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PostPosted: Mon Aug 27, 2012 11:53 pm 
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Gallimimus
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Well, it has at last come to my attention that I will not be able to finish this project soon, and if I don't release something, then when I do other things I would feel like I'm neglecting this.

Thus, for now, here's what I have so far:

Download: (~21Mb) http://www.mediafire.com/?4f99r1ol9svosg7

Note on the installation: you will need to copy the sound files over from the retail game into this.

Move:

C:\Program Files\Dreamworks Interactive\Trespasser\data\stream.tpa
C:\Program Files\Dreamworks Interactive\Trespasser\data\effects.tpa
C:\Program Files\Dreamworks Interactive\Trespasser\data\ambient.tpa

OR

C:\Tres CD\data\stream.tpa
C:\Tres CD\data\effects.tpa
C:\Tres CD\data\ambient.tpa

To:

SlenderRaptor\Engine\lib

I hope you all enjoy it (although it's incomplete).


Well, right now I'm not doing much due to my limitations, and I had an idea so I decided to go through with it.

The level, which I will not name, will have its own engine. It will be based off a completely different game, with a Trespasser twist of course.

I've already made the basic environment, I used the Greenhouse level with Lab terrain as a base. The mood and the atmosphere will be dark, spooky, you will not be able to move very fast.

There will be no guns, however there will be a goal, and a single enemy along the way.

It'll be as dark as reasonably possible, and you'll have a "flash light" that you can use that will slightly change the fog settings for a couple of seconds, and then go back to normal. It will get progressively darker each time, you use it, until the battery dies.

I hope this small project will be done in a week, perhaps more, depending how much time I put into it.

Here's an image of what it's looking like so far:

Image

Of course this is not what it will look like in the end, but this should give you an idea. I might change the base terrain texture, I've had enough with that yellow terrain.

And if you still have no idea what it's about, here's a statement:

He is always watching.

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Last edited by awesome24712 on Wed Nov 21, 2012 8:28 pm, edited 2 times in total.

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PostPosted: Tue Aug 28, 2012 12:26 am 
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But all he wants is his $20! :(

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PostPosted: Tue Aug 28, 2012 12:51 am 
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Gallimimus
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hppav wrote:
But all he wants is his $20! :(


In the middle of the night?

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PostPosted: Tue Aug 28, 2012 2:21 am 
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Sounds like a very original idea...
BTW, I think some time ago (or la long time ago, rather) I uploaded some base terrain textures that share the same palette, feel free to use them (if you find them).

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PostPosted: Tue Aug 28, 2012 3:40 am 
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Compsognathus
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I think I know what it is, the 'he is always watching' got me. :)
If I'm right, lots of development going on with that in other places, so be interesting to see it in Tres.

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PostPosted: Tue Aug 28, 2012 4:22 am 
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Looks like something out of Slender, but with dinosaurs


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PostPosted: Tue Aug 28, 2012 12:00 pm 
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awesome24712 wrote:
hppav wrote:
But all he wants is his $20! :(


In the middle of the night?



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PostPosted: Tue Aug 28, 2012 8:36 pm 
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Gallimimus
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hppav wrote:
awesome24712 wrote:
hppav wrote:
But all he wants is his $20! :(


In the middle of the night?




I suppose. :wink:

machf wrote:
Sounds like a very original idea...
BTW, I think some time ago (or la long time ago, rather) I uploaded some base terrain textures that share the same palette, feel free to use them (if you find them).


Thanks. I might use some of those textures, if I can find them. Would be useful.

enigma wrote:
I think I know what it is, the 'he is always watching' got me. :)
If I'm right, lots of development going on with that in other places, so be interesting to see it in Tres.


I've actually never played the game, watched other play it though. Very scary.

TheKritter71 wrote:
Looks like something out of Slender, but with dinosaurs


What's Slender? :P


And there's been a bit of progress, I've done the art for the main menu. Haven't made changes to other menus though, I'll also change the music sometime too.
Image

And here's the new fog settings in-game:

Image

There aren't that many other changes though. Do the extremely dense fog, I'll probably lower the draw distance to the lowest so I can have much more detail in the level.

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PostPosted: Tue Aug 28, 2012 9:40 pm 
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I like it so far :D

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PostPosted: Wed Aug 29, 2012 8:14 pm 
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So now I'm trying to make a black, partially transparent object (24-bit texture), that's flat, always faces the player, and follows in front of the player wherever the player goes. So that way I can just make the object appear/disappear every time the flashlight goes on/off.

I've already tried using a CEntityAttached, but it crashed the game (after numerous attempts), and then I just tried to use a CMagnet to attach the object to Anne, but it still didn't follow the player.

Here's the trigger's script:

Code:
group CFogAttach = {
    string Class = "CMagnet"
    string MasterObject = "Anne"
    string SlaveObject = "LowCloud-00"

}


Guess it is a rather noobish question, but are there any suggestions? Haven't scripted in a long time.

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PostPosted: Wed Aug 29, 2012 8:26 pm 
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I remember Draco making a level that changed the fog settings in triggers. You should probably be able to do the same thing, changing the fog settings when the flashlight is active or not.


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PostPosted: Wed Aug 29, 2012 10:41 pm 
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Don't know if Drac did, but I've certainly used it (no, it's not on a released level)... and it seems to be more practical to use a straight transition (from dark to clear or the other way around) than gradual ones (in consecutive steps). Which in case of a flashlight would make sense. It's not as if you're slowly entering a place where it gets progressively darker...

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PostPosted: Thu Aug 30, 2012 9:24 pm 
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Gallimimus
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Just using the SetFogAction would be a much better and practical choice, but for whatever reasons none of my triggers were working. Which caused me to use ATX's nightmode, which I'm not sure allows the changing off the fog (which anyways, if it could, I would just end up with the same problem). :?

But anyways, I've done a bit with the environment, here's a big picture of the whole shebang:

Image

And here's some more just or the sake of it:

Image

Image

Image

Image

For certain, there's lots of work to be done, but now I'm more focused on getting the gameplay concepts down rather than the environment.

To-Do List:

1. Get Night Fog Settings with working Flashlights. Make each consecutive use result in slight less brightness.
2. Add Freeze Distance for the raptor, so it'll always be active.
3. Use anchor to have raptor follow Anne.
4. Create more unique locations for the 8 objects to be collected.
5. Convert, import, and implement new sounds.
6. Adjust game speed settings and raptor speed for more realism.
7. Edit the menu so some controls cannot be changed, i.e. you won't run when you're supposed to walk.
8. Complete the border of rocks surrounding the playing area.
9. Script level to end after the 8 objects are collected.
10. Get the objects in the game first.
11. Apply extra effects to increase the suspense, more like Slender.
13. Learn how to script all over again.
12. Update STT for once.

Yep. :)

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PostPosted: Fri Aug 31, 2012 12:39 am 
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awesome24712 wrote:
3. Use anchor to have raptor follow Anne.


Just use Anne as the anchor, and it will always follow.


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PostPosted: Fri Aug 31, 2012 12:52 am 
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Gallimimus
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tatu wrote:
awesome24712 wrote:
3. Use anchor to have raptor follow Anne.


Just use Anne as the anchor, and it will always follow.


Yeah, I know that. An anchor can be any object (but the developers still used cubes, oddly. Guess it was more organized).

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