viewtopic.php?f=146&t=11004
- Spoiler: show
- Announcing the RTJP weekly update! Every week on any random day, I'll be posting some new details about what's been going on in the land of modding. There will be screenshots here and there, but the majority will remain in the screenshot thread. I'll update the title every week so you know when there's new things posted.
WEEK ONE - October 19, 2014
----------------------------------------------
I'll get right to the point. I've been mapping out Isla Nublar since we're using brand new terrain, and this time I'm going for absolute 90%-or-higher accuracy levels. So far, I have all the roads in the south done except the perimeter road, and I'll probably be finishing up all the access roads by the end of the week. There's only one road at the moment that's bugging me, and it can be fixed with a simple move downward. Other than that, it's pretty damn close to what we see in the movie. This time around, I'm using hppav's newer map of Isla Nublar as a basis since it's (in my opinion) the most accurate to date: The coastline differences will also be present now that there's much more room on the island, though in most places you'll be confined to the inner parts of the island anyway. Locations of buildings will remain the same for the most part, though they'll of course be adjusted slightly to accommodate the new road system. The Park section itself is something I'm still unsure of - I'm contemplating using the fencing system shown in this map: The only issue with it is that it confines the bottom section of the island where our Village-thing and Windmill Power Station are located, however it does show a more accurate representation of the Park compared to the Tour Map. We shall see how it goes.
Another large part of RTJP is the Test Level. It's been under heavy work as of late, and I've got a lot of new stuff implemented. I'm working on an enhanced version of the JPDS health system, where you eat food and use first aid to heal, but with quite a few new features, including but not limited to the ability to get a DX infection by eating...well, you'll find out when you try it yourself. And the DX infection itself has a few extra setbacks, one being the fact that Diane will now cough every once in a while to keep you in the loop as to whether or not you're still infected and dying.
There's also the plethora of new flora I've teased in the screenshot thread, but I'll keep most of it under wraps for now. In addition, there's been some substantial work done on the textures - even at this early stage, I'm *fairly certain* that there are ZERO original Tres textures left, and it looks absolutely spectacular. We've spared no expense!
That's all for this first post, though it's not the complete list of new stuff. There's a ton of fresh content being worked on daily now, so hopefully there will be some cool things to show off for next week's update. But you can't end off a development log without the...
Legendary Glitch of the Week:
Killed by an exploding coconut.
EDIT: Ugh, just realized I said "new stuff" three times in a row in my concluding sentence. Grammar Nazi mode - ENGAGE!