Tres 20th Anniv Cmnty Level

Creating new content for Trespasser!

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TrespasserGuy
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Re: Tres 20th Anniv Cmnty Level

Post by TrespasserGuy »

Here's another new update from me, I've created a crate-stacking puzzle for getting into the complex, and added a swamp around the complex itself.

Latest version:
http://www.mediafire.com/file/t2mtaha3b ... ySwamp.zip
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Re: Tres 20th Anniv Cmnty Level

Post by Draconisaurus »

Lookin great. I think the swamp area could be made to feel a bit more wet.

Had the raptor by the hunter camp delay 10 seconds before starting to move as I stood in front of it. We might wish to fine-tune the AI density in the area (or would an AI box covering the cave fix this?).
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Re: Tres 20th Anniv Cmnty Level

Post by TheIdiot »

Lookin great. I think the swamp area could be made to feel a bit more wet.
Definitely agree with that - throw in a couple of pools and it'll be golden. Maybe this would be a good chance to sort of recreate the swamp from IJ in small form, with a bunch of muddy pits and rough terrain crossed by narrow bridges! Should also definitely expand the swamp a little bit so it fills up more space in that area.
Had the raptor by the hunter camp delay 10 seconds before starting to move as I stood in front of it. We might wish to fine-tune the AI density in the area (or would an AI box covering the cave fix this?).
You really seem to have some of the strangest glitches, Draco (sort of like my occasional magnet problems). There are 3 dinosaurs in the vicinity, the AI can't be too dense there. I've seen groups of 7 dinosaurs working together without a problem.
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Re: Tres 20th Anniv Cmnty Level

Post by tatu »

TheIdiot wrote:
Had the raptor by the hunter camp delay 10 seconds before starting to move as I stood in front of it. We might wish to fine-tune the AI density in the area (or would an AI box covering the cave fix this?).
You really seem to have some of the strangest glitches, Draco (sort of like my occasional magnet problems). There are 3 dinosaurs in the vicinity, the AI can't be too dense there. I've seen groups of 7 dinosaurs working together without a problem.
Worth noting is that CE got a function in its .ini file to set the wake up radius and it overrides the ones in a level. So that can always be an issue depending if someone got it on and how big they have set it.
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Re: Tres 20th Anniv Cmnty Level

Post by Draconisaurus »

Well AI activity/quality is known to break down in high-detail ingame areas (conversely an ingame area with no detail and only AIs can fit more functioning dinosaurs than is considered normal minimum function). I'm thinking the CE AI count increase may work at the expense of AI quality of active dinosaurs. As well the Wake radius of distant dinosaurs (beyond the 3) may be affecting it, which could easily be remedied.
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Re: Tres 20th Anniv Cmnty Level

Post by Draconisaurus »

Aaaand next version! The gate now has a puzzle.

https://app.box.com/s/w3ee0zp9o6g16hcd0vidx4tbusalzwxd
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Re: Tres 20th Anniv Cmnty Level

Post by tatu »

I must say I hope not several people are working on the latest version, cause you all suck at saying you are or will work on it :P
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Re: Tres 20th Anniv Cmnty Level

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tatu wrote:I must say I hope not several people are working on the latest version, cause you all suck at saying you are or will work on it :P
I've been conscious of this the whole time, but nobody else seems to be doing so, which is why I stopped doing it. :P But we definitely should be announcing that we are working on the level, because merging two separate versions together will be a bit of a chore.
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Re: Tres 20th Anniv Cmnty Level

Post by machf »

You should all read the description of how the Trespasser Team handled 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
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Re: Tres 20th Anniv Cmnty Level

Post by Draconisaurus »

Oh the uh... They had a baseball or something?
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Re: Tres 20th Anniv Cmnty Level

Post by tatu »

Draconisaurus wrote:Oh the uh... They had a baseball or something?
Yes, better send it via mail ;)
Active project: Trespasser: Isla Sorna
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Re: Tres 20th Anniv Cmnty Level

Post by machf »

I remember they said something about a ball, don't know if it was a baseball...
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: Tres 20th Anniv Cmnty Level

Post by Draconisaurus »

Small update with a spare moment - imported a clean Hammond House from IT, not moved yet

https://app.box.com/s/4v23ijrh5fmk39zhufd35l242qvv7f8y
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Re: Tres 20th Anniv Cmnty Level

Post by TrespasserGuy »

Nice, I'm going to take a look in this and see what I can do next.
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Re: Tres 20th Anniv Cmnty Level

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Small update with a spare moment - imported a clean Hammond House from IT, not moved yet

https://app.box.com/s/4v23ijrh5fmk39zhufd35l242qvv7f8y
Wondering exactly where we might put this, and what purpose it might serve. Was thinking it might go in one of the as-of-yet untouched corners of the map and serve as the beginnings of a new zone of development, as we want to make sure we don't just overpopulate the side of the map we've worked on so far.
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