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TLC Patch PreRelease

Posted: Tue May 07, 2019 3:28 am
by LCountach
It's finally here. I have a prerelease version ready of the TLC patch I have been working on for the retail version of Trespasser. This thread is for all those who would like to help play test it. Leave comments, suggestions, and bug reports here. Hopefully we can get this thing ready for release in the download section. Thanks to all in advance who help out with the play testing.

Download Link: https://www113.zippyshare.com/v/dABJbVk4/file.html

Re: TLC Patch PreRelease

Posted: Tue May 07, 2019 6:22 am
by TheIdiot
Awesome, I'm eager to check it out. Haven't been too up-to-date on your project but I do have a general idea of what's going on. :wink: Nothing better than doing another Trespasser playthrough to warm up my the PC!

Re: TLC Patch PreRelease

Posted: Tue May 07, 2019 10:28 am
by Draconisaurus
Please excuse my shitty memory - what is TLC?

Re: TLC Patch PreRelease

Posted: Tue May 07, 2019 11:52 am
by tatu
Draconisaurus wrote:Please excuse my shitty memory - what is TLC?
Trespasser LCountach?

Re: TLC Patch PreRelease

Posted: Tue May 07, 2019 1:21 pm
by LCountach
Draconisaurus wrote:Please excuse my shitty memory - what is TLC?
Explanation is in the Readme file.

Re: TLC Patch PreRelease

Posted: Thu May 09, 2019 4:30 pm
by TheIdiot
So I gave this a playthrough (despite my new PC's performance issues)...to be honest I didn't really notice much different. Other than some obvious object height fixes and the addition of Pine Valley, everything seemed the same mostly the same as it was in Build 116. I was kind of hoping for a bit more in the change department, such as the opening of the Hidden Valley and the addition of some more missing objects, like the T-rex tooth. I also found it kind of odd that you left Anne as her Build 96 version in PV instead of replacing her with the matching B116 version, as well as left the beginning of LAB as it was in retail so it doesn't match up properly with PV. It kind of took away from the whole "fixed" aspect of the mod.

In the future, considering you're trying to sort of "restore" Trespasser to how it's meant to be, I'd like to see the addition of PH, converted over so that it matches up with the rest of the game (same dinosaurs, terrain textures, etc).

Re: TLC Patch PreRelease

Posted: Thu May 09, 2019 7:13 pm
by LCountach
TheIdiot wrote:So I gave this a playthrough (despite my new PC's performance issues)...to be honest I didn't really notice much different. Other than some obvious object height fixes and the addition of Pine Valley, everything seemed the same mostly the same as it was in Build 116. I was kind of hoping for a bit more in the change department, such as the opening of the Hidden Valley and the addition of some more missing objects, like the T-rex tooth. I also found it kind of odd that you left Anne as her Build 96 version in PV instead of replacing her with the matching B116 version, as well as left the beginning of LAB as it was in retail so it doesn't match up properly with PV. It kind of took away from the whole "fixed" aspect of the mod.

In the future, considering you're trying to sort of "restore" Trespasser to how it's meant to be, I'd like to see the addition of PH, converted over so that it matches up with the rest of the game (same dinosaurs, terrain textures, etc).
It is true. You shouldn't "notice" much different from Build 116. The project started with just fixing the objects that were floating, sunken in the ground, and/or misplaced in some way. There are literately thousands of plants, trees, and other objects that were slightly re-positioned. Not easy to notice 99% of those when they don't stand out as off in some way. The Town and LAB are where you will see the most changes that deviate from the retail game. I am curious, was the T-rex tooth there for you? By your wording, I am not sure what you said. It is there for me. Yes it is also true I did not swap the Anne model for PV. I honestly dont know how to change it without breaking it. I was also preserving the way that level was setup. When I fixed the many guns that were pointing off at odd angles. I made them point a little off center like the rest of the working PV guns. I am curious again. I actually did change the end trigger location of PV and the start spawn location of the Lab to match with each other. You should trigger the exit to PV by simply approaching the bus instead of having to open the gate. Then you should spawn in behind the bus at the lab instead of back up the road by the wooden gate. I also removed the T-Rex from the start of the Lab because it isn't at the end of PV. If you meant editing the terrain. You are correct. I didn't do that. I found editing the terrain can disrupt the height of it FAR beyond what is edited. It can get as bad as making the entire maps elevation change. Thus requiring the editor to fix every object on the map to match the new elevation. After learning that lesson the hard way. I dont touch the terrain editor any more.

I wonder if I shared the wrong files? Perhaps you didn't install the patch correctly? Maybe I gave bad instructions on installing the patch? Or it is perhaps as you said. Maybe I didn't change enough things to match your expectations. Sorry about that. I did achieve what I set out to do. Sorry if that mislead anyone and/or got your hopes up too high.

Here are some screen shots of new content from The Lab map with questions in the descriptions. I want to verify I shared the correct files and/or that you installed the patch correctly.

Re: TLC Patch PreRelease

Posted: Thu May 09, 2019 7:18 pm
by LCountach
A few more shots and questions. Sorry for the image spam.

Re: TLC Patch PreRelease

Posted: Thu May 09, 2019 7:49 pm
by LCountach
You may find a version of Plantation House close to what you suggested here.

LINK: viewtopic.php?f=9&t=10795

I may make my own version in the future but... after editing thousands of plants. I am feeling burned out at the moment.

Edit: Don't get me wrong though. I appreciate the comments. Unfortunately I am not sure there is much I can do to alleviate your disappointment. If you can think of any items/props from the BETA builds that I may have missed and you would like to see them added. Please list them here. There were a few I skipped intentionally but, I am certainly looking for help and suggestions.

How about anyone else? Did anyone else have a go at playing through the patch? What did you think?

Re: TLC Patch PreRelease

Posted: Thu May 09, 2019 10:30 pm
by Rebel
I haven't had the time to look at it yet, but it is my weekend list (provided I don't get screwed into going into
work again). The way I understand it, your goal was to fix all the problems with the level and not necessarily
put your own personal footprint on it?

Re: TLC Patch PreRelease

Posted: Thu May 09, 2019 10:49 pm
by LCountach
Rebel wrote:I haven't had the time to look at it yet, but it is my weekend list (provided I don't get screwed into going into
work again). The way I understand it, your goal was to fix all the problems with the level and not necessarily
put your own personal footprint on it?
Yes, fix as many problems as my skill level allows. Not add expansive new content. I went through every list I could find here on TresCom of items not used or removed from the game. I tried to find a place to add most of them back in. I also referenced those same lists to fix errors like the floating lock and buried hunting rifle in the Industrial Jungle. I did however use quite a bit of artistic license on The Town with extra item and prop placement. There are a few additions to The Lab as well. You can see some in the shots above. I was hoping for those elements to remain unspoiled for the first time play through of people like yourself. However, I was unsure if he got to see the new content or was just unimpressed by it. I hope you enjoy your play through.

Re: TLC Patch PreRelease

Posted: Sat May 11, 2019 3:09 pm
by Rebel
Tried downloading it awhile ago, but keep losing my damn connection. I have a hard time downloading larger files,
too many people using the same wifi network and I'm the one that always gets kicked off. I'm going to try it again
after I eat lunch.

Re: TLC Patch PreRelease

Posted: Mon May 13, 2019 12:56 am
by Rebel
Just an FYI, I got it downloaded, I'll play through it on my next day off.

Re: TLC Patch PreRelease

Posted: Tue May 14, 2019 2:42 am
by Draconisaurus
For my part, I don't really have the patience to play through this, however I like the screenshots above. Nice to see those capacitors back. Is that capacitor chart from an early build? If so I totally forgot about it..

Re: TLC Patch PreRelease

Posted: Tue May 14, 2019 3:08 am
by LCountach
Draconisaurus wrote:For my part, I don't really have the patience to play through this, however I like the screenshots above. Nice to see those capacitors back. Is that capacitor chart from an early build? If so I totally forgot about it..
Yes. The capacitor chart is from build 55. I exported the capacitors and copied part of their scripting from 55 also.

Thank you for being honest about your patience level. I was beginning to wonder why so few were commenting about the project.

May I suggest you play through the Town, Lab, and perhaps even Summit? You don't have to go around looking at all the plants checking if they are placed correctly. You can just play through them like normal and see the new content. It could be fun.