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PostPosted: Mon Aug 02, 2021 6:21 pm 
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T-Rex Killer
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Location: Isla Sorna
Congrats! Don't forget to fill the ocean with seaweed.

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PostPosted: Mon Aug 02, 2021 7:17 pm 
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Dinosaur egg
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tatu wrote:
Click on Image
(Click on thumbnail for full size)
Image


This image might not show anything new, but this is the first image taken from BEIT being fully loadable in Trespasser. This includes everything from BEPH1, as well as the work done to PH2 to IT which includes triggers, foliage, objects, trnobj etc.
As you might notice, the ground texture is missing in the image. For some reason the level crash on loading when they are imported and I have yet to take a closer look why.
I have yet to taken that time to give it a first playthrough to see how stable it is, but I am very very happy that I finally manage to get this to load! :D


*Cheers in dinosaur nerd* =)


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PostPosted: Tue Aug 03, 2021 4:20 am 
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T-Rex Killer
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tatu wrote:
As you might notice, the ground texture is missing in the image. For some reason the level crash on loading when they are imported and I have yet to take a closer look why.

The ground texture? How odd...

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PostPosted: Wed Aug 04, 2021 12:16 pm 
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-=TresCom Website Manager=-
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machf wrote:
tatu wrote:
As you might notice, the ground texture is missing in the image. For some reason the level crash on loading when they are imported and I have yet to take a closer look why.

The ground texture? How odd...


I have no idea. I suspect it might be related to the textures themselves, but then they work fine otherwise. And I added other TrnObj with new textures after so I have no idea. I haven't bothered to take a better look either as I am just happy that I got BEIT running.

Here is an album of some in-game images I took, mainly to show the Tres devs: https://imgur.com/a/yEzksxy
All images except the ones in Town were taken using the dx9-hq.ini file from the CE download. It runs smoothly with it, except for some areas as end of JR and IT having massive clipping and disappearing issues. These disappeared however when I used my own INI based on the other dx9 INI with modified memory settings.
The AI makes the level lag quite a bit, but I haven't checked if it is the script I added to them in BEPH1 that causes it or not. I know the AI caused issues with FPS in vanilla as well.

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PostPosted: Wed Aug 18, 2021 4:38 am 
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Albertosaurus
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I finally got a chance to try this level fusion. I died/crashed way too many times at the BE area, specifically the back of the Mercedes truck; I hate that box with the hunting rifle, it's so glitchy. :lol:

Past the the JR stegosaurus things get disorienting, I got lost in the forest and ended up on a beach with plane pieces and then wondered around in the jungle again until I found the monorail, got to IJ, then got lost again and found the rock where Hammond calls himself a shady millionaire jovial mad scientist and that's as where I am as of writing. :lol:

It feels way less linear than the retail release, that's for sure. I'm not sure how I feel about open world levels for Trespasser considering that Anne "runs" way too slow and there are no vehicles to increase her mobility, getting lost can be annoying and tedious to backtrack.

Impressive work nonetheless. I'll keep adventuring. :rambo:


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PostPosted: Sun Sep 26, 2021 2:25 pm 
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Sorry for the lack of updates on this. I haven't done any work in the past month after getting BE-IT to work. I've been in a LEGO mood so I've mainly been sorting through all my LEGO and aiming to sort and get parts for various older sets I want. :)
I've decided to split the level into PH2-IT for now. Hopefully the AI won't make it lag as much, and I can't bother debugging the level for now (BEIT). I will very likely release BEIT as an experimental release when I am done with PH2IT.
For now I am gonna aim for a holiday release, and hopefully after that I will enjoy tackle PV-SUM, specially as PV has never really been incorporated with the other levels in a good way. :)

And thanks Nick!

As for getting lost in JR, this is probably why they reduced the size of it. I like it but then I also know it all to well by memory by now. Hopefully future versions (if they happen) will modify the level more and add more interesting places as well make it a bit easier to navigate. In a future update I wanna rework the monorail a bit so there are some more indication to they are working on it, and not just broken pillars showing the way. :)

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PostPosted: Tue Sep 28, 2021 5:22 am 
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T-Rex
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Location: Canada, eh?
In regards to the JR confusion, I believe this actually may have been the developers' original intent for much of the game as it does seem as if it was conceptualized with an open-world design. JR is definitely a bit of a beast, though, and for the most part what we have seems to match the walkthrough - it seems to suggest that Anne will probably get lost if she doesn't follow the monorail pillars. I'm torn between enjoying the freedom in that level and feeling like it can be a bit excessive when it comes to travel time and I can totally see why they cut it down in the end, if not just for performance reasons.
In any case, since a lot of the Isla Sorna project is based on restoring a complete, playable version of all of the game's versions combined, I feel like we should leave it as is until we do go back and start adding more walkthrough stuff.

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PostPosted: Tue Oct 19, 2021 12:34 am 
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T-Rex Killer
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Looking forward to your work and releases.

I didn't yet realize but, you are right, PV hasn't been integrated directly into LAB before. We're used to both seeing an empty space behind the fence, and to no sign of PV in the LAB itself. I still get stoked thinking just about ASSUM, so, I imagine this'll be nice.

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