Huh... Interesting. Somewhere in all this I ought to research the MaxScripts, along with the design documents I never got around to.
...Okay! Time for this stuff again. We are still in LAB96/97, but now heading intooo the basement. First thing: "Sky_LA-00". The new naming format... and, somehow, the
old version of the level's name... Or, one of the old versions. The texture is called "Sky_LB128.bmp", so... Oh weird. Sooo this level has a ton of different names. IL, LA, LB, LAB. That's fun. Definitely fun to know.
I uh... Whoa. "RaptorCBoss" is in the basement of this level

I remember discovering this in the past... But, I completely forgot. He is using the standard RaptorC textures, but is evidently the scale of the one in SUM... Let's see, 4.4602, compared to... 4.4602, yep. So I note, there are no RaptorC's, in this level... However, LAB55 had some, in the forest between the Harbor and laboratory. IIIII dunno? Maybe it would have appeared briefly here? Maybe it would have shown up around the paddocks at the end and then disappeared? How long was this raptor following Anne? ...Haha. Possibly, RaptorCBoss was upset that Anne reactivated the power/computer for the beacon on Mt Watson, a violation of his status quo that Isla Sorna be an isolated, lost dinosaur haven of no-escape, and so he follows her all the way up the Ascent, intending to thwart her plans and feast on her carcass. XD
Attachment:
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Ah let's see... The burned hunter crates are missing, but the physics of the openable ones are here. Huh, the HorizPine seems to be the final lower-poly version with the final, matching physics models. Hmmm oddly, this level has Brachiosaurus vocals. Why on Sorna would that be? Not much space for them here. Hmm. Possibly this level was at a slightly later stage of development. Even though.. it has the CHitSpangs. Yeah, they're here, where we first discovered them years ago. They are however evidently the same 9 ones as we found in the previous version of LAB. Hmmm And, the 3 standard CParticles boxes are here. Oddly enough they seem to have been introduced to the level files at the same time as the CHitSpangs. That doesn't make a lot of sense. Theeeee field of voiceover triggers is still here from LAB55, but I'm not going to do a difference comparison. Random note, VH72 is back here, which as I recall is definitely placed ingame by LAB116.
That's all for the South Basement. The North Basement has the rest of the manmade assets. So, the desk clock and picture frames are in about the same spot, tho slightly rotated.. In LAB55 their combined instances numbered 12. No in LAB96 they number... Oh, still 12. Thought they made more of them. Ah well, apparently the ingame supply was already healthy. The picture frames now have magnets, presumably so you look at the picture when picking them up, unlike their b55 counterparts. Why picture frames were chosen to be put in LAB and not other levels, I'm not sure. Could just be the dev who was working on them. Hmmm... NONE of the ribar pieces have magnets, this time. There are several kinds of wood pieces here, and a physics-less hockey stick. LAB might be the only level which gets the broken mop. I THINK I put that in JPDS? Can't remember where I ended placing it if I did.. The Quake symbol is still here but without an ingame instance. ..Oh, this is odd. The -01 instance of the blue keycard, is sitting here with the parent models of all the cards and readers. Just checked and each other card color has at least one ingame instance. Not blue... This will later go to the CRAY door, but in b96, the cardreader there is gray. Did they already know the blue keycard would go here? Did they realize that only 1 color was left, when they put the reader on the vault door? Did the vault door come only after keycards had been assigned elsewhere? Process of elimination, did they figure out it would get a blue card but didn't apply it yet? The fact that this -01 instance is in the basement could be part of the mystery of decision/realization sequence, or could simply be from a scheme where all cards started out with a -01 basement instance, each being then slowly moved to its ingame destination. Oh aaand final note, there are two music triggers in the laboratory complex sunken mostly-under the terrain, so that they still fire but have a relatively small enterable area.
Okay! That's it for LAB96. On tooo AS96, the earliest version we have.
First of course, ingame. Foremost, I must say that AS96 is noticeably lacking in ambient sound triggers. Funnily enough the Walkthrough stated that PV was to be absent of sound, at least compared to the jungle Anne was more familiar with. Also I am now playing in software mode, because I like it. Anyway, the first area... It is very pretty. All the more so, since the retail game doesn't have this area. I note additionally that the crates and such off to the side indicate a previous terrain configuration which we can't see.. Wonder what that was like. That giant felled tree, over there, would be fun to cross but it's without physics in this level. As well they made it so it's not necessary to do so. Ah well.
Attachment:
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Oh yeah, if you go backwards you'll see right out of the level, just like old IJ1... Odd artifact from early planning issue. Like explorable non-gameplay issues, they seem to have neglected this side of design until late in development. At any rate, it is possibly part of why they removed the beginning of AS in b116. You can't really patch that kind of view up. It's one thing to have the start of a level look different from the end of the previous, but another to have giant empty space...
Attachment:
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At various points in the level you'll find these gray cubes floating in space. I'll investigate those later but I assume for the moment that they are visible, untextured anchors. They're sort of interesting to gaze at.
Attachment:
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The Raptors along the first area... Shall we call it AS1? Err no duh. Because AS2 is an entire level. Derp... AS1a? Nah. The.. first area of AS96 is made mostly of raptors who like to run off on their own, often times for many meters.. up to what, no one knows. It was sort of nice to not be hunting them. Anyway, at about the point where the paddocks supposedly are in AS116, a Stego bursts out of the ground and shoots up into the air. Probably some of you remember this from back in the day. I wasn't anticipating it while playing.. Possibly an evolutionary adaptation against jumping Raptors. Anyway, fun times.
Attachment:
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The following area of the level goes downwards, towards the [ocean], and is divided up by these sudden downward ridges. They are there in AS116 as well though I think not identical in form. That Albertosaurus was here but the entire area of the ridges was devoid of Raptors.. AND of hunter remains. Seems they didn't get to populating this part until later.
Attachment:
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Ah, I can smell the... wait. Heh, were gray cubes not enough, no the ocean too is entirely gray. Or anyway, wet sand instead of liquid. It's sort of interesting to look at. Part of the sparse feel of this.. spruce? level, heh.
Attachment:
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Was finally killed by a Raptor, just before the isolated Mayan ruin before the Stairs. Oye. Had to fly my way in. Noticed that there is a lot of area in AS that is foliaged, but not intended for Player access. Incluuuuding the area off to the right of the Stairs. Oddly enough there is a switchback ridge path up the side of the hills which makes access pretty easy, and actually possible in this build. The switchback appears only to bypass the first "step" of the Stairs. Huh. Anyway, I explored for a bit, and made it almost back to the starting route.
Attachment:
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Anyway, up the stairs we go... (no spider-tunnel on the other side). This puzzle area is essentially (or exactly?) the same as in b116, just without the sound. I am curious if the little turret things were meant to shoot darts at some point, as they evidently planned for the PreColonialVillage in PV. Huh... PCV... PVC... PVC Pipes... lol.
Attachment:
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The Mayan Ruins were.. interesting. Since it'd been forever since I played the retail version of this level, and since I wasn't sure it would be the same anyway, I had fun exploring the ruins in this area. Noticed a non-split stone pillar that I don't think is in AS116. Tried shooting a wall onto a Raptor but it happened to be non-moveable. I did die several times in this area, eh. Oh, one thing, the only guns in this level were the hunting rile, the desert eagle, and the banana-clip AK47. I *think* these are all early Tres weapons.. can't remember 100% on the eagle. Or inotherwords, good chance gun design was still way behind here. Anyway I made my way to the pyramid.. the Alpha Trex here has a very short wake/sleep distance so I had to coax him into the stair area, aaaand of course, I failed to hit him with the head. But at the top I did find a Lindstradt tranq rifle...
Attachment:
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Turns out it DID manage to tranq the Trex with only the 5 shots it had. Weird. Anyway the path up to AS2 was pretty short, this time without the falling stone bridge puzzle... aaaand that was it.
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Onward to TresEd!
The starting area... As a note, the CWaterEntity is called "TWater0-00". It does not appear to be part of a naming sequence. Huh... The big brown tree laying across the way, is a -00 instance called "VBigDeadTree100-00". In PV this model is called "VGiant Felled Tree00-00" (yes with spaces in the name, causing GeomAdd errors) and about 1/3rd the size. Interesting that two different pine levels have a unique ingame non-self-tangible tree at the start of the level. Huh this is funny... Right outside the start area, OTP, are base trnobj instances - "TrnObj_Ingentown03-00" and "TrnObj_Ingentown05-00". Both are simple squares; the former has "TrnObj_MuddPatch06t2.bmp", the latter "Trnobj_towndirt200t2.bmp", but they are identical standard dirt textures. One or both of these textures was likely different in the past, and I do wonder what they looked like.
Huh so this is fun. The first spot with gray cubes ingame, has 2. Below is the TresEd version. On the left is... a class Teleport object with Visible set to true.

Despite this it registers as invisible in TresEd. That's funny. On the right... The visible cube is this:
Code:
group RaptorBAnchor-00 = {
bool Visible = true
}
This invisible one is this:
Code:
group AnchorRaptorB150-00 = {
bool Visible = false
}
Why the clearly-older (from the name going from generic to sequential) cube is set to be Visible is beyond me. Possibly the devs wanted to visually test how well the Raptors responded to their StayNearTargets. Why use AS to do this, an almost empty level, I have no idea. Oh and RaptorB001-00, next to these, stays near "RaptorBAnchor-00".

Moving on. Heh, Teleport-00 was cloned into -01, -02, and -03, the only time I've seen cloned Teleports. Huh... "RaptorB002-00" stays near a clone of the earlier "RaptorBAnchor-00".. right next to that anchor is, predictably, a sequential substitute, BUT a different Raptor - "RaptorB151-00" - is assigned to this one. ...LOL Item 151 on today's glitch list. Up ahead is "RaptorBAnchor-02", next to "Teleport-02" but not a newer sequentially-named-anchor. Next to these is "RaptorB003-00" who uses the old anchor of course, and you'll note has a name following up on B002 rather than B151. Huh, interesting. B151 has:
Code:
float Anger = 1.000000
float Bravery = 1.000000
float Hunger = 1.000000
...standard for retail AI scripting. The other 3 have:
Code:
float Anger = 0.000000
float DamageAnger = 10.000000
float Hunger = 0.000000
float DamageHunger = 10.000000
float bravery = 0.800000
as well as -
Code:
float DamageFear = 1.000000
...instead. Couple things - firstly I have noticed that retail CAnimals don't come up having a Fear emotion value, but instead use Bravery. This may not always be the case but I believe for some reason the devs decided to make an AI calculation setting for a dino going-out-to-attack-stuff to replace the setting for run-away-intensity. "Bravery" sounds like an emotion value but if you check the t-script, it's not. It doesn't have the associated Human and Damage variants. It's unclear to me exactly how it works. Anyway it's additional support that the B001-B003 Raptors here, so far, are older. As well, they are all docile unless provoked; the new Raptor is ready to fight right off the bat.
Moving on. That Stego... apparently starts out WAY under the ground, along with a class Teleport obj for the Player. Evidently this spot was going to be a lot lower. Why so much change? Increasing the height of climb, that's neat. Hmm. Oh and "StegAnchor-00"? Yeah, it's way down at a height of 30.077... The Stego is at 128.411. It's really funny-looking.. almost like the anchor is a canon which launches the dinosaur into the air

Attachment:
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Up ahead... Or DOWN ahead... the Albertosaur is also buried beneath the terrain, but did no massive jump maneuver. Its StayNearTarget is "AnchorAlbertSteppes", a looong distance away, and not buried. ? My first guess is that the anchor was moved to a new planned location for the dinosaur, but not the dinosaur itself. Similar to the sloppy upkeep with anchors earlier in the level. Apparently also this entire area is called the "Albert Steppes", that's fun. Oh and, despite being buried, it has the code that the later Raptor had; possibly this was just what it was given, early on, or perhaps it was updated:
Code:
float Anger = 1.000000
float Bravery = 1.000000
float Hunger = 1.000000
Hmmm... Ahead, a gray "RaptorBAnchor-03" is floating above the ground. Buried DIRECTLY beneath it a few meters, a larger, invisible instance named "AnchorRaptorSteppes00" is sitting. Some timeline specifics are getting a little fuzzy; the newer anchor is buried while the old one is not. I guess I should remember that older heights might not always have been lower. Of course this instance also indicates that the terrain was RAISED at some point after the NEW Raptors and anchors were introduced. Hmm... the old Raptors/anchors were not height-displaced. Possibly the terrain height alteration was a late incident. Over here, "RaptorB004-00" (old name) uses "RaptorBAnchor-03", predictably. Again, sloppy anchor creation. New ones made without being applied to the AI... Oh and it seems this area is the "Raptor Steppes". Or these are actually in the format "Raptor; which Raptor? the one on the Steppes; what to name it? Raptor-Steppes". But I like interpretting it as place names. As well, up head is the buried "AnchorRaptorSteppes01", which likewise has "RaptorBAnchor-04" directly above it over the terrain. I guess at this point it's important to clarify that it seems the oldest AS elements appear to be the RaptorB00# sequence and their anchors, then sometime later a height change. Anyway "RaptorB005-00" is around here, who uses the old anchor. This and the previous Raptor are placed a ways ahead of their StayNearTarget (closer to the Player), so that the Raptor will continue pursuing for a bit before ending the chase. Then at the shore we have "RaptorBAnchor-05", used by "RaptorB006-00"... again with script where he won't attack unless provoked.. Oh this one's funny. The newer, unused anchor, "AnchorRaptorSteppes02", is 60 meters up ahead. So, the old one is right next to the Raptor, while the new one is further ahead in the level, so that the Raptor pursues longer. Oh and where we are now, that new anchor is where AS116 has the Stego VS the two Raptors, even though they won't attack it. AI type of the submodels as I recall.
Heh it's kinda funny what there is to talk about, in this level. Still it's interesting, and an excuse to actually look at this part of what the devs did in Tres generally. Next up is a more familiar, standard Teleport object for the Player:
Code:
group Teleport_Shore = {
string Class = "Teleport"
bool Visible = false
bool Shadow = false
bool Wrap = false
bool Merge = false
bool Split = false
}
Non-visible, yay. The spot ahead has neither the jeep, nor the first RaptorC of the game that are present here in b116. Checking now, this level doesn't have RaptorC. Huh.. I just noticed that the foliage in this area has a big gap. Looking above, it appears that once the terrain may have followed a different path, if you assume the distribution here is not from mysteriously deleted trees. I am thinking perhaps this area was once extremely narrow, possibly even a puzzle to not fall off the cliff into the ocean. The Teleport object is named "_Shore", possibly there was even a beach at one point, but that seems doubtful.
Attachment:
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Here, I went to check the ingame trnobjs, and you can see that AS96 uses hexagons again. Hmm. These ones have haphazard rotations (not even just different 6ths of a full circle), unlike the PV ones which are all at regular angles... (Ehhh funny. Looking at PV now, the 2 hexagons leading down the hill from the Ratpor Nest are at a unique angle to match the terrain shape, that is amusing). The AS ones are called "Trnobj_cycgrass01-00" and use "TrnobjAscOverlay00t2.bmp"; in PV it is "Trnobj_cycgrass01-00" as well but with "TrnPVCYCGRASS05t2.bmp" as the texture. Also here is another.. possible alternate level name - "ASC". I seem to remember it elsewhere, I'll keep my eyes open.
(PV)
Attachment:
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(AS)
Attachment:
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Huh this is fun. The opening of AS has special cliff trnobjs. They very nearly match, in full mesh form, the shape of the terrain where they are placed (same height as well), AND/BUT they stick out into the white abyss beyond the level barrier. Uh- Hmm. Possibly the 2048 extreme coordinates were different? Possibly, and seemingly more likely to me, the terrain the devs work with, at least sometimes, extends beyond what the later-built level will contain. That is, heightmap from the broader Isla Sorna might be present as they do things like make trnobjs. It's interesting.
Attachment:
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Next is an unusual set of triggers, which appear to me to be early work at AI manipulation. The first one is this:
Code:
group Trig_BeaminRaptorB000-00 = {
string Class = "CLocationTrigger"
bool PlayerEnterTrigger = true
int FireCount = 1
int AlphaChannel = 0
string ObjectName = "RaptorB000-00"
string TeleportDestObjectName = "TeleportRaptDestB000-00"
int ActionType = 18
}
"Beamin' Raptor" lol. With such a fun title it seems possible the dev who named it found the teleporting of a Raptor to be a new and novel event, during the point in development when it was made. I suspect it's an early test. Anyway, for no particular apparent reason, the Raptor at this spot does not start ingame, but is teleported in from way OTP. Oh and it's "RaptorB000-00", the precursor we never knew about to the "RaptorB001-00" and those guys earlier. This single area has both the unusual cliff foliage, the B000 Raptor location, and the first actual triggers of the whole level. And it has a nearby Teleport for easy access. Potentially this was seen as an important area during some part(s) of development. Anyway, the trigger teleports the Raptor, without HeightRelative or the other values normally used to keep them from being way too high or too low. The teleport destination object is another one of those textured ones... I wonder who decided to not do these as textured by the time of b116? Possibly some particular dev actually went through some or all of the Max scenes and was like "Hey, okay, we need to take the textures off of these, it might be taxing the engine." I'm unclear how often devs saw the Max scenes of other devs. Anyway, next to this is "RaptorBFlatarea01", an anchor object that is NOT used by B000. In fact, B000 has no StayNearTarget. Possibly this anchor was added along with the previous new ones, and again not assigned, and the original B000 didn't have an anchor to begin with and so doesn't use one. The next large trigger, at the same scale of 25.0, looks like this:
Code:
group Trig_BeamInRaptorB002-00 = {
string Class = "CLocationTrigger"
bool PlayerEnterTrigger = true
int FireCount = 1
int AlphaChannel = 0
string ObjectName = "RaptorB002-00"
string TeleportDestObjectName = "TeleportRaptDestB002-00"
int ActionType = 18
bool SetPosition = true
bool SetOrientation = true
bool HeightRelative = true
}
The AT is listed after its values, a different Raptor is named, and all 3 specification values for the arrival mode are used. I think this trigger was created later, though perhaps soon after. Also this trigger capitalizes the "I", and so now it's "Beam In Raptor". Possibly the dev considered the original trigger in both possible readings. Anyway you might remember, "RaptorB002-00" was already used in this level... And, he may have been killed already by the Player. So, that's funny. There is a gap between these two triggers; quite possibly B001 had its own Beamin' trigger here. It's worth noting that B002 stays near "RaptorBAnchor-01", way off by the start. Accordingly computer security was paramount, the tightest on the island. "RaptorBFlatarea05" is next to where B002 teleports to but is not referred to by anything. "Flat Area"... I guess you could call this flat. Anyway it gets strange:
Code:
group Trig_Stalking0-00 = {
string Class = "CLocationTrigger"
int AlphaChannel = 0
int BoundVol = 1
bool PlayerEnterTrigger = true
int ActionType = 9
string Target = "RaptorB003-00"
bool ActStayNear = true
string StayNearTarget = "RaptorBFlatarea02"
float StayNearMax = 30.000000
float StayNearOK = 5.000000
}
This code alters the StayNearTarget of B003. B003 is also way at the start.. but, unlike B002, has no trigger to teleport it here. Clearly from an earlier version of the level, where all those early Raptor numbers were associated with this area instead. Taking this a little further... I am beginning to suspect one of two things was the case: 1) At an early stage of development, dinosaurs were not meant to be omni-present and the earlier parts of this level were Raptor-free. 2) The retail version of AS2 uses a terrain file called "AS4.wtd". There are multiple possible explanations for this but one is that there were 4 distinct AS levels at one point; possibly the trnobjs which extend into space yet have terrain detail, are from a version of "AS1" which reached further to the West and thus did not cut abruptly off. Thus, this area with the triggers might have been the start of an older AS2, with the named Raptors not conflicting with the early Raptors in AS1. Then possibly, an early "AS3" would have started where "AS2" currently does, and perhaps "AS4" would have started at the base of the mountain. Neat......... Moving forward. To wrap up this little area, I'll just describe that there are 2 additional "Stalking" triggers, also referring to B003... these two are identical to each other in script but differ from Stalking0 in that StayNearMax is set to 15.0 instead of 30.0. As well, the "RaptorBFlatarea##" triggers number from 01 to 06 but only 02 is used by anything.
Moving on! The next area is given a name for us by the resident Player Teleport-object: "Teleport_Village". Further ahead, after the stairs, is "Teleport_City", distinguishing the areas. Whatever was once planned for this first spot, it became only a single tiny ruin structure. The instances of the models are -02, including the AK inside, except for two pieces which are -04. Peaking ahead, even the -00 instances are located ingame. The numbering seems a bit random, except that this structure may have been placed soon after beginning the city-ruins. Ahaaa, there's another Beamin' Raptor trigger here:
Code:
group Trig_BeaminRaptorB001-00 = {
string Class = "CLocationTrigger"
bool PlayerEnterTrigger = true
int FireCount = 1
int AlphaChannel = 0
string ObjectName = "RaptorB001-00"
string TeleportDestObjectName = "TeleportRaptDestB001-00"
int ActionType = 18
}
This one has the same script as the first one, and... aha, here is the one for B001. Possibly it was moved from where the gap is between the Beam triggers for B000 and B002. Low estimated possibility that the lot of the triggers were originally closer to
this location. A note, "TeleportRaptDestB001-00" is fairly high off the ground. Possibly this area was once more raised. Small side theory, possibly the Raptor teleportation was seen as a solution before the WakeUp and Sleep values were implemented.
Huh this thing is fun. "Trnobj_mountileA03-00". It's a modification of the 2-by-4 texture mountain tile trnobjs, with a specific shape to suit the terrain. Makes enough sense but... there is no A00, A01, or A02. No 04/5/6, either. So, at least 2 are unaccounted for and may have looked interesting. Though, I suspect with the same texture they have now. Can't to know for sure.
Attachment:
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Oh, the Albert/Raptor-Steppes earlier on, their trnobjs were named:
Code:
"Trnobj_mntledge03-00"
"Trnobj_mntledge05-00"
"Trnobj_mntledge06-00"
"Trnobj_mntledge07-00"
"Trnobj_mntledge08-00"
"Trnobj_mntledge09-00"
"Trnobj_mntledge10-00"
"Trnobj_mntledge11-00"
"Trnobj_mntledge12-00"
"Trnobj_mntledge13-00"
"Trnobj_mountledge045-00"
That last one, lol. There were a ton more of these

Its location is actually right around the START of the level. Anyway, over just after the Mayan Stairs is "Trnobj_ascrocka01-00". Its textures LOOK the same, but instead of 4 repeating textures that link together, it has a single one - "Trnobj_Mntledge01t2.bmp" instead of "Trnobj_MntledgeA##t2.bmp (where ## = 01 through 04)". This one with the single texture has no similarly-named objects. Primary suspicion: it was part of a broader set of (older) rock trnobjs, having either this texture which was variated into 4 versions for the later ledge objects, or very possibly an older rock texture which is now absent.
On to the Mayan Stairs themselves... There are some independent stair step models I didn't realize AS had. I could have been using them in my Mayan mods, lol. Anyway here is an example of the triggers which set off the falling walls:
Code:
group TrigWall00-00 = {
string Class = "CLocationTrigger"
bool ObjectEnterTrigger = true
string TriggerActivate = "$AnneFoot+Anne"
int FireCount = 1
bool PointTrigger = false
}
I've never seen a trigger activated by Anne's foot before, that's fun. Still need to know what PointTrigger does. Then:
Code:
group TrigWall01Fall00-00 = {
string Class = "CBooleanTrigger"
string FireExpression = "TrigWall00-30 | TrigWall00-31 | TrigWall00-32 | TrigWall00-33 | TrigWall00-34"
int FireCount = 1
int ActionType = 10
string Target = "SFallingWall-01"
bool Impulse = true
string Emitter = "$FWallImpulse00-08"
float Push = 25.000000
}
This is fascinating... These are legions of instances of a single trigger, "TrigWall00-00", that the independent wall-monitor triggers listen to. I always avoid using clones of trigger classes in Trespasser but apparently the devs did it just fine for this puzzle. Anyway in the FireExpression mechanics, 5 of the clone instances are listened to, separated by "|" meaning "OR", so that if any one of them fires, this CBooleanTrigger will then fire. And it only fires once. Then there's the head-push triggers:
Code:
group TrigHead04Fall00-00 = {
string Class = "CBooleanTrigger"
string FireExpression = "TrigStepBox-00 | TrigStepBox-01"
int FireCount = 1
int ActionType = 10
string Target = "SMayanHead-04"
bool Impulse = true
string Emitter = "$FWallImpulse00-01"
float Push = 35.000000
bool Frozen = false
}
They monitor 2 or 3 step triggers, then UNFREEZE the Mayan head they target, and push it with the nearby stand-alone $ubmodel. I *think* this is the first I've seen the Frozen value used by the devs? It's refreshing after all the mysterious CMagnet nonsense.
Up to the Mayan City itself! Here's a fun thing: "Anchor_Village-00" is a dinosaur anchor used by 2 of the locals, which is floating waaayyy above the opening area. Looks cool. Hmm. "SNewStatue00-00" is the one I noticed ingame that was a solid, moveable piece... Checking now, it's not in b116. Interesting. There's another interesting thing... Amidst all the nicely detailed small structure ruins, there are two box-shaped, moveable walls. The long one is called "SMT_R&L_Wall-00", and the short one is called "SMT_W&E_Wallmov-00". Uh? Right&Left, West&East? And why would the wall's length go with directional alignment. Maybe some remnant of the plan to align the buildings with stars as in the Hammond voiceover. Anyway, in the second covered building are the 3 blocks that fall on your head, evidently achieved via magnets -enabling-. Eh. Anyway, on to the pyramid. There are two different anchors for the Alpha Trex... "Anchor_TRexPyramid-00" and "Anchor_TRexPyramid-04". So, -01 through -03 is missing. One is off to the side, further down the road, while the -04 instance is just in front of the pyramid stairs. This one is not used by anything; the -00 instance is the default StayNearTarget of the Alpha Trex. Then there is this giant box trigger which evenly surrounds the pyramid:
Code:
group TrigTRexCorner-00 = {
string Class = "CLocationTrigger"
bool PlayerEnterTrigger = true
int BoundVol = 1
group Action00 = {
int ActionType = 9
string Target = "TRex_Alpha_A00-00"
bool ActStayNear = true
string StayNearTarget = "Player"
float StayNearMax = 20.000000
float StayNearOK = 15.000000
}
}
Somehow this was supposed to make the Trex "corner" the Player. Not sure how such simple script was intended to do that. However, it is possible this trigger once had different script which referred to various anchors and got the Trex to move around the pyramid and keep Anne from getting off. Am guessing, to turn this into a boss battle. What was the Player to do, if they didn't hit the Trex correctly with the falling head? I mean, there is a tranq gun but what's the point of the Trex surrounding the pyramid if there's an easy sure-win solution at top. Am guessing the trigger was not meant to coexist with the tranq availability. Anyway. That falling head... OYE! The trigger that monitors the step, -disables- the magnet holding a stone slab beneath it, causing it to angle downward. It would appear that... no... I'm still lost. -Enable- I could swear was to make something moveable. No wait.. -enable- was used to STOP doors that were swinging open. Okay, I we got this now, 95% sure. bool Enable = true to freeze a magnet, bool Enable = false to free it. Only problem is the CMagnet evidently being referred to has no @Free axis. Maybe it spontaneously makes one and it happened to be the right direction when they tested it. Ahhhh remember that mountaintile I said was all by itself and implied missing ones? Well, the missing ones I named
are not present... the naming scheme used, A03, has no counterparts in the A0# format. But, there's a separate one named "A3", which DOES have counterparts, and then some:
Code:
"Trnobj_mountileA0-00"
"Trnobj_mountileA1-00"
"Trnobj_mountileA2-00"
"Trnobj_mountileA3-00"
("Trnobj_mountileA03-00")
"Trnobj_mountileA4-00"
"Trnobj_mountileA5-00"
"Trnobj_mountileA6-00"
"Trnobj_mountileA7-00"
"Trnobj_mountileA8-00"
"Trnobj_mountileA11-00"
"Trnobj_mountileA12-00"
"Trnobj_mountileA13-00"
"Trnobj_mountileA14-00"
"Trnobj_mountileA15-00"
"Trnobj_mountileA16-00"
"Trnobj_mountileA17-00"
"Trnobj_mountileA18-00"
"Trnobj_mountileA19-00"
"Trnobj_mountileA22-00"
"Trnobj_mountileA23-00"
"Trnobj_mountileA24-00"
"Trnobj_mountileA25-00"
"Trnobj_mountileA26-00"
"Trnobj_mountileA27-00"
"Trnobj_mountileA28-00"
"Trnobj_mountileA29-00"
"Trnobj_mountileA30-00"
Soooo, at least 4 are missing. And we're still not clear on the alt-named ones with A03.
Aaaand here's a nice spot. A single tree, 2 rocks, at the end location... evidently hand-placed. Nice to see have a place we can know pretty well was not made with auto-generated foliage, in the original levels. And, the level load trigger is off to the side, assuming a rather specific Player course.. Ahhh it's named "TrigLevelChange-00"! Significant. Normally these triggers are named for the level they are inside, sometimes the one they lead to. But this one doesn't name a level. I find that at least some of the triggers in this level are quite old. As well, the terrain textures here... The darker ones on the right are named to be a "mountain cliff". They are only featured here (within this level), the spot which in future contains the stone bridge puzzle. I feel like that puzzle was meant to look/be more sophisticated but they ran out of time/patience... anyway despite the absence of the bridge, clearly this area was meant to have something particular about it. Maybe not a bridge, maybe just sheerness...
Attachment:
AStree01.jpg [ 281.93 KiB | Viewed 4272 times ]
Like AS116 it has a pit at the bottom, but it is so low-terrain-detail that it's difficult to say how intentional it is. Looking at it now in TresEd, it appears that it was manually made ontop of the Photoshop heightmap displacement. An afterthought, but possibly in a design document beforehand, not implemented in the heightmap. Sad that it's so low detail. I'd prefer it to be deeper for the term but you could call this a cenote, as is found in Mezoamerica. lol, possibly there was a thought at some point to allow the Player to lure the Alpha Trex to its doom, there. I mean, I think you could do it in this build but you'd have to go down yourself, and the terrain is unclimbable... Errrr no. The Trex's StayNearMax is too distant.
Attachment:
ASterrain04.jpg [ 587.85 KiB | Viewed 4272 times ]
So, two images above, the road leading out of the level.. There are multiple naming schemes both for the trnobjs and the textures. One goes with "Trnobj_mountroad01-00" and "Trnobj_mountroad20-00", the first with "Trnobj_mountroad01t2.bmp" and the second with "Trnobj_ascroad01t2.bmp". Then there is "Trnobj_mayanpath01-00", which uses the latter texture. All look the same and are directly connected. One suspects there were at least 2 textures at one point. I uhhh... Oh. I double checked. The two textures ARE different, but only in what exterior terrain they blend with. I am unsure what their old versions looked like; keep in mind this level almost definitely had the classic PV dark pine dirt texture, earlier on.
(ASC Road)
Attachment:
ASterrain05.jpg [ 100.06 KiB | Viewed 4272 times ]
(Mount Road)
Attachment:
ASterrain06.jpg [ 95.47 KiB | Viewed 4272 times ]
Aaaaand that's a perfect transition. That's where our re-exploration ends today! Return tomorrow when the possibly-almost-empty contents of the basement will reveal themselves and AS2 will demonstrate how similiar it is or isn't in its emptiness...
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To Be Continued
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