Hilwo wrote:Yep, and that file has made it all the way to the retail disc

Whoooaaaa. You're right, it's still there. That's really fascinating. Kinda creepy too. Kids hacking into the ddf files with Notepad back in 1998 could have read that and been like, "WTF is this?!?"
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And we're on in 5... 4... 3... 2... 1...
*hissing sound*
Okay the security systems are off, grab the embryos.
...No? No takers? Fine
Resuming with BE55... or "Bch55"... There are skimpy foundations in place, around where they are found in the retail game. In their set up here they might actually be the foundation of a feasible building and not a player-activity arrangement of models.

But meh. Anyway, the terrain for this level is, almost entirely undeveloped. It's obvious from terrain edit mode here that a rather large area was originally available for the play area, before they figured out how they wanted it to look.

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Huh, interesting note, the basement models in this level are sitting floating above the ocean. All 12 of them. Rather unusual. Oh the DLight in this level renders in TresEd as pure white, this might be the earliest level I've seen to have that.
On to JR55. I have uh, officially decided that this version of this level contains my favorite foliage-terrain landscape of any dev-made Trespasser material, possibly of anything ever put in Trespasser. It stretches out over huge areas, has just the right mix of high and low density, the trnobjs are used expertly to create a varied landscape with discreet areas, tiling-hiding, and great colors to look at. The terrain itself has hills, valleys, twisting paths, cliffs, waterways... and there's even a beach. It's all just amazing.
This area here, is that particular hill near the start with VH15:
VH15: Isla Sorna. Costa Rica lay to the east, a quiet neighbor, to the west open water, and the shipping lanes of the Pacific.

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Love it. Just love it.
Not far away, the volcanic spring, paired with the Mexico bus station voiceovers in retail.. still in b55 without the actual waterfall objs.

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Aha, I found it...... So far this is the only confirmed use of the giant felled cuban palm outside a level's basement, and the first time I've found it in the early builds. It's non-tangible here but has its accompanying individual-dead-leaf objs. It's unclear what its purpose would have been, but in this case it looks like it could have been to scale unclimbable terrain.

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Ah, the beach. Looks splendid. Still appreciate that this obj is actually blue without any textures.

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Ah so, this is underneath that intangible Ocean-00. I just noticed that the terrain texture appears to be attempting to actually show beach froth, a la the newest versions of TC~Isle.

Of course, not animated, and thus a tad odd looking.. Still, neat. This pretty clearly indicates that the blue ocean texture, also seen in retail, is intended to be not the ocean floor but the ocean itself.. I guess.. strange.

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And the jungle never ends. You know, I am inspired. One day I'd like to make a mod of this level.

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Next! IJ55... Which uh... according to the build list, is identical to IJ32. Except the SCN file is zero bytes and loads only a blank screen with the paper airplane, lol. So, we'll trespass on into the next level...

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Alright then, PV55.

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I remember comments from somewhere, back in the day, that uh, PV used to have a TON of pine trees, then they were cut down to preserve framerate. It occurs to me that we most certainly have some examples of that. So, here's an image of the main valley, for reference... I'll take another shot in whichever build comes next.
So anyway. For the first time, the trnobj at the start no longer has the arrows! However the gates are still technically moveable, with Z-axis magnets... I suspect they don't move ingame, due to their density and the differences between retail and older builds with weight. In fact I'm quite sure I opened the PV gates in one of the early builds I installed, so... Still no supply box at the gate. The giant tree trunk and its separate branches with separate no-moveable physics is still here. Oh and major point, the actual tradition PV road texture is finally here! w00t! Heh I uh, I went exploring up towards the PCV (PreColonialVillage), and um... I decided to actually take out the Quake symbol this time and have a look at it. But -derp- it's not there this time...

The Raptor Nest area, as far as I can tell is the same. Just noticed ingame this time that Anne saying her bit about "The Great White Hunter" is a large, PlayerLeaveTrigger.. The VH's inside get pretty small, indicating a centeredness at a non-present skeleton. Meaning, Anne doesn't comment on said skeleton until she's left it for a few meters. Strange. Back at the main path... The first bridge is the same. The second, also unchanged, and the crowbars are still there... but the Humvee is gone. Its sudden full disappearance biases me to believe that it was around this time that they got told Trespasser wouldn't have the rights to display Humvees in their game. Good thing they didn't get sued for the hummers in the promotional art

One thing I noticed ingame. A ton of trees and such have no physics, where they did in b32. I am wondering, perhaps physics weren't working so well in this build, or maybe it was done globally around this build in order to help AI not bug out for people ingame. Hmmmm at the road-split, the road textures no longer do a sloppy overlap, but instead there are two different composit textures in place. Nice.
Oh. While I was ingame, I followed the inland stream towards the sea this time around... As I got there, this eerie IJ JUNGLE AMBIENT 1 music played and I beheld that there was no ocean. The water and salt alike, entirely gone. And Tatu's island was now replaced with a model.

...

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Huh. Looking around the geo plant, there are no billboards ingame.. That's interesting. Like demo. Hum... That mac10 by the bridge. I haven't seen these two muzzle flashes before. Odd thing is that they have no texture... Hm. Oh weird, also, the overhang crossbar thing on the bridge, the one with several submodels... no longer has DummyMaps as textures.

Coincidence? Theee gate itself here, still has no hook-thingies a la JR gate, so the ribar puzzle I assume is still useless. Meanwhile inside, the turbine building still has the lifting-door, guess it worked for a while... and the inside is still missing the needle-turn puzzle thing. I'm surprised we actually got a build that has it, that's neat. Huh those possibly-were-breakable pipe things next to the cooling tower are gone. Inside the control building is about the same, except the parent instances of the props are now somewhere else. This plant has a surprising number of voiceovers that were removed from retail. I feel like they didn't spend this much effort to remove the voiceovers from dropped cues in other areas. That bloody bridge on the way towards the harbor is still not oriented with the road, and that log to cross is still there... except it's not tangible at this time lol.
Ah, this thing. In PV55 and at least one other level (Lab55?), there is something odd about the textures where one of the road tiles appears to be replaced by a crossroads texture. Unclear why... Worth noting that this is the location where, in all previous builds, the PV road stopped, despite that the fence was there and still a ways off. This is also where the brown thing next to the ocean starts, some sort of low-tide thing for the harbor. The regular road texture is "TPV_PvRd02t2.bmp", where as this one that appears as crossroads in TresEd is "TPV_PvRd03t2.bmp". I have seen examples in Tres before, where opacity and/or other textures, are imported into the level in multiple, dissimilar versions with the same name... sometimes for example, when opacities and diffuse maps are swapped with each other. I guess we should be glad it's not the other way around here, where one of the crossroads in TresEd appeared with a normal road texture.

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So, this is fun... The fence/gate at the end. It's finally actually on ground level, but they finally caved and put the new brown textures on it, instead of chain-link fence.

It has physics, tho the gate magnets are a little offset from where they should be. ..Actually the gates themselves don't have physics or scripting yet, heh.
On toooo LAB55! I actually played this level in the installed version of b55, but it would crash relatively soon after beginning to play... Mostly all I remember was a raptor that walked on his side, lol. Anyway, first thing I notice about the level is the way the devs chose to fill the start of the level with choice Hammond voiceovers. They wanted to drive home how potent the voice acting in their game was, I think they did a nice job there. Hmmm the white keycard plays the right sound on the reader, with no light.. and/but the door won't open. Funnily enough, inside is a mac10... at this phase in development it's one of the only guns they have scripted to work, and one of the very first, but to this day that mac10 is in the retail in the same building.

It uh, just seems like.. that building is sort of wasted. They went to the trouble to put a keycard reader on it and they don't use it for anything. Hmmm "SloadingShak00-00"... Why have I never put this building in a mod? Maybe it's cursed. Huh they had the trailer-tip puzzle working this early, I'm impressed... Ah and, you can look at the inside while it rolls! Neat.

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Oh and so, I decided to trapse down one of the docks, and what should I find...

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Haha figures. I brought it with me. Soooo moving on... Apparently there was at least this one time in this one build, where you could stand INSIDE a moving, falling trailer, like in JPDS~testing and ~streams. I honestly can't remember if I thought the devs had actually tried this, back when I did those...

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Huh, that yellow keycard and the mp5 in the harbormaster's place are still there... Inside the office building, the rooms are even emptier than I remember them, but one fun note this time is that the freaking wooden desk is moveable! XD

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Hmm so. There is this water, way out on the edge of the harbor area. It's not in retail. Is this the spot with the randomly higher terrain detail, in LAB116? Don't remember, I think so though. I wonder why it was put here. Did they have some sort of CAnimal encounter planned?

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I mucked around in the warehouses... Warehouse A, furthest north, is uhh... well I suspect the climbing puzzles are doable in b55, but again, in retail the weight works differently. Crates that appear as if you're supposed to shoot them down, won't budge much if you shoot at them. So, I skipped this one. It did have a nice, moveable crate elevator model. Warehouse B, I was a little more successful, getting around in higher levels... not terribly exciting. I killed the raptor outside with Quake and moved on.
Guess what's outside the Emily? The BOAT HOOK! This little object is mentioned in the walkthrough as appearing in Cathy's Beach in PH. Having no idea what version they wanted, I even went ahead and modeled it for the PH contest the other year... fun to actually find it, in a
different level, no indeed with a clear purpose for its presence in this new case.

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Too bad there was no Rex in this level. 'Nyways, moving on, I went and got the green keycard, already submerged in water by this build... Too bad we haven't gotten to see the progression of LAB versions. One thing I really like about this puzzle in b55, is that you have to push the key over into the keycard reader, with a ribar or whatever... That, that should have been in retail! Haha!

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Had to shoot the door, after, to get it to open.. Anyway. Moving forward.. All the dinos are effectively dead and immobile in the retail-interpretation of this level, oh well. What fascinated me was that the path to the lab-proper had RaptorC visitors! Whaaaa. Little early. Linearly-speaking, they were going to be in mid-AS1 anyway, but time-wise they is some distance away from here. I wonder why the change.

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Everyone's favorite trashcan! The purple keycard. Interesting that the path here lines up with the Comp building okay but the BioChem door is off-center..

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The uhhh.. haha. I forgot to mention that the bathroom doors and stall doors in the harbor office building were non-tangible. Anyway all that stuff's tangible here but look at these urinals...

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There's a room downstairs, northeast corner, that in retail has an odd texture on the wall. It's fixed, here. Going upstairs, the top-floor inside the stairwell has a different texture... Unusual. Possibly they went to retexture parts of this model at some point later on and accidentally changed a detail or two.

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Duh-huh! Nice. The full-on face wash station, with pull chain etc... This is neat. Too bad I didn't have it for JPDS~HRS...

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...but more particularly, what I didn't have in JPDS was this special door, seen in a random pre-release image somewhere that didn't provide enough for itself to be recreated. Well, we have it now, that's nice. Also uhhh.. One of the white doors has an off-center Z magnet. The doorway into the decon room in retail only has one door.. Did they honestly remove the entire door to fix it, instead of moving the magnet?...

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The walk-ontop-of-the-walkway-roof puzzle was still in place, so I used it... Tried to use a wood board to get atop the Admin building, but it went crazy. Fortunately the window was right there. The uhh, hmm. The secret conference room was accessible from the inside, anyway. Interesting note, in the retail version this door is blocked by office chairs on the other side... That's similar to the block put in place for the PH door, in b32. I sorta remember other old puzzles like this too. I think the one for this office in retail is the last surviving one... Neat. 'Nyways, off I went into Hammond's office... Not only was a GIANT reception desk sitting there, it was, as well, freakin' moveable. XD

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I proceeded into Hammond's office, played with the fun desk drawer on the floor... went around to the front of Hammond's desk and was promptly killed by The Physics That Be.

......
That's gonna be all for today. Glad everyone's having fun with this. Various things to discover here. Tune in again tomorrow for more, only on Fox Kids!
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To Be Continued
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