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Re: A new Trespasser patch/update (Trespasser CE)

Posted: Fri Mar 30, 2018 8:39 pm
by machf
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...
That's good enough.

Re: A new Trespasser patch/update (Trespasser CE)

Posted: Fri Mar 30, 2018 10:17 pm
by TheIdiot
machf wrote:
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...
That's good enough.
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.

Re: A new Trespasser patch/update (Trespasser CE)

Posted: Sat Mar 31, 2018 1:06 am
by Draconisaurus
We ought to put up a list of levels which require actual ATX for full functionality.

Re: A new Trespasser patch/update (Trespasser CE)

Posted: Sat Mar 31, 2018 3:19 am
by machf
Well, you can start thoroughly playing every single released level both with ATX and CE and compile that list.

Re: A new Trespasser patch/update (Trespasser CE)

Posted: Sat Mar 31, 2018 12:24 pm
by Lee Arbuco
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.

Re: A new Trespasser patch/update (Trespasser CE)

Posted: Sat Mar 31, 2018 4:00 pm
by machf
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 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.
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.

Re: A new Trespasser patch/update (Trespasser CE)

Posted: Sat Mar 31, 2018 4:43 pm
by Lee Arbuco
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)

Posted: Sat Mar 31, 2018 7:23 pm
by TheIdiot
the map one...
Doesn't CE come with a .nut file which has the beginnings of a script for the map function as well?

Re: A new Trespasser patch/update (Trespasser CE)

Posted: Sun Apr 01, 2018 12:31 pm
by Lee Arbuco
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.

Re: A new Trespasser patch/update (Trespasser CE)

Posted: Sun Apr 01, 2018 11:26 pm
by Draconisaurus
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)

Posted: Thu Apr 05, 2018 1:16 am
by TheIdiot
Draconisaurus wrote:Also technically, you can have jumping raptors in CE by pushing them off high terraces of terrain.
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.

Re: A new Trespasser patch/update (Trespasser CE)

Posted: Thu Apr 05, 2018 5:26 am
by machf
TheIdiot wrote:
Draconisaurus wrote:Also technically, you can have jumping raptors in CE by pushing them off high terraces of terrain.
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.
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).
trespasser.ini wrote: ;-----
[Game]
;-----

EnableAiActivityEx=-1
t-script wrote: bool ActJump = true
bool ActJumpBite = true
If it's not working for you, it's that you've done something wrong...

Re: A new Trespasser patch/update (Trespasser CE)

Posted: Thu Apr 05, 2018 6:52 am
by TheIdiot
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?

Re: A new Trespasser patch/update (Trespasser CE)

Posted: Sun Apr 08, 2018 2:26 pm
by tatu
It appears the upload issue have been resolved, including the forum attach issue. I have uploaded the latest version to TresCom.

Re: A new Trespasser patch/update (Trespasser CE)

Posted: Sun Apr 08, 2018 9:29 pm
by machf
tatu wrote:It appears the upload issue have been resolved, including the forum attach issue. I have uploaded the latest version to TresCom.
Good. I still can't properly connect to the server through FTP...