TRESCOM_ANTHOLOGY

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Second Illiteration
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Re: TRESCOM_ANTHOLOGY

Post by Second Illiteration »

I'm 35 now, started in the Tres community around 20 years ago I think. Time really does fly
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Re: TRESCOM_ANTHOLOGY

Post by scallenger »

I'm 35 now too. We need a drink. Lol
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Re: TRESCOM_ANTHOLOGY

Post by Draconisaurus »

34. Having joined TresCom in late 2004, it's been a little over 17 years. That means half my life has been on off TresComing. :nerd:
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Re: TRESCOM_ANTHOLOGY

Post by Hilwo »

39, joined close to 20 years ago :)
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Re: TRESCOM_ANTHOLOGY

Post by scallenger »

Okay, we just need to get a full bar going here.
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Re: TRESCOM_ANTHOLOGY

Post by Draconisaurus »

We could put one in the TresCom town. Or delineate one inside Rebel's Manor.
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Re: TRESCOM_ANTHOLOGY

Post by scallenger »

Doooo iitttt
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Re: TRESCOM_ANTHOLOGY

Post by Rebel »

Prequel update: https://www.mediafire.com/file/zzjdkjdn ... 2.zip/file

Just replace the grf/scn files. I noticed that Shadefyre started his video play of the level and noticed a few things that needed to be addressed.
There's a readme file included that'll explain what. The changes are listed below as well -

*Shadefyre: If you happen to stop on by, thanks for doing the videos. It not only helps the community, but I personally (along with others),
enjoy your commentary. ;)

Changes: 05/25/22

Some sub-objects were mia on the mansions (added)
More hint triggers added
2nd plane fly-over trigger moved to a more viable location
Added killboxes to remove Shadefyre's compound escape cheat
Wrong vocals assigned to 'Coelos' for roaring (my bad, fixed)
Tweaked Chimney Secret & added textover

Other:
Save_Game Notice: Please note that saved_games do not save all trigger states correctly.
In order for machinery, most notably elevator, tram, dam_lift, etc to work properly I ad-
vise saving a game before any of these items are used and not to save again until you have
finished up with the dam puzzle. My guess would be (though I haven't checked) that saving
a game while wearing the gas mask is probably a bad idea as well -


**I Replaced the earlier update to the current update on my sig as well -
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Re: TRESCOM_ANTHOLOGY

Post by Draconisaurus »

Really glad to hear you still have some modding in you. Hmm, if you have a request for content in the community level, let us know!
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Re: TRESCOM_ANTHOLOGY

Post by Rebel »

Draconisaurus wrote:Really glad to hear you still have some modding in you. Hmm, if you have a request for content in the community level, let us know!
If I can think of a little something, something, I'll let ya know. ;) I'm partial to working machinery and easter eggs myself.
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Re: TRESCOM_ANTHOLOGY

Post by Rebel »

Prequel Final Update: https://www.mediafire.com/file/tvk87fl3 ... l.zip/file

(I've also updated my sig)

Changes made since the previous final released: Note: ignore
previously released patches with this version since it already
contains the 2 previous updates plus other changes I've made
since watching ShadeFyre's videos.

(nearly all changes below came from watching his videos. Quite
helpful ;) )

Prequel Level:

Added save text at dam (Safe Point: please save game here)
Added hint trigger for gun useage (inside of minnie pontoon boat)
Added hint trigger for puzzle board (used to reach roller doors)
Moved computer station key to more visible location
Added end drainage pipe (mine water that's dumped into swamp pond)
Added hint trigger for chimney secret (inside finished manor)
Improved train capacitor puzzle (easier and less clumsy)
Fixed Ceolo vocals (Rex vocals were eronously mixed in (my bad))
Prevented Anne from surviving a compound wall jumpoff (onto fence)
Added sub_objects that were mia on the mansions
Added Swamp Tylosaur
Added AI_Boxes around RV & Rv's Trailer
Added AI_Box around Train Maintenance Bldg.
Tweaked TRex's script
Tweaked the tram's $objects count to lessen collision overload
Added $Objects to dam's 2nd level door (missing)
Moved 2nd plane flyby trigger to a more accessible location
Increased Wind Turbine's push strength (for rotation of blade)
Added save text at Train maintenance building (save here)
Added Ammo_Box (for reloading of spas (spas stored, use ammo box)
Added 2nd death for certain raptors (related to eyes closed as a
few are 'reanimated' after death and teleported to other locales)
Reduced Mama Allosaur's eggs size (1/2 scale)
Removed splash sound (while phouse outlet is water free)
Removed shadow from small rocks (storables)
Removed 'this is a test' texover for basement sumppump

Note these changes/additions will be the final editing of prequel
level. Hopefully addressing these issues will make it a more en-
joyable level to play -

A final note on Save_games: Not all triggers (in particular the
boolean triggers) current states are saved correctly. To ensure
that all machinery and/or puzzles work correctly, I suggest that
a save game is created when a textover suggests doing so. These
are safe points, meaning before you enter (or reach) an area that
relies heavily on puzzling and/or triggers you're given a head's
up to 'save here'

6/05/2022 Reb.

@To Shadefyre (what was missed):

To long to post up on youtube, so did so here instead -j
Spoiler: show
Transmitter icon on plane yoke (Anne sends out a distress call)
As noted in vid comments, the plane's number
The compy 1st seen will only cower if approached and eventually
does die from the gases
Before the DaVinci Dam/small sluice gate there's a ravine where
a tylosaur is hanging out at the water's edge. (can be teased out
of the water and if on land too long, he'll die).
Repeat of the beach level with Anne in the ocean 'I don't really
feel like swimming vocals. They're there, you simply needed to go
out a little further to trigger them
There's a desert eagle inside of a loose rock in the mansion's
chimney.
There's a desert eagle behind the roller doors. A puzzle board is
lying behind the partially built manor that can be used to broach
the washout.
The GasMask is inside of the log lift tractor. Big Al will die in
there if he follows. A ways down the road is a broken down truck,
the skeletal remains of its driver is propped up against a rock n'
clutching his throat. lying beside him, a weapon -
Behind the hill, and after the hand rail ride, a raptor is asleep
Beyond the 1st rope bridge and reaching the trees, to the right is
an undecorated xmas tree (jingle bells plays if near)
A Mayan axe is lying amongst the 1st set of rocks to the left of
the keypad box
Half way across the larger rope bridge Colonel Bogey's March will
play (snipet)
After crossing, and up over the hill, is a pool of water where a
another tylosaur is meandering about
1st plane flyby is located behind and to the right of the RV near
a large tree and several large flat rocks
2nd plane flyby (since moved) was originally triggered by climbing
the slanted tree next to the 1st arch of the larger Mayan ruins.
A camera animation turns, shows the arch of the larger Mayan
ruins. By climbing the wall, you can wait for the Mayan AI to
go under the last part of the arch holding on and contacting it
will squash the beast.
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Re: TRESCOM_ANTHOLOGY

Post by Draconisaurus »

A final note on Save_games: Not all triggers (in particular the
boolean triggers) current states are saved correctly. To ensure
that all machinery and/or puzzles work correctly, I suggest that
a save game is created when a textover suggests doing so. These
are safe points, meaning before you enter (or reach) an area that
relies heavily on puzzling and/or triggers you're given a head's
up to 'save here'
This is a great method... TrespasserGuy has a level where ActionType 19 (Save Game) actually works. I hadn't gotten it to work in my own levels, and possibly it's simply unsure if it will work correctly in a given mod. But for those cases when it doesn't work (more testing needed), this sounds like a great way to let the player know ahead of time.

Odd idea, it might be possible to make a script using a CVariableTrigger, which ensures that savegames made outside the safe-moments will crash if loaded, to avoid puzzle dysfunction.
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Re: TRESCOM_ANTHOLOGY

Post by Rebel »

Draconisaurus wrote: This is a great method... TrespasserGuy has a level where ActionType 19 (Save Game) actually works. I hadn't gotten it to work in my own levels, and possibly it's simply unsure if it will work correctly in a given mod. But for those cases when it doesn't work (more testing needed), this sounds like a great way to let the player know ahead of time.

Odd idea, it might be possible to make a script using a CVariableTrigger, which ensures that savegames made outside the safe-moments will crash if loaded, to avoid puzzle dysfunction.
Tried auto_save (at19), didn't save properly, Drac. And variable triggers are problematic as well. If the values are changed, the saved game seem to register their initial state (true/false),
regardless of whether or not the value was changed ingame. My decision to do that textover advice seemed the only viable option to at least create those few safe points needed to ensure
a good save game in case one was needed.
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Re: TRESCOM_ANTHOLOGY

Post by Draconisaurus »

Right. So now I'm not sure, but I was considering investigating ways to simulate CVariableTrigger using crate-positions instead. Any notion if that's realistic?
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Re: TRESCOM_ANTHOLOGY

Post by Rebel »

Draconisaurus wrote:Right. So now I'm not sure, but I was considering investigating ways to simulate CVariableTrigger using crate-positions instead. Any notion if that's realistic?
Teleportation. Much in the same way I kept count of how many arrows the crossbow fired? Yeah, allot of extra triggers and destobjects, but that might be a workaround.
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