Dark Jungle: A new Trespasser mod (Alpha Release pg 3)
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Re: Dark Jungle: A new Trespasser mod
Nicely done...
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Sound name listings for the Demo (build 117), Retail (build 116), Beta 103, Beta 99, Beta 97, Beta 96, Build 55, PC Gamer Alpha (build 32) and E3 1998 Alpha (build 22) TPA files
Tres WIP: updated T-Script Reference and File Formats documents
Sound name listings for the Demo (build 117), Retail (build 116), Beta 103, Beta 99, Beta 97, Beta 96, Build 55, PC Gamer Alpha (build 32) and E3 1998 Alpha (build 22) TPA files
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Re: Dark Jungle: A new Trespasser mod
I really like it. Overall Trespasser has very few night mods.
Active project: Trespasser: Isla Sorna
Status:
BE-PH1: Released
PH2-IT: Pre-released
PL-SUM: In production
"...there used to be more benches, but InGen's workers removed them during the evacuation in the name of framerate."
Status:
BE-PH1: Released
PH2-IT: Pre-released
PL-SUM: In production
"...there used to be more benches, but InGen's workers removed them during the evacuation in the name of framerate."
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Re: Dark Jungle: A new Trespasser mod
Cool helicopter flyby. I like it.
Castaway Final Release Link: https://www.mediafire.com/file/ro5qzl88 ... l.zip/file
Final Walkthru (Updated): https://www.mediafire.com/file/skkxy7b0 ... u.zip/file
Castaway Final (optional update): https://www.mediafire.com/file/2bh23l30 ... e.zip/file
Final Walkthru (Updated): https://www.mediafire.com/file/skkxy7b0 ... u.zip/file
Castaway Final (optional update): https://www.mediafire.com/file/2bh23l30 ... e.zip/file
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Re: Dark Jungle: A new Trespasser mod
I am myself wondering the hidden size of this mod. Still nice to see a new mod using the old blue fog from EastDock.
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Re: Dark Jungle: A new Trespasser mod
I'm glad I could continue your guy's legacies in some form or anotherTheIdiot wrote:The story aspect of this level is looking to be something which Draco and I both dreamed of, in a smaller (and much more reasonable) scale. I like it!
machf wrote:Nicely done...
Thanks guysRebel wrote:Cool helicopter flyby. I like it.
Thanks. You're right, the only ones off the top of my head are East Dock and Cursed Arena.tatu wrote:I really like it. Overall Trespasser has very few night mods.
Well, the overall level size is relatively small, being larger than BE but smaller than JR, for comparison. However the actual gameplay, with the amount of puzzles and scripted events, it would probably take an hour and a half to complete in one sitting on your first try.Draconisaurus wrote:I am myself wondering the hidden size of this mod. Still nice to see a new mod using the old blue fog from EastDock.
here's another nondescript screenshot btw
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Re: Dark Jungle: A new Trespasser mod
Hmmm... Draco fails to locate the Turok: Evolution health cylinders needed to survive the area.
Re: Dark Jungle: A new Trespasser mod
Coincidentally, TrespasserGuy is using the WTD file for my old "ShadowedLands" level as a base for this level, which is named after a level from Turok: Evolution.Draconisaurus wrote:Hmmm... Draco fails to locate the Turok: Evolution health cylinders needed to survive the area.
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Re: Dark Jungle: A new Trespasser mod
Welp, I just wanted everyone to know that I'm still developing this mod. However, I've been in a slump creatively and wanted to work on other side projects. I also wanted to see if I could gain inspiration from any of you by having you play through what I have of the level so far. So, I'm releasing an extremely early "alpha" version of this level. This is so you guys can get a feel of the mod and what it's all about. The level is designed to end at a certain point, however if you do wish to know what lies beyond, you can always use the fly cheat to get to the unfinished parts
https://www.mediafire.com/file/kdcx1n7s ... a.rar/file
https://www.mediafire.com/file/kdcx1n7s ... a.rar/file
Re: Dark Jungle: A new Trespasser mod (Early Alpha Release p
Well, it's not April 1st yet unless you lived to the East of the Greenwich Meridian, so I guess this isn't an April Fools' joke as the "early alpha" version of the Pens was... (or was it Pine Valley...? It was a long time ago...)
EDIT: well, I downloaded it, tried to play it, and it would crash in certain places. I could avoid crashing by looking in another direction. After trying a few things, I deleted the grass and it works fine now.
EDIT: well, I downloaded it, tried to play it, and it would crash in certain places. I could avoid crashing by looking in another direction. After trying a few things, I deleted the grass and it works fine now.
Visit The Carnivores Saga - a forum devoted to modding Action Forms' Carnivores, Carnivores 2 and Carnivores: Ice Age games
Tres WIP: updated T-Script Reference and File Formats documents
Sound name listings for the Demo (build 117), Retail (build 116), Beta 103, Beta 99, Beta 97, Beta 96, Build 55, PC Gamer Alpha (build 32) and E3 1998 Alpha (build 22) TPA files
Tres WIP: updated T-Script Reference and File Formats documents
Sound name listings for the Demo (build 117), Retail (build 116), Beta 103, Beta 99, Beta 97, Beta 96, Build 55, PC Gamer Alpha (build 32) and E3 1998 Alpha (build 22) TPA files
Re: Dark Jungle: A new Trespasser mod (Early Alpha Release p
Wow, okay, so...this is pretty damn cool. Even for a pre-alpha, I already really like the direction you're taking. Each area has something interesting to see, there's a bit of exploration here and there, and the overall level design just looks really great! And I like what you've done with the unfinished level areas from my original unfinished level you based this on, it was a nice surprise to see you left in the few little areas I made originally in ShadowedLands. I get a really great vibe from what I've seen so far, not to mention the remaining areas I checked out in TresEd (which are just...really, really incredible for a lot of reasons that I won't spoil). The whole level gives me serious RTJP vibes, it really reminds me of what I'd envisioned for some of the later levels, like RTJP~Camp. I'm glad to hear that you seem to have used at least some parts of the RTJP TPA files as well, plus a number of its models...I'd hoped those would be of use to someone one day.
And I think once Draco comes back around, he'll definitely like to see the later part of this level...
My only suggestion so far is to add maybe a couple more encounters, voice overs, or musical cues around the level for a release version. I did feel that in a couple of the "walking" parts, it could have benefitted from something to listen to, or perhaps an enemy to deal with...that narrow cliff road would be an interesting place for an triggered attack from both the front and behind.
I'll also note that, since this uses the ShadowedLands layout, the canyon you go down at the start of the level was meant to be a cave with ancient paintings of humans fighting dinosaurs on the walls. The big canyon you put the lake in that is overlooked by the Safari Lodge buildings was meant to be filled with some kind of aquatic enemy, and you'd have had to jump between rocks in the pond and solve a puzzle to escape. And finally, the place beyond the end level trigger was going to be a massive Mayan maze, filled with traps and enemies, where you'd have to find 3 keys to open the door to the exit. I figured I'd mention this since it might inspire you in some way, since you say you're a bit strapped for creativity at the moment.
I do hope to see this finished in the future as I think it could be your best level yet!
And I think once Draco comes back around, he'll definitely like to see the later part of this level...
My only suggestion so far is to add maybe a couple more encounters, voice overs, or musical cues around the level for a release version. I did feel that in a couple of the "walking" parts, it could have benefitted from something to listen to, or perhaps an enemy to deal with...that narrow cliff road would be an interesting place for an triggered attack from both the front and behind.
I'll also note that, since this uses the ShadowedLands layout, the canyon you go down at the start of the level was meant to be a cave with ancient paintings of humans fighting dinosaurs on the walls. The big canyon you put the lake in that is overlooked by the Safari Lodge buildings was meant to be filled with some kind of aquatic enemy, and you'd have had to jump between rocks in the pond and solve a puzzle to escape. And finally, the place beyond the end level trigger was going to be a massive Mayan maze, filled with traps and enemies, where you'd have to find 3 keys to open the door to the exit. I figured I'd mention this since it might inspire you in some way, since you say you're a bit strapped for creativity at the moment.
I do hope to see this finished in the future as I think it could be your best level yet!
Hmm, surprisingly this time I didn't get any crashes whatsoever, or any instability. Don't know if it's the .ini settings at it again or what, since I did notice that TresGuy seemed to avoid having a lot of clipping grass objects which usually tends to be the case...perhaps it would be worth releasing a "low-detail" version of levels that use 3D grass without those meshes since they seem to be troublesome?EDIT: well, I downloaded it, tried to play it, and it would crash in certain places. I could avoid crashing by looking in another direction. After trying a few things, I deleted the grass and it works fine now.
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Re: Dark Jungle: A new Trespasser mod (Early Alpha Release p
Ohhh, I love the settings in the image!
Another way could be to share our INI files if we experience crashes and not and try to find what setting actually causes it, if it is the INI settingsTheIdiot wrote:Hmm, surprisingly this time I didn't get any crashes whatsoever, or any instability. Don't know if it's the .ini settings at it again or what, since I did notice that TresGuy seemed to avoid having a lot of clipping grass objects which usually tends to be the case...perhaps it would be worth releasing a "low-detail" version of levels that use 3D grass without those meshes since they seem to be troublesome?EDIT: well, I downloaded it, tried to play it, and it would crash in certain places. I could avoid crashing by looking in another direction. After trying a few things, I deleted the grass and it works fine now.
Active project: Trespasser: Isla Sorna
Status:
BE-PH1: Released
PH2-IT: Pre-released
PL-SUM: In production
"...there used to be more benches, but InGen's workers removed them during the evacuation in the name of framerate."
Status:
BE-PH1: Released
PH2-IT: Pre-released
PL-SUM: In production
"...there used to be more benches, but InGen's workers removed them during the evacuation in the name of framerate."
- Rebel
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Re: Dark Jungle: A new Trespasser mod (Early Alpha Release p
Downloaded. I love screenie, looks quite cool. Will check it out over the weekend.
Castaway Final Release Link: https://www.mediafire.com/file/ro5qzl88 ... l.zip/file
Final Walkthru (Updated): https://www.mediafire.com/file/skkxy7b0 ... u.zip/file
Castaway Final (optional update): https://www.mediafire.com/file/2bh23l30 ... e.zip/file
Final Walkthru (Updated): https://www.mediafire.com/file/skkxy7b0 ... u.zip/file
Castaway Final (optional update): https://www.mediafire.com/file/2bh23l30 ... e.zip/file
Re: Dark Jungle: A new Trespasser mod (Early Alpha Release p
I had to use the TELE cheat to reach the end at one point since I guess the level isn't complete and you were eventually meant to climb something which hasn't any physics objects yet (or maybe an .ASA animation would be triggered when reaching that point?). I mean, I don't think there is any other way to reach that point, or is it?
Also, the level as it currently is is TOO dark (yes, I know it's called "Dark Jungle", but anyway), too stressful on the eyes... I had to change the settings a bit. Besides, a night under a full moon is brighter than that...
Also, the level as it currently is is TOO dark (yes, I know it's called "Dark Jungle", but anyway), too stressful on the eyes... I had to change the settings a bit. Besides, a night under a full moon is brighter than that...
Visit The Carnivores Saga - a forum devoted to modding Action Forms' Carnivores, Carnivores 2 and Carnivores: Ice Age games
Tres WIP: updated T-Script Reference and File Formats documents
Sound name listings for the Demo (build 117), Retail (build 116), Beta 103, Beta 99, Beta 97, Beta 96, Build 55, PC Gamer Alpha (build 32) and E3 1998 Alpha (build 22) TPA files
Tres WIP: updated T-Script Reference and File Formats documents
Sound name listings for the Demo (build 117), Retail (build 116), Beta 103, Beta 99, Beta 97, Beta 96, Build 55, PC Gamer Alpha (build 32) and E3 1998 Alpha (build 22) TPA files
Re: Dark Jungle: A new Trespasser mod (Early Alpha Release p
Are you talking aboutmachf wrote:I had to use the TELE cheat to reach the end at one point since I guess the level isn't complete and you were eventually meant to climb something which hasn't any physics objects yet (or maybe an .ASA animation would be triggered when reaching that point?). I mean, I don't think there is any other way to reach that point, or is it?
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Hmm, I didn't find it all that dark, especially compared to some other levels (Cursed Arena comes to mind). Not too sure if TresGuy used the same lighting as I had originally used for that skybox, but if so it's would be a copy of East Dock's lighting. Of course, different monitors have different brightness, so that's potentially a factor...I know mine is quite bright by default.Also, the level as it currently is is TOO dark (yes, I know it's called "Dark Jungle", but anyway), too stressful on the eyes... I had to change the settings a bit. Besides, a night under a full moon is brighter than that...