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Re: Fall Lodge - Autumn 2017 Level

Posted: Mon Oct 30, 2017 2:51 am
by Draconisaurus
I did go to the length of setting Anger to 1, DamageAnger to 5, and Hunger to 0 (originally to keep it from getting distracted by dead things while maintaining a drive to attack the player). Did not use ActMoveAway; interesting. I also set TerrainPathfinding to false, so that it would not attempt to plot ANY courses or monitor terrain/obstacles and focus on its target. Do not know what effects that actually has.

At any rate, last night I finally got it working... Had to resort to teleporting invisible walls (where the player will never also be present) to herd it correctly.

Re: Fall Lodge - Autumn 2017 Level

Posted: Mon Oct 30, 2017 5:55 am
by machf
Draconisaurus wrote:machf - how are those updated trees coming? Will they be done by Monday morning?
Go to http://www.trescom.org/editing/ now...

EDIT: updated it today after realizing I hadn't properly renamed a texture... no harm done since apparently, Drac is the only one who has downloaded it yet.

Re: Fall Lodge - Autumn 2017 Level

Posted: Tue Oct 31, 2017 8:04 am
by Draconisaurus
Working at finishing this level, we're still on track for releasing in the morning...

I want to say. Adobe Photoshop cannot seem to open DDS files. :? Version 7, not sure if later versions can. At any rate, 1) I won't be able to work with any DDS assets put out there for Trespasser 2) What are all the formats supported by CE for high-res textures?

Re: Fall Lodge - Autumn 2017 Level

Posted: Tue Oct 31, 2017 2:54 pm
by machf
Drop Photoshop. Use GIMP instead. Get the DDS import plug-in.

http://registry.gimp.org/node/70

Or, if you still want to go with Photoshop, look here:

https://developer.nvidia.com/nvidia-tex ... -photoshop

Re: Fall Lodge - Autumn 2017 Level

Posted: Tue Oct 31, 2017 3:21 pm
by Draconisaurus
*memories return* You know I recall doing this before. I have a sense that it might be the same as a certain memory of long-winded unsuccessfiality. Might look into it later but I am more tempted to use alternate formats. If DDS becomes critical I'll give that a second look.

Re: Fall Lodge - Autumn 2017 Level

Posted: Tue Oct 31, 2017 3:45 pm
by machf
DDS, BMP or TGA, according to Lee:

viewtopic.php?p=113732#p113732

If you can't use DDS, go with TGA, then...

Re: Fall Lodge - Autumn 2017 Level

Posted: Tue Oct 31, 2017 6:09 pm
by TheIdiot
DDS, BMP or TGA, according to Lee:

viewtopic.php?p=113732#p113732

If you can't use DDS, go with TGA, then...
Don't use .BMP format, it causes the textures to be overly bright like a 24-bit image imported into a SWP from GeomAdd. .TGA might be safe, but .DDS has the best compression options and works great with transparency. Don't forget that you can also make parts of the texture more or less transparent in order to determine which areas should be shiner, provided you aren't replacing an image with a transparency map.

Re: Fall Lodge - Autumn 2017 Level

Posted: Tue Oct 31, 2017 7:56 pm
by machf
TheIdiot wrote:
DDS, BMP or TGA, according to Lee:

viewtopic.php?p=113732#p113732

If you can't use DDS, go with TGA, then...
Don't use .BMP format, it causes the textures to be overly bright like a 24-bit image imported into a SWP from GeomAdd.
Yep, that and other reasons is why I didn't suggest BMP.
.TGA might be safe, but .DDS has the best compression options and works great with transparency.
And that's why I recommend DDS in the first place, too.
(Just FIY, Drac, TGA stores transparency too, but its compression is not so good)
It also allows you to store mipmaps inside the same file, too.
Don't forget that you can also make parts of the texture more or less transparent in order to determine which areas should be shiner, provided you aren't replacing an image with a transparency map.

Re: Fall Lodge - Autumn 2017 Level (released pg. 3)

Posted: Wed Nov 01, 2017 5:00 am
by Draconisaurus
OOOOooookay........ After having been up about 36 hours, I present to you all, this Autumn... FALL LODGE.
Click on Image
(Click on thumbnail for full size)
Image
https://app.box.com/s/wkn440fnryh7j2ow6l9l7cwv0jxfpef0

Very special thanks to Tatu for a remodelled version of the original Plantation House model & various assistances, to MikeTheRaptor for the new pumpkin and scarecrow models & textures, and to machf for both the 2D and 3D autumnal foliage without which this mod would not exist.

...Leaderboards for ingame scoring will be edited into the first post after the first one comes in! ;)

Re: Fall Lodge - Autumn 2017 Level (released pg. 3)

Posted: Wed Nov 01, 2017 5:10 am
by machf
Your post shows for me as "November 1st, 00:00" - missed Halloween by seconds. ;)

I'll try to play it for a while...


EDIT: uh... are you sure you posted the link properly? I only get a blank page...

Re: Fall Lodge - Autumn 2017 Level (released pg. 3)

Posted: Wed Nov 01, 2017 5:45 am
by tatu
The download link work fine for me.

Re: Fall Lodge - Autumn 2017 Level (released pg. 3)

Posted: Wed Nov 01, 2017 5:47 am
by machf
Could you upload it elsewhere, tatu?

EDIT: never mind, I had to run Chrome to be able to load the page...
How I hate that site...

Re: Fall Lodge - Autumn 2017 Level (released pg. 3)

Posted: Wed Nov 01, 2017 7:54 am
by TheIdiot
Your post shows for me as "November 1st, 00:00" - missed Halloween by seconds. ;)
Same here. :P

Just finished the level - my score:

Points: 795
Headshots: 127
Shots Fired: 0? A bug? Seems like I fired around 200 or so, considering I aimed only for the head and didn't miss much...
Pumpkins Smashed: 2

I should note that there were a couple of kills I made where the points message didn't display - not sure if these were counted or not. I wonder if something went wrong on my end? Might have to replay it and see if everything worked properly.

Really had fun with that! My review will come later, overall impression was extremely good! This level's originality really struck me, both visually and gameplay-wise, although there were a couple of minor things to critique. I think you were successful in creating a level with plenty of replayability as I really want to go back and try to beat my score (even though I think I killed everything in the level) Makes me want to go back to my idea for a Carnivores-style level...

ANNENDUM:
Spoiler: show
I checked out the level quickly in TresEd - that last trigger for killing the homalo in the basement made me laugh. I managed to cause the HOMALO GENOCIDE trigger to come up, so I guess I'm some kind of anti-homalo extremist or something. Also, congratulations, I think you've made the tallest object tower ever constructed in TresEd...and you made it out of triggers. :wink:

Re: Fall Lodge - Autumn 2017 Level (released pg. 3)

Posted: Wed Nov 01, 2017 5:48 pm
by machf
Went to bed last night at 1:30am after playing your level. Now I have time to write this:
Spoiler: show
Well, after a mostly uneventful walk (killed a few Raptors with 2 or 3 headshots -oh, and the very first one impaled itself into my rifle, instant kill-, an Allosaurus and two Homalocephales which were really annoying me, I climbed over a fence and was magically teleported into a lodge and... oh, my God, it's full of stats!

(Oh, and I didn't get a chance of Smashing Pumpkins Into Small Piles Of Putrid Debris...)

The billboards look good, but I will repeat what I mentioned in the README file for the release:
Remember, billboard trees should be out of the player's reach. These are meant for those cases
when, though out of reach, they are relatively close to the player. The billboard trees included
in Trespasser's retail levels don't look good at the distance they're mostly set...
Going to view the level in TresEd now...

Re: Fall Lodge - Autumn 2017 Level (released pg. 3)

Posted: Wed Nov 01, 2017 8:36 pm
by Draconisaurus
Glad yee two had fun with the level. 8)

Odd shots-fired errror, TI. Didn't run into that one. Also it's nice to see someone actually get that high a score - I never had time to test the level to that extent and was never 100% sure on how adequate the gun ammo/distribution was... I did have a couple instances of hunt points not being displayed. My best guess/analysis is that it happens when high-damage weapons do too much damage at once to a given CAnimal, such that for whatever reason they are not even counting as having died... (perhaps it knocks them down so far that they reincarnate in a different world, which the engine doesn't register).

You anti-homalo extremist, you... :x

:lol: Yes that bloody tower takes a few seconds to fly up at top speed... Next I'll do a global-rescript on them and make them Tangible and Moveable.

Btw TI, a screenshot is quite nice for the score reckoning, to ensure that no one cheats.. ;P