tatu wrote:You should take a look at the JPDS mod Darren. It has a part where you get access to a building through a window.
You read the top of the broken stairs both in Hammond's house and the Saloon. The issue is that the physics are buggy, therefore it is not that easiest to create those moments, as Anne can get stuck or you would need an ass big window to avoid getting stuck. Not to mention box stacking is still quite difficult.
If you don't think anyone in the community have taking it further, feel free to learn how to mod and create something of it if you want.
I haven't tried the JPDS mods yet, but I definitely will now.
I'm learning the TresEd right now.
I've had a lot of experience with UnrealEd (not used Unity) and I did some great things on Far Cry 2's editor in the early days (it was one of the first game editors I ever tried- did some amazing things on that; I might still have the map. I can re-create it from memory otherwise).
The physics is unbelievably accurate- that's the thing. That's why there are signs in wooded areas telling you not to climb on the timber.
The glitch is when you break your leg:
"Press Restart After the Cast Has Come Off"
The box stacking problem is the arm colliding with another box or any other surface or if the box touches something else and now your arm thinks it's holding twice the mass. The boxes push away from another due to a continuous desire by the physics engine to push away other objects so it can stay still and the phyics engine can ignore it. Fix that and you would probably fix a lot of other things.
Maybe change the shape of the collision detection as the collision detection is as square as it gets.
*update
I've been playing JPDS for quite awhile now and it's unfortunate it's on ATX.
I am getting constant disappearing textures, huge slow-downs (anywhere near that flowing river and it's pure hell). Tried it in software mode (or I think it was, it didn't look like it was as it appears in the normal game). I had a look at the ini file and the texture dim size (128) and left it like that and it's still really slow (I tried all the way down to 1280x1024 from 1920x1080).
The level seems to follow the river, downhill, and I kept to the road, which veered away from the river and then pylons came up, but that took me into the forest (where Hammond's voice comes up) and then a big raptor attacks me and I keep running until I come across 3 raptors (sam neil) which attack it but they all die trying (the animation and jumping of the raptors and the big raptor is far better than the normal game). Then I come across a power-station (the locked shed), tried to break the lock with a jeep door nearby, a rock, a larger rock (throwing it) and then finally grabbed it with my hand and hoped I had spiderman's strength. Followed the road more, came to a plane runway and hangar and then a gas station next to a wall.
I had no idea where I was going, what I was supposed to do...
I was a little disappointed it started at night and everything is extremely closed in distance wise.
Everything's there to make this good, but I'd not like the original game if it was in software mode/ATX and it wasn't 60fps locked as I get with dx9.
The flowing river seemed to take over the design of the area until I got to the wall. I'm not sure where it went, but I couldn't follow it. At one point, I ended up in a swamp which didn't want me to go further.
I was really quite confused.
That's the first attempt.
Next attempt incoming.
** update
Really, really enjoyed it. Once you know where to go, what to do, and then you know for sure that picking up the rock and smashing DOWNWARD on the padlock works (because when I did it, swiping left to right or hitting it with a big jeep door wouldn't work even when I knew it was connecting) everything just keeps working after that.
The big plank of wood is both frustrating and hilariously difficult because it seems to weigh the same as a boulder that Superman pushed off a cliff to stop a dam burst from drowning a town. But when the absolutely insanely hard thing propped almost vertically against the fence once I'd thrown the key over (which I did just because I'd do that in real life), sliding up it and over was a "this was designed by competent developers that pushed just as mistakenly as the original developers did as they tried to smash their skulls against an impossible to design for physics engine."
I know why this isn't on dx9. It's because you did what the orignal developers did with a crazy idea: Stacking boxes... and then the whole thing died as time went on and reality stepped in and crushed their dreams. Then you guys get together: Jumping raptors, keys replacing cards and lock doors needing a rock paper scissor moment and the sky's the limit, but what the hell. Let's do this thing because nobody within a single life time is going to do this as far as we know ever again.
You made History twice for Trespasser. You know as well as I do that you've vindicated the original developers efforts; it was pointless, but somebody had to do it.