TRESCOM_ANTHOLOGY
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- Albertosaurus
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Re: TRESCOM_ANTHOLOGY
I'm 35 now, started in the Tres community around 20 years ago I think. Time really does fly
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- -=TresCom Website Manager=-
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- Draconisaurus
- T-Rex Killer
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Re: TRESCOM_ANTHOLOGY
34. Having joined TresCom in late 2004, it's been a little over 17 years. That means half my life has been on off TresComing. 

Re: TRESCOM_ANTHOLOGY
39, joined close to 20 years ago 

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- -=TresCom Website Manager=-
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Re: TRESCOM_ANTHOLOGY
We could put one in the TresCom town. Or delineate one inside Rebel's Manor.
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- Rebel
- -=TresCom Developer=-
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Re: TRESCOM_ANTHOLOGY
Prequel update: https://www.mediafire.com/file/zzjdkjdn ... 2.zip/file
Just replace the grf/scn files. I noticed that Shadefyre started his video play of the level and noticed a few things that needed to be addressed.
There's a readme file included that'll explain what. The changes are listed below as well -
*Shadefyre: If you happen to stop on by, thanks for doing the videos. It not only helps the community, but I personally (along with others),
enjoy your commentary.
Changes: 05/25/22
Some sub-objects were mia on the mansions (added)
More hint triggers added
2nd plane fly-over trigger moved to a more viable location
Added killboxes to remove Shadefyre's compound escape cheat
Wrong vocals assigned to 'Coelos' for roaring (my bad, fixed)
Tweaked Chimney Secret & added textover
Other:
Save_Game Notice: Please note that saved_games do not save all trigger states correctly.
In order for machinery, most notably elevator, tram, dam_lift, etc to work properly I ad-
vise saving a game before any of these items are used and not to save again until you have
finished up with the dam puzzle. My guess would be (though I haven't checked) that saving
a game while wearing the gas mask is probably a bad idea as well -
**I Replaced the earlier update to the current update on my sig as well -
Just replace the grf/scn files. I noticed that Shadefyre started his video play of the level and noticed a few things that needed to be addressed.
There's a readme file included that'll explain what. The changes are listed below as well -
*Shadefyre: If you happen to stop on by, thanks for doing the videos. It not only helps the community, but I personally (along with others),
enjoy your commentary.

Changes: 05/25/22
Some sub-objects were mia on the mansions (added)
More hint triggers added
2nd plane fly-over trigger moved to a more viable location
Added killboxes to remove Shadefyre's compound escape cheat
Wrong vocals assigned to 'Coelos' for roaring (my bad, fixed)
Tweaked Chimney Secret & added textover
Other:
Save_Game Notice: Please note that saved_games do not save all trigger states correctly.
In order for machinery, most notably elevator, tram, dam_lift, etc to work properly I ad-
vise saving a game before any of these items are used and not to save again until you have
finished up with the dam puzzle. My guess would be (though I haven't checked) that saving
a game while wearing the gas mask is probably a bad idea as well -
**I Replaced the earlier update to the current update on my sig as well -
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
- Draconisaurus
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Re: TRESCOM_ANTHOLOGY
Really glad to hear you still have some modding in you. Hmm, if you have a request for content in the community level, let us know!
- Rebel
- -=TresCom Developer=-
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Re: TRESCOM_ANTHOLOGY
If I can think of a little something, something, I'll let ya know.Draconisaurus wrote:Really glad to hear you still have some modding in you. Hmm, if you have a request for content in the community level, let us know!

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
- Rebel
- -=TresCom Developer=-
- Posts: 6037
- Joined: Sun Nov 10, 2002 10:26 pm
- Location: That country nobody likes (you know the one)
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Re: TRESCOM_ANTHOLOGY
Prequel Final Update: https://www.mediafire.com/file/tvk87fl3 ... l.zip/file
(I've also updated my sig)
Changes made since the previous final released: Note: ignore
previously released patches with this version since it already
contains the 2 previous updates plus other changes I've made
since watching ShadeFyre's videos.
(nearly all changes below came from watching his videos. Quite
helpful
)
Prequel Level:
Added save text at dam (Safe Point: please save game here)
Added hint trigger for gun useage (inside of minnie pontoon boat)
Added hint trigger for puzzle board (used to reach roller doors)
Moved computer station key to more visible location
Added end drainage pipe (mine water that's dumped into swamp pond)
Added hint trigger for chimney secret (inside finished manor)
Improved train capacitor puzzle (easier and less clumsy)
Fixed Ceolo vocals (Rex vocals were eronously mixed in (my bad))
Prevented Anne from surviving a compound wall jumpoff (onto fence)
Added sub_objects that were mia on the mansions
Added Swamp Tylosaur
Added AI_Boxes around RV & Rv's Trailer
Added AI_Box around Train Maintenance Bldg.
Tweaked TRex's script
Tweaked the tram's $objects count to lessen collision overload
Added $Objects to dam's 2nd level door (missing)
Moved 2nd plane flyby trigger to a more accessible location
Increased Wind Turbine's push strength (for rotation of blade)
Added save text at Train maintenance building (save here)
Added Ammo_Box (for reloading of spas (spas stored, use ammo box)
Added 2nd death for certain raptors (related to eyes closed as a
few are 'reanimated' after death and teleported to other locales)
Reduced Mama Allosaur's eggs size (1/2 scale)
Removed splash sound (while phouse outlet is water free)
Removed shadow from small rocks (storables)
Removed 'this is a test' texover for basement sumppump
Note these changes/additions will be the final editing of prequel
level. Hopefully addressing these issues will make it a more en-
joyable level to play -
A final note on Save_games: Not all triggers (in particular the
boolean triggers) current states are saved correctly. To ensure
that all machinery and/or puzzles work correctly, I suggest that
a save game is created when a textover suggests doing so. These
are safe points, meaning before you enter (or reach) an area that
relies heavily on puzzling and/or triggers you're given a head's
up to 'save here'
6/05/2022 Reb.
@To Shadefyre (what was missed):
To long to post up on youtube, so did so here instead -j
(I've also updated my sig)
Changes made since the previous final released: Note: ignore
previously released patches with this version since it already
contains the 2 previous updates plus other changes I've made
since watching ShadeFyre's videos.
(nearly all changes below came from watching his videos. Quite
helpful

Prequel Level:
Added save text at dam (Safe Point: please save game here)
Added hint trigger for gun useage (inside of minnie pontoon boat)
Added hint trigger for puzzle board (used to reach roller doors)
Moved computer station key to more visible location
Added end drainage pipe (mine water that's dumped into swamp pond)
Added hint trigger for chimney secret (inside finished manor)
Improved train capacitor puzzle (easier and less clumsy)
Fixed Ceolo vocals (Rex vocals were eronously mixed in (my bad))
Prevented Anne from surviving a compound wall jumpoff (onto fence)
Added sub_objects that were mia on the mansions
Added Swamp Tylosaur
Added AI_Boxes around RV & Rv's Trailer
Added AI_Box around Train Maintenance Bldg.
Tweaked TRex's script
Tweaked the tram's $objects count to lessen collision overload
Added $Objects to dam's 2nd level door (missing)
Moved 2nd plane flyby trigger to a more accessible location
Increased Wind Turbine's push strength (for rotation of blade)
Added save text at Train maintenance building (save here)
Added Ammo_Box (for reloading of spas (spas stored, use ammo box)
Added 2nd death for certain raptors (related to eyes closed as a
few are 'reanimated' after death and teleported to other locales)
Reduced Mama Allosaur's eggs size (1/2 scale)
Removed splash sound (while phouse outlet is water free)
Removed shadow from small rocks (storables)
Removed 'this is a test' texover for basement sumppump
Note these changes/additions will be the final editing of prequel
level. Hopefully addressing these issues will make it a more en-
joyable level to play -
A final note on Save_games: Not all triggers (in particular the
boolean triggers) current states are saved correctly. To ensure
that all machinery and/or puzzles work correctly, I suggest that
a save game is created when a textover suggests doing so. These
are safe points, meaning before you enter (or reach) an area that
relies heavily on puzzling and/or triggers you're given a head's
up to 'save here'
6/05/2022 Reb.
@To Shadefyre (what was missed):
To long to post up on youtube, so did so here instead -j
- Spoiler: show
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
- Draconisaurus
- T-Rex Killer
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Re: TRESCOM_ANTHOLOGY
This is a great method... TrespasserGuy has a level where ActionType 19 (Save Game) actually works. I hadn't gotten it to work in my own levels, and possibly it's simply unsure if it will work correctly in a given mod. But for those cases when it doesn't work (more testing needed), this sounds like a great way to let the player know ahead of time.A final note on Save_games: Not all triggers (in particular the
boolean triggers) current states are saved correctly. To ensure
that all machinery and/or puzzles work correctly, I suggest that
a save game is created when a textover suggests doing so. These
are safe points, meaning before you enter (or reach) an area that
relies heavily on puzzling and/or triggers you're given a head's
up to 'save here'
Odd idea, it might be possible to make a script using a CVariableTrigger, which ensures that savegames made outside the safe-moments will crash if loaded, to avoid puzzle dysfunction.
- Rebel
- -=TresCom Developer=-
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- Joined: Sun Nov 10, 2002 10:26 pm
- Location: That country nobody likes (you know the one)
- Contact:
Re: TRESCOM_ANTHOLOGY
Tried auto_save (at19), didn't save properly, Drac. And variable triggers are problematic as well. If the values are changed, the saved game seem to register their initial state (true/false),Draconisaurus wrote: This is a great method... TrespasserGuy has a level where ActionType 19 (Save Game) actually works. I hadn't gotten it to work in my own levels, and possibly it's simply unsure if it will work correctly in a given mod. But for those cases when it doesn't work (more testing needed), this sounds like a great way to let the player know ahead of time.
Odd idea, it might be possible to make a script using a CVariableTrigger, which ensures that savegames made outside the safe-moments will crash if loaded, to avoid puzzle dysfunction.
regardless of whether or not the value was changed ingame. My decision to do that textover advice seemed the only viable option to at least create those few safe points needed to ensure
a good save game in case one was needed.
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
- Draconisaurus
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Re: TRESCOM_ANTHOLOGY
Right. So now I'm not sure, but I was considering investigating ways to simulate CVariableTrigger using crate-positions instead. Any notion if that's realistic?
- Rebel
- -=TresCom Developer=-
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Re: TRESCOM_ANTHOLOGY
Teleportation. Much in the same way I kept count of how many arrows the crossbow fired? Yeah, allot of extra triggers and destobjects, but that might be a workaround.Draconisaurus wrote:Right. So now I'm not sure, but I was considering investigating ways to simulate CVariableTrigger using crate-positions instead. Any notion if that's realistic?
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