, it was going to called TC River.
BTW, TC Isle is part 2 of the TC levels,
  1. TC Ops
  2. TC Isle
  3. TC River
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Re: TC_Isle Beta 2?

Post by trexhunter »

i have fininshed TC_Isle over two now it a great game next time try to add more weapons :o
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Re: TC_Isle Beta 2?

Post by Rebel »

Technically, there are 2 new weapons; the b29's turret guns and the spear-gun located on the small island off to the left of the lighthouse bluff. Doing a quick read-thru, doesn't seem like anyone actually found the spear-gun.
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Re: TC_Isle Beta 2?

Post by machf »

Hey, good to see you around...
And yes, it looks nobody has found it yet.
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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
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Re: TC_Isle Beta 2?

Post by Draconisaurus »

Well, I heard of it but never got around to looking. I thought it was going to be in the Venture.. I sure would have been looking a while. And I did check out that new little island in TresEd briefly and found nothing, heheh. Rebel! What's made you show up? See if you can be around for the end-of-year contest we're having.. and maybe have Trespasser + ATX installed ;)
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