Tres 20th Anniv Cmnty Level
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- TrespasserGuy
- Parasaurolophus
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Re: Tres 20th Anniv Cmnty Level
Here's another new update from me, I've created a crate-stacking puzzle for getting into the complex, and added a swamp around the complex itself.
Latest version:
http://www.mediafire.com/file/t2mtaha3b ... ySwamp.zip
Latest version:
http://www.mediafire.com/file/t2mtaha3b ... ySwamp.zip
- Draconisaurus
- T-Rex Killer
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Re: Tres 20th Anniv Cmnty Level
Lookin great. I think the swamp area could be made to feel a bit more wet.
Had the raptor by the hunter camp delay 10 seconds before starting to move as I stood in front of it. We might wish to fine-tune the AI density in the area (or would an AI box covering the cave fix this?).
Had the raptor by the hunter camp delay 10 seconds before starting to move as I stood in front of it. We might wish to fine-tune the AI density in the area (or would an AI box covering the cave fix this?).
Re: Tres 20th Anniv Cmnty Level
Definitely agree with that - throw in a couple of pools and it'll be golden. Maybe this would be a good chance to sort of recreate the swamp from IJ in small form, with a bunch of muddy pits and rough terrain crossed by narrow bridges! Should also definitely expand the swamp a little bit so it fills up more space in that area.Lookin great. I think the swamp area could be made to feel a bit more wet.
You really seem to have some of the strangest glitches, Draco (sort of like my occasional magnet problems). There are 3 dinosaurs in the vicinity, the AI can't be too dense there. I've seen groups of 7 dinosaurs working together without a problem.Had the raptor by the hunter camp delay 10 seconds before starting to move as I stood in front of it. We might wish to fine-tune the AI density in the area (or would an AI box covering the cave fix this?).
- tatu
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Re: Tres 20th Anniv Cmnty Level
Worth noting is that CE got a function in its .ini file to set the wake up radius and it overrides the ones in a level. So that can always be an issue depending if someone got it on and how big they have set it.TheIdiot wrote:You really seem to have some of the strangest glitches, Draco (sort of like my occasional magnet problems). There are 3 dinosaurs in the vicinity, the AI can't be too dense there. I've seen groups of 7 dinosaurs working together without a problem.Had the raptor by the hunter camp delay 10 seconds before starting to move as I stood in front of it. We might wish to fine-tune the AI density in the area (or would an AI box covering the cave fix this?).
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."
- Draconisaurus
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Re: Tres 20th Anniv Cmnty Level
Well AI activity/quality is known to break down in high-detail ingame areas (conversely an ingame area with no detail and only AIs can fit more functioning dinosaurs than is considered normal minimum function). I'm thinking the CE AI count increase may work at the expense of AI quality of active dinosaurs. As well the Wake radius of distant dinosaurs (beyond the 3) may be affecting it, which could easily be remedied.
- Draconisaurus
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Re: Tres 20th Anniv Cmnty Level
Aaaand next version! The gate now has a puzzle.
https://app.box.com/s/w3ee0zp9o6g16hcd0vidx4tbusalzwxd
https://app.box.com/s/w3ee0zp9o6g16hcd0vidx4tbusalzwxd
- tatu
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Re: Tres 20th Anniv Cmnty Level
I must say I hope not several people are working on the latest version, cause you all suck at saying you are or will work on it
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: Tres 20th Anniv Cmnty Level
I've been conscious of this the whole time, but nobody else seems to be doing so, which is why I stopped doing it. But we definitely should be announcing that we are working on the level, because merging two separate versions together will be a bit of a chore.tatu wrote:I must say I hope not several people are working on the latest version, cause you all suck at saying you are or will work on it
Re: Tres 20th Anniv Cmnty Level
You should all read the description of how the Trespasser Team handled that.
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
- Draconisaurus
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Re: Tres 20th Anniv Cmnty Level
Oh the uh... They had a baseball or something?
- tatu
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Re: Tres 20th Anniv Cmnty Level
Yes, better send it via mailDraconisaurus wrote:Oh the uh... They had a baseball or something?
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: Tres 20th Anniv Cmnty Level
I remember they said something about a ball, don't know if it was a baseball...
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
- Draconisaurus
- T-Rex Killer
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- Joined: Mon Dec 06, 2004 5:21 pm
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Re: Tres 20th Anniv Cmnty Level
Small update with a spare moment - imported a clean Hammond House from IT, not moved yet
https://app.box.com/s/4v23ijrh5fmk39zhufd35l242qvv7f8y
https://app.box.com/s/4v23ijrh5fmk39zhufd35l242qvv7f8y
- TrespasserGuy
- Parasaurolophus
- Posts: 359
- Joined: Sun Mar 08, 2015 9:54 pm
- Location: North America
Re: Tres 20th Anniv Cmnty Level
Nice, I'm going to take a look in this and see what I can do next.
Re: Tres 20th Anniv Cmnty Level
Wondering exactly where we might put this, and what purpose it might serve. Was thinking it might go in one of the as-of-yet untouched corners of the map and serve as the beginnings of a new zone of development, as we want to make sure we don't just overpopulate the side of the map we've worked on so far.Small update with a spare moment - imported a clean Hammond House from IT, not moved yet
https://app.box.com/s/4v23ijrh5fmk39zhufd35l242qvv7f8y