Autumn Battle Lab

Creating new content for Trespasser!

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Draconisaurus
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Autumn Battle Lab

Post by Draconisaurus »

Ahoy, everyone! Happy Autumnal Equinox! I have become inebriated tonight, and stayed up far past my bedtime. Doing experimentation with GUIApp, and bringing to you! The first GUIApp mod: AutumnBattleLab. Playing it is very simple! Just put it wherever your retail LAB files are, and it uses those to load itself. I had hoped for a bit more but various experiments didn't work (the anchors are a little annoying as you might think, and non-moveable objects do not remain moved when making a new SCN file with "Save As"). Still, there's a bit of fun. It's more of a test, really, and fun times to celebrate the occasion. Good night!

https://app.box.com/s/rbfdtpk2akt7el3brekd4pftl43bzdsa
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tatu
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Re: Autumn Battle Lab

Post by tatu »

I will check this out soon!

PS: Something you forgot to mention. This is a .SCN mod. It will NOT work in TresEd as it loads from the .GRF!
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Re: Autumn Battle Lab

Post by machf »

Well, if you simply rename the .scn it would work...
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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
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Re: Autumn Battle Lab

Post by tatu »

machf wrote:Well, if you simply rename the .scn it would work...
In TresEd? Doesn't it load from the .GRF only? Otherwise you would be able to load saves right?
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."
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Re: Autumn Battle Lab

Post by machf »

It saves .scn files, but it doesn't load them? How dumb.
Try GUIapp instead, then...
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
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Re: Autumn Battle Lab

Post by TheIdiot »

Could anyone hex edit TresEd to read from .scn instead, then? Or would that require a whole re-code?

Will get around to this level eventually, I have a bunch of others to play as well. The concept is definitely interesting...I'm glad to not have to replace LAB's files to play it.
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Re: Autumn Battle Lab

Post by machf »

TheIdiot wrote:Could anyone hex edit TresEd to read from .scn instead, then? Or would that require a whole re-code?
No idea. Not having the source code available, we don't know if the same routine is used to load either .scn or .grf files (the only way in which you could modify it by hex editing the executable I can think of).
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
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Re: Autumn Battle Lab

Post by Draconisaurus »

I have heard of a strange method, whereby Trespasser may be used to enter a level. Indeed, one finds that such level is even possible to play in, by such means.
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Re: Autumn Battle Lab

Post by Draconisaurus »

Sooooo. I had been planning today to release a more actual-version of this SCN mod, again under a bit of fermented vegetable substance. However, at least over an hour? has been spent in dialogue and cataloging the key commands of GUIApp, for viewport navigation and object manipulation. These points I find quite crucial, having been glossed over last week. At any rate, the process has used up my juice for the night. So instead of a new mod, we have a nice listing thing.

Code: Select all

===GUIApp Controls===

LMB = LeftMouseButton
RMG = RightMouseButton
MMB = MiddleMouseButton

Viewport Interaction

*LMB-click a crosshair to select an object
*Double-LMB-click a crosshair for Object Properties
*RMB-click a crosshair to select an object
*Double-RMB-click a crosshair for Physics (Works?)

Viewport Navigation

(Mouse Buttons, 'Camera Motion', Viewport Relative)
*LMB Click+Drag
~Bottom-to-Top = Zoom In
~Top-to-Bottom = Zoom Out
~Left-to-Right = Pan Right
~Right-to-Left = Pan Left
*LMB Click+Drag+Shift
~Bottom-to-Top = Pan Up
~Top-to-Bottom = Pan Down
~Left-to-Right = Pan Right
~Right-to-Left = Pan Left
*RMB Click+Drag
~Free-Axis View Angle
*MMB Click+Drag
~Free-Axis View Angle
*MMB Click+Drag+Shift
~Right-to-Left = Pan Left
~Left-to-Right = Pan Right
~Bottom-to-Top = Zoom In
~Top-to-Bottom = Zoom Out
*MMB Click+Drag+Ctrl
~Right-to-Left = Pan Left
~Left-to-Right = Pan Right
~Bottom-to-Top = Pan Up
~Top-to-Bottom = Pan Down

(Keyboard, 'Position Motion', Hold Shift to Go Faster)
*Number Pad
8 = Move Forward
2 = Move Backward
4 = Look Left
6 = Look Right
9 = Look Up
3 = Look Down
1 = Teleport?
7 = ?
*Arrow Keys
^ = Move Forward
v = Move Backward
< = Look Left
> = Look Right
Pg Up = Look Up
Pg Dn = Look Down

Selected Object(s) Space Manipulation (viewport relative)

*LMB Click+Drag
~Left = Move Left
~Right = Move Right
~Up = Move Away
~Down = Move Toward
*LMB Click+Drag+Shift
~Left = Move Left
~Right = Move Right
~Up = Move Up
~Down = Move Down
*LMB Click+Drag+Alt
~Left and/or Down = Scale Down
~Right and/or Up = Scale Up
*LMB Click+Drag+Ctrl
~Select multiple objects
*RMB Click+Drag
~Free-Axis Rotate
Fear not! This documentation is not to be lost in the bowels of endless TresCom threads. I have it as a notepad and plan for its inclusion in the current amassing of Trespasser reference documentation for Newbs. Indeed, this stands as an example where some of the documents may be useful to those already well-versed in the usual modes of modding Tres. I have a sense this is not the only example case.
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