Hmmm, I'm not sure, Drac, but I think the questions may have been sent already.
Draconisaurus wrote:
We should ask him about the Bumpmapping capability, I don't think I'm the best one to put that into words....
I think most of my questions were already asked..
*) While working on Trespasser's engine, were you ever confronted with problems that you felt seemed almost impossible to fix without starting over?
*) If you could install Trespasser on your computer today, would you consider playing some of the custom levels created by users at TresCom.org?
*) We've heard that drivable vehicles were pushed for in Trespasser but never worked on. Can you tell us anything about why? Current attempts at creating our own such vehicles in new levels have proven mostly unfeasible.
*) I'm not sure how much you had to do with the scripting engine for Trespasser, but it is rather powerful in many cases. The scripting capabilities have been used to far better advantage in fan levels than they ever were in the retail game, creating everything from flying pteranodons to fully-functional elevators to ingame explosions. What can you tell us about the "T-Scripts" of Trespasser and implementation in levels?
As I posted earlier, I think people should check this page before typing their questions for him:
http://www.wholesalealgorithms.com/content/rob.htmlQuote:
*) While working on the game, did you have anything to do with the maxscripts we've heard of used to export entire scenes directly into the level files? Do you know if any of those scripts are still in your possession? (Slug, use this one at your discretion)
No, that was Kyle McKisic who handled those.
http://www.zoominfo.com/Search/PersonDe ... =297253105
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