Maybe, but 640x480 has fewer detail...Draconisaurus wrote:We have no control over that, we didn't create the AT and as far as I know, there are NO other values for the SMK-play AT. Ask BR about it. If you really want it centered, play the level in 640x480 (like me) - you'll get fewer crashes that way, I imagine, and better framerate.machf wrote:Warning! Possible spoilers ahead...
Bugs I've found so far:
- intro movie plays on the top left corner, not centered
I've got a feeling that placing some occlusion objects behind the walls of the tunnel might help...Well, no one else reported this error. If anyone can say they have experienced it (or want to try and find out it happens), please let me know, you can just post it in here.- if you turn around after entering the tunnel, the level crashes (this also happens if you come back from the other end of the tunnel), you need to turn around at the last bend and walk backwards until you're not just outside the tunnel, but at a safe distance from it
It's the .tpa files that's causing them? But TC Isle doesn't have any, and IIRC, it has the same problem...All levels with additive TPA files do this, I've written an essay or two to BR about it but he doesn't have a fix just yet, and I'm content enough as long as it works.. it's a great bonus to be able to use them in the first place.- upon exiting the level, Trespasser crashes with a "fatal error" message
Actually, there weren't any raptors left.*thinks* Well, yes there's a wall in front of you, you can go back through the level if you want just by walking off to the left.. Hmm and well if you mean the wall that's in front of the gate to the dock, *spoiler* the fallen palm is intended to keep you from escaping the dock - if you manage to escape anyway, don't expect to get back in; if you're taking enough time to climb up that crate, anyway, it probably means the boat has left the dock and there's nothing really left for you to do except fight raptors.Annoyances/design flaws:
- climbing over those boxes on the dock and jumping over the fence, you find an invisible wall and there's no way to go back
Hmmm, maybe I should have turned left... turning right after hitting the invisible wall I ended up falling into the sea.Honestly, I suppose I could try putting a palm which leans onto the fence from the outside, if you really want.. except that it's already out lol so it doesn't really matter. Anyways, I suppose your point is taken, I'll make a mental note.
Yes, I realized that after hppav mentioned it, so never mind. Seeing the corpses vanishing and another raptor showing up made me think it was the same (like on the harbor in the Lab level).Not really. The problem is that having so many AIs in the dock area really bogs the engine down, originally there were 3 at a time (total of 6), and that really just didn't work. Those TC_Isle raptors are quite poly-heavy, it's not as easy to have so many of them as it is for retail raptors. This also makes them a drag on the engine while they're dead, so teleporting a dead raptor away after a little while was the best solution, and I don't regret it. Old games used to teleport carcasses away all the time.. I wouldn't do it if it weren't a framerate issue.- zombie raptor - couldn't you have used different ones instead?
Why unlimited raptors?*Oh just thought of another reason. The scripts in ED are intended to produce *spoiler* unlimited raptors in the dock, after the boat has left. They will always come back - that's difficult to do without cycling the old ones.
BTW, throwing one into the sea stops them from re-spawning forever
But the player should have some idea, otherwise he/she'll just wander exploring the level...Heh, well that is an interesting idea. I really kinda wanted to keep it a secret from the player - Nedry really had no idea how much time was left, I'm willing to bet anything he was already very, very late when his jeep crashed.- should give a warning about the remaining time to reach the dock (isn't that sort of thing possible, even without ATX? I guess a simple start trigger with a "delay" action followed by a "show text" action would do...)
Well, 10 seconds isn't something I would complain about...Oh and, something else. For an unknown reason, the ASA file doesn't always play at exactly the same time. It seems to have a range of about 10 seconds.
What happens if I AM using a savegame?Never determined why but I like the unknowing factor. I will say that you have less than 5 minutes to reach the boat, and you can use the "time" cheat to see how long it's been, assuming you're not using a savegame.
Screw WMP, it's as if Microsoft said "well, which one of our programs haven't we ruined yet"? Up to WMP 6.4, it was the best product MS had ever released, probably the best media player around - and then they progressively made it worse.Maybe. I'm not sure if that would have made it any better, I can remember to test that for future puzzles such as that.. Anyways, the Hint you get at that point tells you some pretty easy ways to do it, also refer to Sam's walkthrough. Oh and, it is actually possible to do the lever only by grabbing. Just takes way too long, don't try it.- the override lever won't move if you grab it, you must only slightly touch it instead... you could have given it a grab-magnet
Heh, okay I'll tell you... Trespasser uses "compressed wav files." These things are neat but.. well first off, WMP can't even play them (anymore),- I guess the reason for the download being so large is the additional .tpa files, are there really that many sounds, ot is it that they're just too hi-quality (in which case you could have lowered th3e quality a bit)?
Use for example Audacity. Before exporting, set the format to "WAV (Microsoft 4bit IMA ADPCM), then export to a WAV file. Easy.WinAmp or something else is required. I can't even begin to imagine how I would go about creating this format.. perhaps if a method is revealed to me, I can look into that for JPDS1.
LJ doesn't have an end, and NPC supposedly is still unfinished (as well as TC Isle). BTW, are you going to finish NPC for this Christmas?
After some time I may release a listing of all sounds in the ED TPAs, there are a fair number but not that many.. Mostly vocals for Nedry, and ambient sounds, and such..
Glad you liked the level.
Yeah I get that a lot. Nem's level crashes a fair amount for some people.. not that it's a good thing.. but it's kinda worth it for those who can play it in such good quality, and you can keep yourself from having the error by not going backwards. For a level like JPDS1, I would be more concerned about that - but ED is very much a linear level, more like a race. Exploring can also be fun but it's a side point. Also, to everyone, remember that you can reduce detail in ATX2 by pressing the "[" and "]" keys ingame, which also keeps low-priority objects from being rendered.hppav wrote:I told Draco to fix that, too many objects are on the screen if you turn around. I thought he did. I also told him there was way too much foliage in the first area, but apparently he didn't think so.
Ah, lol, there you go then. That is what I would have said.It's never the same each time, Tres seems to pick a random time about 4.5 mins in.
Heh, I've already corrected him on this, it's all good.. Mickey and I of course finished LJ together, and NPC was (about) as finished as TC_IsleKeep in mind that this is the first FINISHED level Draco has ever done.
Argh... that one sure adds A LOT (5 minutes x 1536kbps = ~55MB for stereo, 16-bit, 48kHz sampling rate; about 10MB/minute for 44.1kHz)Heh, well yeah, I guess it was a fair few sounds, they were all needed.. Among the new sounds is a complete 5-minute music track in wav format, I'm sure that adds some data size..Draco put in a LOT of sounds, ambient sounds, music, voice overs, new dilo sounds, etc.
Hmmm... don't remember that.Please let us know if you find it or remember it again. What Slugger did tell me was that you figured out how to prevent SMK files from crashing the level,machf wrote:I've seen that problem before, and I found what was causing it. Right now I don't remember what it was, though. However, I remember posting about it on the forum...
Let me know how it works.and I used your fix in ED, which also creates a 3-second delay after winED.smk plays before the level ends..
Yeah it's weird, isn't it. All those triggers are right next to each other in the basement, btw. Here's the script:Where's that scripted?Code: Select all
group Trig_LeaveDock = { int ext_GeometryType = 2 string Class = "CLocationTrigger" bool ObjectEnterTrigger = true string TriggerActivate = "BoatBlock" int FireCount = 1 int ProcessStyle = 3 group Action00 = { int ActionType = 25 float Delay = 256.000000 } group Action01 = { int ActionType = 26 string AnimationName = "anim_SSAnneB" } group Action02 = { int ActionType = 25 float Delay = 25.000000 } group Action03 = { int ActionType = 10 string Target = "DockStairs00" bool Frozen = false bool Impulse = true float Push = 60.000000 string Emitter = "$StairPush" } group Action04 = { int ActionType = 25 float Delay = 335.000000 } group Action05 = { int ActionType = 18 string ObjectName = "SSAnneBext_A" string TeleportDestObjectName = "TeleDestSSAnneBsavegame" bool SetOrientation = true bool HeightRelative = false } }
That one made me laugh really loud...
Hahaha, I knew that was coming, be my guest.. There are probably a lot of used sounds you haven't encountered even, but some few are unused, mostly that were going to be used and simply removed. Those were all small ones though..I'm going to dissect those .tpa files later...
Eh? Well I don't think so.. there are many sounds in the recording archive I made that could have been used and weren't. The only unused voiceover I'm aware of is actually suspended in air.. over the gate area.. because it doesn't sound very good. I spliced the cuts of Nedry saying "Shoulda been there by now" and "That ain't good", which were shot together but in the movie are spliced.. it just didn't turn out well with the other sounds going on.hppav wrote:I know for a fact that there is at least one unused VO in the tpas, I think it's "Vehicle headlights are on and they're not responding..." or something like that. That's why Samuel L. Jackson isn't credited in the ReadMe, because the sound isn't used.
Wait, are we still talking about the level crashing after you close it? How does that have any relation to the additive TPAs? Because it only occurs in such levels that have them.. regardless of what dinosaurs are present.. But then, I've never tested and additive TPA level with retail or no dinosaurs.. I suppose I can try that sometime.machf wrote:Found it, I remembered it had something to do with TC Isle. Looks like it was related to dinosaurs having more than 200 vertices attached to a bone, maybe one of the TC dinos has that problem or something similar...
(Just disabled the TPAs, and yes, it doesn't crash anymore).
Didn't pay attention to them, really. The ship horns were too noisy.Haha, if you pay attention to the triggers in the playing area, you'll find plenty of references to things in the OTP trigger zone.I'll have to search throughout the level, then.
Thanks, Sam. xP I'll list which sounds are used and unused when I make the list, sometime.. like I said, the unused sounds are pretty small ones, only one voiceover was unused.Several unused sounds? Hmmm, that's what I feared...
Alright, I do enjoy hearing these technical crits and points on the level, it's part of why I do it, but I'd like to hear about what people enjoyed, not just what gave them trouble. Any voiceovers people weren't expecting to hear?
Like one certain silly-looking guy in a trenchcoat?New models that took them by surprise?
Don't like 3rd person view, really...Parts of the level they thought were funny or fun, etc.. Also wondering if anyone has tried to play parts of the level in third-person?
And to think the idea was that they were going to be released on the same day...For those who haven't realized yet, the player model is full-bodied, rigged by machf soon before Khaled was released.
And thanks to all the complements so far!