That's good enough.vorob wrote:I completely lost, dunno what to do to have best version of trespasser. Currently, i've got tresp 1.1 and CE patch...
A new Trespasser patch/update (Trespasser CE)
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Re: A new Trespasser patch/update (Trespasser CE)
Visit The Carnivores Saga - a forum devoted to modding Action Forms' Carnivores, Carnivores 2 and Carnivores: Ice Age games
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
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
Re: A new Trespasser patch/update (Trespasser CE)
Yep, you're totally good with that. You only really need ATX at this point if you're looking for a totally unbroken playthrough of some fan-made levels.machf wrote:That's good enough.vorob wrote:I completely lost, dunno what to do to have best version of trespasser. Currently, i've got tresp 1.1 and CE patch...
- Draconisaurus
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Re: A new Trespasser patch/update (Trespasser CE)
We ought to put up a list of levels which require actual ATX for full functionality.
Re: A new Trespasser patch/update (Trespasser CE)
Well, you can start thoroughly playing every single released level both with ATX and CE and compile that list.
Visit The Carnivores Saga - a forum devoted to modding Action Forms' Carnivores, Carnivores 2 and Carnivores: Ice Age games
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
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: A new Trespasser patch/update (Trespasser CE)
It depends a bit on the definition of "requires". From a game mechanics point of view IIRC, CE can play ATX levels. Because missing functionality could be considered cosmetic components (rain, maps). The spitting dino is stretching the cosmetic definition, but not a show stopper I'd say.
If the definition means play it with 100% ATX features working, then it's a different story.
Aside from rain, as noted in other posts above, it is correct that it should be possible to implement replacements for the missing features in CE through scripting.
If the definition means play it with 100% ATX features working, then it's a different story.
Aside from rain, as noted in other posts above, it is correct that it should be possible to implement replacements for the missing features in CE through scripting.
Re: A new Trespasser patch/update (Trespasser CE)
The spitting dinosaurs in ATX don't use an extended action type, but rather an external configuration file (or a set of them). Given that CE can implement them likewise using external configuration files, I wouldn't consider it lacking the ability in any way. It's only that the required config files are different, that's all.Lee Arbuco wrote:The spitting dino is stretching the cosmetic definition, but not a show stopper I'd say.
<snip>
Aside from rain, as noted in other posts above, it is correct that it should be possible to implement replacements for the missing features in CE through scripting.
The only unimplemented extended actiontypes in CE are, IIRC, the rain/snow one and the map one... and as you said, they are cosmetic ones and their lack doesn't make the levels unplayable.
Visit The Carnivores Saga - a forum devoted to modding Action Forms' Carnivores, Carnivores 2 and Carnivores: Ice Age games
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
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: A new Trespasser patch/update (Trespasser CE)
In fairness, the scripted spitters do need a T-script addition, to assign the relevant scripts to the dinos and projectiles involved.
Re: A new Trespasser patch/update (Trespasser CE)
Doesn't CE come with a .nut file which has the beginnings of a script for the map function as well?the map one...
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Re: A new Trespasser patch/update (Trespasser CE)
There's a rudimentary HUD sample script, to show how images can been drawn on screen. That sample also includes some commented out stuff of where one could insert some map draw related functionality. It isn't fully implemented though, just some suggestions and hints basically.
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Re: A new Trespasser patch/update (Trespasser CE)
Also technically, you can have jumping raptors in CE by pushing them off high terraces of terrain.
Re: A new Trespasser patch/update (Trespasser CE)
True, but what I'm talking about is something more along the lines of the Raptors jumping randomly during the ActBite action of their own accord rather than having to script it yourself.Draconisaurus wrote:Also technically, you can have jumping raptors in CE by pushing them off high terraces of terrain.
Re: A new Trespasser patch/update (Trespasser CE)
Forget Drac's rants. CE already allows you to have jumping raptors if you enable the formerly disabled dinosaur activities in trespasser.ini and add the necessary activities to the raptors' t-scripts (in this case, I'd say ActJump and ActJumpBite are what you need).TheIdiot wrote:True, but what I'm talking about is something more along the lines of the Raptors jumping randomly during the ActBite action of their own accord rather than having to script it yourself.Draconisaurus wrote:Also technically, you can have jumping raptors in CE by pushing them off high terraces of terrain.
trespasser.ini wrote: ;-----
[Game]
;-----
EnableAiActivityEx=-1
If it's not working for you, it's that you've done something wrong...t-script wrote: bool ActJump = true
bool ActJumpBite = true
Visit The Carnivores Saga - a forum devoted to modding Action Forms' Carnivores, Carnivores 2 and Carnivores: Ice Age games
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
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
Re: A new Trespasser patch/update (Trespasser CE)
machf, I've tried all of those values on Raptors and still to this day have yet to see naturally jumping Raptor-skeleton dinos, and I've had the AIActivites set at -1 ever since I first downloaded CE. Are there some Float values I'm missing or something in my T-Scripts?
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Re: A new Trespasser patch/update (Trespasser CE)
It appears the upload issue have been resolved, including the forum attach issue. I have uploaded the latest version to TresCom.
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."
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."
Re: A new Trespasser patch/update (Trespasser CE)
Good. I still can't properly connect to the server through FTP...tatu wrote:It appears the upload issue have been resolved, including the forum attach issue. I have uploaded the latest version to TresCom.
Visit The Carnivores Saga - a forum devoted to modding Action Forms' Carnivores, Carnivores 2 and Carnivores: Ice Age games
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
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