Zeno's Vanilla Trespasser Patch/Rework

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ThatZenoGuy
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Zeno's Vanilla Trespasser Patch/Rework

Post by ThatZenoGuy »

(going to edit this as progress is made)

THE MOD IS NOW COMPLETED! LINK FOUND BELOW IS A ZIPPED FOLDER WHICH HAS ALL THE FILES YOU NEED!


Old version (1.0): https://drive.google.com/file/d/1iNk6ie ... sp=sharing

New version and new mod name, huzzah! (keeping old one just in case!)


V1.1 "Zeno's Fan Build 118" changes
-Obviously all the previous changes
-Raptor tribes B and C given new AI values that makes them a bit smarter/competent
-Raptor bosses/minibosses given new AI values too so they should all be acting somewhat better
https://drive.google.com/file/d/1ZokTCW ... drive_link

-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
Purpose of Mod and Design Rules
-To improve user experience and fix flaws commonly pointed out by people who play Trespasser
-Not stray from Vanilla design principles
-Add increased worldbuilding and immersion using Vanilla Trespasser's methods of doing so, I just added more where it was needed
-Uncut dialogue, weapons and even level geometry where possible!
-Added fun and frights

General changes
-Raptor tribe B shrunk down a little bit. They're a bit too huge of a jump in size, and for whatever reason raptor tribe C ends up being smaller than them. Leading to...
-Difficulty curve of game improved/fixed, levels later in the game generally get harder instead of being all over the place
-Raptor bossfights for Tribe A and B!
-Raptor Tribe C given the vanilla Raptor B scale/size. They're super tanky so it only makes sense they're beefcakes to go alongside that durability. I was considering just making them larger than default TribeB's but that would make them far too huge lmao. Whoever heard of 10 foot tall raptors?
-Triggers for music, voiceovers, etc fixed and placed in areas they're supposed to be
-Locations of bugged gun placements fixed so they're actually usable
-Invisible walls removed provided that it doesn't break game pacing or cause exploits
-All raptor tribes/carnivores should now infight instead of ganging up on the player

Weapon Changes

-Weapon placement, variety and number changed in every level, too many changes to list here but they are listed further on in the thread for documentation purposes
-VP70 changed to 18 round low damage single shot handgun (Trespasser technically doesn't have burst-fire guns, every gun ingame is technically fully automatic) because the real weapon only fires in bursts with the stock mounted. Total stats changing from 6 shots of 15 damage, to 18 shots of 15 damage (from 90 potential damage to 270. Given that .357 does 18 damage, a good 9mm hollowpoint doing 15 makes sense.
-M93r burstfire pistol retaining its 7 (21) shots, however damage increased to represent it's bursts so it does 40 damage per shot instead of it's measly 15 in vanilla, seriously in vanilla it's as weak as the revolver! Total damage therefore 280, which is still less than the Mac-10 or MP5.
-Calico Magazine nerfed to 50 rounds to represent it's physical model, damage increased to 10 so it's total damage stays the same, at a hefty 500, but now it won't feel like a BB gun
-MP5 and MP5-S magazine nerfed to 30 rounds from 60 to represent it's physical model, but damage increased to 15 and 12 respectively for total damage values of 450 and 360. (from 720 and 540 because they were really overpowered)
-Mac-10 magazine nerfed to 30 rounds from 45 to represent it's physical model, but damage increased from 8 to 12 for a total damage of 360 which is the same as the vanilla weapon
-AK Stick-Mag magazine nerfed to 30 rounds from 40 to represent it's physical model, damage increased to 18 for a total damage of 540 (from 600)
-AK drum magazine magazine nerfed to 75 rounds to represent it's physical model, damage increased to 18 for a total damage of 1350 (from 1500)
-Cut weapons (Mac-10 with Stock, Mac-10 with stock/silencer, HK91 Drum Mag, MP5's with foregrips) re-added and weapons of levels redistributed for a more enjoyable experience which should make sense of who the weapons are from, where, and how often they appear
-M14 now is fully automatic to differentiate it from the HK91. High recoil so don't hold the trigger down! Anne doesn't know how to select semi auto mode!

Beach
-Additional raptor added near tram-platform because only 2 raptors in the whole level was too few.
-Door re-enabled so you can push/shoot it open, the 'bar' keeping it closed will be placed next to the door to look like it was intended on being locked but the workers didn't get around to doing it
-Hunting rifle moved from the truck railing to the truck's rear floor because it makes way more sense there.
-VH8 and VA19 re-enabled.
-VA1 "Oh, god. This can’t be happening. We hit the water like… Marquiz? Marquiz!? Where am I?" now plays on level startup, with the previous dialogue (VA39 and ANNEGET1) now playing when you get to the rock jump which brings you to the jungle gym.
-VA5 "Dear Diary. Plane has crashed on deserted island. Will die a lonely death. Well, I gotta go. Anne." also added.
-VH7 A forest this wild, this unknown, has not been seen by any human since the great hunters of the early Pliocene. Removed from the level. It'll be added in Jungle Road because that's where the real jungles start.
-Anne now responds to VH10, remarking she thought genetic technologies were just going to be the next cold fusion
-Anne now remarks how she has never held a gun in her life, aside from a dare her dad gave her. It activates when you pick up the hunting rifle in the truck.
-Anne jokes about how Hammond was a "weird psycho old guy". Dialogue found by going up the monorail stairs

Jungle Road
-VH7 added to the little 'forest/pond retreat' area at the start, chained with VA35
-Hidden Valley re-opened and decorated with plantlife and a hunter skeleton with a SPAS12 shotgun. You get ambushed by an Albertosaurus who owns the valley. There are two raptors in the valley, although the first one is mostly there to spook you.
-Two cut/misplaced voice lines added to the hidden valley because it could do with some speeches'
-Starting position moved a bit so you don't 'fall' so much, because the door is now openable.
-Said door is has the wooden-bar removed, so it makes sense with either ending of The Beach
-Near the end of the map, Anne says that someone who graduated Summa doesn't belong on the island, and instead someone like a ninja should be in her position
-Anne now questions the direction of the sun, and the mountain she saw from the beach. Voiceline activated at the 'mayan ruins'.
-Anne now has a breakdown when the phone isn't useful ("DAMNIT!")
-Restored line about "You saw what happened, didn't you?". Not sure if it's supposed to play from the cut mayan stone head, or the nearby skull though lmao.
-Added raptor near the ingen hunter's corpse, area was pretty large and empty of threats
-Biosyn/Third party 'thug' corpse added to Plantation house to explain it's hidden weapons
-Plantation house now has cut dialogue (slavers gold when picked up, anne praises it's beauty, Hammond explains what it was)
-Plantation House 'hidden safe' tweaked so it's easy to open instead of being a nightmare, it's still hidden however.

Industrial Jungle
-Anne now remarks 'Dear Diary, Hunting dinosaurs on strange island. Little chance of escape… um… weather fine. Well, more news later. Anne' at the start of the level. Our cherished sassy protagonist having killed quite a few dinosaurs by then.
-Floating lock fixed/placed on the ground
-Music trigger at start of level lowered so it now works
-Three unobtainable guns now obtainable. Starting area is a bit more 'open' now due to moving some invisible walls, and altering geometry a little bit. Two unobtainable (now obtainable) guns were a HK91 and a Benelli shotgun. Browning hunting rifle now found next to the rock the Albertosaurus spawns at, previously it was stuck in said rock.
-Cut/Misplaced dialogue "These can’t run more than a half mile more" moved/resized/now-works
-Monolith easter egg invisible walls removed, you should now be able to get up there if you want
-'Leap of Faith' invisible walls removed, player now has the choice of jumping off the cliff to their doom if they want, land in the puddle if you want to survive!
-Anne now mentions "Oh god...It's a nest" when you enter the raptor nest.
-Anne now complains "THIS SUCKS!" when she plops into the puddle found early into the level.

The Town
-TribeABoss raptor added, ambushing the player once they start to leave Wu's house with two cohorts. t's just a TribeCBoss with a recolored TribeA skin, and appropriately scaled in regards to HP and size compared to TribeA. She also gets some fun boss music when she appears too.
-Norinco Type 56 rifles in animal control room replaced with toxin rifles like earlier builds of the game, technically meaning you can kill the 2 rexes in the level. The room is also decorated with a gun cabinet and it's door
-Tree growing out of church re-added
-Various voicelines (wu's home entertainment system, 'where did they get power?', garage and saloon lines all placed where they are supposed to be
-HK91 no longer underground near the church tree
-Basketball trigger no longer loops endlessly, now you can play some B-Ball and not have to listen to Anne forever.
-Dam doors no longer teleport to their open position when lever is pulled, instead it will now unlock the doors.
-Hammond's house now has dialogue for various rooms and for picking up the floppy disk
-Hammond's bed is no longer floating 2 feet off the air and isn't sized for a basketball player. The Guest Room is also now with a bed too. Hammond's gun is on his bedside table instead of on the floor like an animal.
-Wu's invisible stair railing removed
-Wu's house now has a slightly opened door, you're not the first trespasser to have visited his house, and something killed him...
-Wu's fridge is no longer all weird and messed up, it's now just a fridge.
-Operation Centre 'office' now has notepads on desk
-Ending doors stuck in place so you can't knock them over comically with gunfire anymore.
-Harold now has a helmet which Anne reads (Looks like it came from a novelty shop)
-Raptor A trio now free to wander around the town instead of staying near lamp-post, should make for a more interesting experience
-Greenwood's femurs are no longer the wrong way around, poor guy had his feet connected to his hip joints lmao.
-Church front door frozen/locked. The doors weren't unlocked when they left, also makes use of the front message on the building.
-A lot of weapons moved from their original places, usually not far, but some are hidden now.
-A bunch of raptors added, although some only appear if you've already killed some raptors

The Lab
-Water Level raised so killboxes make sense
-TribeBBoss raptor added, ambushing the player once you exit one of the lab buildings with two cohorts. It's just a TribeCBoss with a recolored TribeB skin, and appropriately scaled in regards to HP and size compared to TribeB.
-Hidden toxin rifle scripting fixed so it works properly
-Hidden Green Keycard scripting fixed so it works properly (Edit: Works in vanilla already!)
-Green keycard door no longer pops off it's hinges with multiple usages
-Walkthrough 'carpark' keycard added and fixed
-VA177 re-added
-VA189 re-added
-VA190 re-added
-VA191 fixed
-VH72 added to the piers
-VH73 moved to a more sensible location
-'Spooky Survivor whiteboard room' now has a hunter corpse, something chased him in there, I wonder what it was! *wink*
-Significant redesign of enemy placement/encounters
-Ingen hunter truck wreck added to forest between lab and the harbor. Maybe one of these guys was the survivor? Very nifty weapon hidden there!
-Purple Keycard moved to strategy guide location, alternative keycard found near overturned bin in courtyard

Ascent Part 1
-Ingen 'trailer buildings' added halfway towards the beach with some ingen decorations (tables, chairs, workplace stuff), these guys were preparing to build something before the evacuation struck. Likely geological or archeological in nature. Explains why there's the sledgehammer nearby, and gives the level some extra flair.
-Start altered, now you have a bunch of big rocks blocking your path behind you. Anne has been travelling for at least half an hour so the lab is nowhere to be seen.
-More hunter/thug corpses as anyone trapped on the island was headed this way and because of the proximity to the ruins
-Another raptor infighting setpiece to show off the Tribe C
-VH105 added as per Hilwo's thread viewtopic.php?t=8910
-VH106 re-enabled with suitable remains/skeleton. poor guy. ;(((
-VH86 added to one of the albertasaur events when killed
-VA217 added to broken part of ruins
-Touchups to fix vanilla 'ai box' placements
-Alpha Rex repositioned to mimic Build 96's placement, its scarier
-Alpha Rex ai boxes moved/added/edited to keep him more safe from falling off the cliffs, he should be more of a challenge now
-Second Albertosaurus added to 'plains albertosaurus event' so it's more challenging
-Biosyn helicopter crash added to ruins, to explain density of weapons

Ascent Part 2
-2 Albertosaurus added as per the strategy guide
-VA209 added to scary bridge on the mountain
-VA214 added to the mountain
-VA210 uncut and added to trio of 'mini-boss' Tribe C raptors to justify the drum AK at the end of the level
-VA207 uncut
-VA208 uncut
-ANNEDINOKILL4 added to miniboss encounter
-A few small rocks/ruins stuff added from Build 96's placements

The Summit
-Supply 'sheds' now openable and have interiors (ripped from Build 96)
-Final Boss has three cohorts instead of two
-Hunter won't have reversed femurs and an upside down ribcage anymore
-VA147 added to final hunter skeleton
-VA135 and 136 and 137 added to final boss
-Some dinosaur bones added to denote how this is the alpha-raptor's lair
-Some changes to how the level works. Access to the cliffs is locked with a security door (ingen tolerates no trespassers!), keycard is in one of the supply sheds at the wind farm. Supply shed is locked and can be opened by keycard found at said security door. But you can only get to the security door by activating the beacon. Usual trespasser keycard puzzle backtracking stuff. What this DOES allow for, is a bit more raptor action and respawning to take place. Extends the level a little bit and makes it more dramatic/tense.
Last edited by ThatZenoGuy on Wed Jul 10, 2024 8:18 am, edited 68 times in total.
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Re: Zeno's Vanilla Trespasser Patch/Rework

Post by Nick3069 »

Good luck with your project.
ThatZenoGuy wrote: Fri May 31, 2024 6:24 am-Raptor tribe B shrunk down a little bit. They're a bit too huge of a jump in size, and for whatever reason raptor tribe C ends up being smaller than them. Leading to...
-Raptor Tribe C given the vanilla Raptor B scale/size. They're super tanky so it only makes sense they're beefcakes to go alongside that durability. I was considering just making them larger than default TribeB's but that would make them far too huge lmao. Whoever heard of 10 foot tall raptors?
I was intentional for tribe C raptors to be smaller than tribe B raptors, both from a difficulty and lore perspective. C raptors are meant to be harder targets to hit by being smaller and faster than B raptors. C raptors have more health because they live in a more hostile environment with little food.
VH35 wrote:A third tribe of raptors took the mountain for their territory. A leaner, tougher breed, quick, living on birds and tiny lizards.
Also, utahraptor is estimated to have been 20 feet long.
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Re: Zeno's Vanilla Trespasser Patch/Rework

Post by TheIdiot »

Interesting concept! There's probably a lot that you could do re-working levels...I'd like to see new areas or adjusted locations, personally. An alternate vanilla experience.
ThatZenoGuy wrote: Fri May 31, 2024 6:24 am -First raptor made 'friendly' so it's less of a challenge for new players, and so you can headpat him for being a good boy
Hmm. I feel like that change sort of takes away the experience of that initial ambush. That particular fight is usually quite memorable the first time around, so I feel that taking out the danger ruins the surprise.
ThatZenoGuy wrote: Fri May 31, 2024 6:24 am -Door re-enabled so you can push/shoot it open, the 'bar' keeping it closed will be placed next to the door to look like it was intended on being locked but the workers didn't get around to doing it
You were supposed to be able to push the bar out as an alternate way to get through the monorail terminus area. There's probably a way to make it work without causing the physics to go berserk.
ThatZenoGuy wrote: Fri May 31, 2024 6:24 am -TribeABoss raptor added, guarding the visitor's center. It's just a TribeCBoss with a recolored TribeA skin, and appropriately scaled in regards to HP and size compared to TribeA.
I like the idea of more Tribe Bosses, adds a little bit more variety. Would be fun if it were scripted to spawn after you've unlocked Wu's gate in order to ambush you on the way out.
ThatZenoGuy wrote: Fri May 31, 2024 6:24 am -Another T Rex added somewhere in the level, presumably the 'mate' of the big 'temple guardian' rex. Mostly just so the game has 7 rexes in total as it was supposed to before levels got cut.
The seventh Rex was supposed to be in Plantation House so I feel like it belongs in JR or IJ, but I can't really think of a place where it would fit. Adding the two missing levels to the game, PH and PV (and adjusting them so they fit the retail experience, such as adding updated CAnimals and the final Anne model), could be another fun idea for your project.

As for the Raptor size - I always felt like the Tribe A Raptors were slightly too small, they don't feel as large as the movie's Raptors. Tribe B is a bit too big. But in the films the Raptors are nearly as tall as the humans (the animatronics, at least, were about 6 feet tall - some of the CGI shots make them look smaller, especially the Lost World Raptors at the end), whereas in Trespasser, probably due to the "flat" pose, they appear quite short, somewhere between 4-5 feet tall.
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Re: Zeno's Vanilla Trespasser Patch/Rework

Post by ThatZenoGuy »

Nick3069 wrote: Sat Jun 01, 2024 2:06 am Good luck with your project.
ThatZenoGuy wrote: Fri May 31, 2024 6:24 am-Raptor tribe B shrunk down a little bit. They're a bit too huge of a jump in size, and for whatever reason raptor tribe C ends up being smaller than them. Leading to...
-Raptor Tribe C given the vanilla Raptor B scale/size. They're super tanky so it only makes sense they're beefcakes to go alongside that durability. I was considering just making them larger than default TribeB's but that would make them far too huge lmao. Whoever heard of 10 foot tall raptors?
I was intentional for tribe C raptors to be smaller than tribe B raptors, both from a difficulty and lore perspective. C raptors are meant to be harder targets to hit by being smaller and faster than B raptors. C raptors have more health because they live in a more hostile environment with little food.
VH35 wrote:A third tribe of raptors took the mountain for their territory. A leaner, tougher breed, quick, living on birds and tiny lizards.
Also, utahraptor is estimated to have been 20 feet long.
The demo swapped the HP values so Tribe B was tougher than Tribe C. A raptor can be 'lean' but also larger, it merely refers to how lithe proportionally it is.

Tribe C raptors are tougher because they're the final tribe you face, but their small size frankly makes them too tough for their size, they're not a fun enemy to fight so that's why I'm changing it.
TheIdiot wrote: Sat Jun 01, 2024 4:43 am Interesting concept! There's probably a lot that you could do re-working levels...I'd like to see new areas or adjusted locations, personally. An alternate vanilla experience.

Hmm. I feel like that change sort of takes away the experience of that initial ambush. That particular fight is usually quite memorable the first time around, so I feel that taking out the danger ruins the surprise.

You were supposed to be able to push the bar out as an alternate way to get through the monorail terminus area. There's probably a way to make it work without causing the physics to go berserk.

I like the idea of more Tribe Bosses, adds a little bit more variety. Would be fun if it were scripted to spawn after you've unlocked Wu's gate in order to ambush you on the way out.

The seventh Rex was supposed to be in Plantation House so I feel like it belongs in JR or IJ, but I can't really think of a place where it would fit. Adding the two missing levels to the game, PH and PV (and adjusting them so they fit the retail experience, such as adding updated CAnimals and the final Anne model), could be another fun idea for your project.

As for the Raptor size - I always felt like the Tribe A Raptors were slightly too small, they don't feel as large as the movie's Raptors. Tribe B is a bit too big. But in the films the Raptors are nearly as tall as the humans (the animatronics, at least, were about 6 feet tall - some of the CGI shots make them look smaller, especially the Lost World Raptors at the end), whereas in Trespasser, probably due to the "flat" pose, they appear quite short, somewhere between 4-5 feet tall.
Mmmmmm I do like some of these ideas! I will change my OP to reflect this!

The initial ambush in my view is a little underwhelming, but then again I have played it a few times. So I think I'll keep it aggressive if that makes players happier. Still adding a third raptor at the end though. XD

I was considering keeping the bar in the door, but knowing trespasser I don't trust it to work, hence putting it aside with the lore reason being it was never installed into place due to the rush to get off the island.

And excellent idea with Tribe A raptor boss! I like it! I think I should be able to set up a spawn script to do exactly that! I might put the raptor B boss to ambush you when you exit one of the lab buildings too.

I know the seventh rex was supposed to be in a cut level, so I had little to work with in regards to where it should be. Putting it in Jungle Road is too early in my view, and ruins the industrial jungle rex surprise. But there's no room to put it in Industrial jungle. So Summit part 1 is in my view the best location, as rexes often have pairs.

I don't mind Tribe A being the size they are, they're sort of the 'runts' of raptors, and are misleadingly large for the reasons you note. I wouldn't want to make anything bigger than vanilla Tribe B's, but on the flipside making tribe A any larger will make the tribes too similar in size.
TheIdiot wrote: Sat Jun 01, 2024 4:43 am The seventh Rex was supposed to be in Plantation House so I feel like it belongs in JR or IJ, but I can't really think of a place where it would fit. Adding the two missing levels to the game, PH and PV (and adjusting them so they fit the retail experience, such as adding updated CAnimals and the final Anne model), could be another fun idea for your project.
I could consider adding the 'cut' levels to the experience, but only if they already mostly exist to begin with. I'm not a level creator, but I am confident I can alter existing ones well enough. I can probably populate a level with vanilla raptors provided all the terrain and other objects are working.

Isn't the demo level supposed to be part of PV or something?

Allllll righty took a look at Build96's version of hidden valley!

Is there any way to copy-paste that version's plantlife into the vanilla hidden valley?...
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Re: Zeno's Vanilla Trespasser Patch/Rework

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Tatu has helped me with the above concern, but now I have another!

Uhhh, I made The Beach's doors movable, but now they only open to objects other than Anne touching them.

Any ideas as to why? I know some other doors open when you poke em with your hand.

Okay crisis averted, apparently doors shouldn't have densities given to them, instead they should use 'mass' instead.

Well, the beach level is now 'complete', not as if it needed much alteration. The only added change was moving the silly placed hunting rifle into the back of the truck instead of balancing on it's railing.
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Re: Zeno's Vanilla Trespasser Patch/Rework

Post by ThatZenoGuy »

Okay, so progress report. Jungle Road. I re-added the vegetation from Build96 to the vanilla Hidden Valley, and gave it a proper entrance and exit into the rest of the level.

There's still work to be done in regards to moving plantation so they aren't hovering, but all the invisible walls should be set up properly (not as if most levels need them, due to Anne being unable to climb most slopes).

Because Hidden Valley is near the Planation House, I added a scary Albertosaurus ambush in the valley. He pops up from behind a hill with only a roar to announce his presence and he's programmed to be your best friend till the end, chasing you relentlessly. But there's plenty of rocks and trees to evade him. That, or you better hope you brought the M14/Calico from the house with you!

I might add a raptor or two in the valley because it's a large area, and some other small decorations (hunter remains, etc).
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Re: Zeno's Vanilla Trespasser Patch/Rework

Post by ThatZenoGuy »

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A hunter corpse which is near the Albertosaurus ambush (I wonder what killed him!)

Nothing amazing, its just some bones and a Spas 12, but I hope it looks appreciably 'vanilla trespasser'. Did I succeed?

All righty! Thanks to some nifty youtube videos revealing to me that build 96 has every voiceline that retail has 99% of the retain voicelines, I managed to build a TPA that just adds the missing ones back to Build 96's TPA...Which as far as I am aware of has no downsides because they're all captioned and whatnot.

So I should be able to reenable/add a whole lot of cut dialogue.
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Re: Zeno's Vanilla Trespasser Patch/Rework

Post by tatu »

I've went ahead and merged several of the posts, as we have a rule against double-posting :) Try to use the edit button instead next time (if within 24 hours of posting without someone else replying). The forum doesn't have that much activity that people end up missing an edit anyway!

I like the progress. I love that someone else is taking a shot at the official levels.

machf has some nifty TPA documents in his forum signature if you want to take a look of the TPA contents from each of the builds we have :)
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: Zeno's Vanilla Trespasser Patch/Rework

Post by ThatZenoGuy »

tatu wrote: Tue Jun 04, 2024 4:52 pm I've went ahead and merged several of the posts, as we have a rule against double-posting :) Try to use the edit button instead next time (if within 24 hours of posting without someone else replying). The forum doesn't have that much activity that people end up missing an edit anyway!

I like the progress. I love that someone else is taking a shot at the official levels.

machf has some nifty TPA documents in his forum signature if you want to take a look of the TPA contents from each of the builds we have :)
Yeah, sorry about that. Was just in a bit of a rush to make the posts and all. Will merge posts made within 24 hours from now on!

On a side note, uhhh, I am having some issues teleporting raptors around.

I have a script that works just fine when there's three invisible balls in the sky spawning 1 raptor each to a different location each.

But a single ball with action00, 01, 02, fails to spawn more than one raptor. It's not an issue I guess because I think trespasser can handle a trio of balls in the sky compared to one, but it's a little annoying.

Speaking of which, the 'RaptorABoss ambush' event is now programmed in Ingen Town! It's pretty cool, although she's a LOT weaker than Raptor tribe C boss for obvious reasons, she only has 150 HP, and she's smaller than the final boss. She's also implied to have entered through the keypad door, because that's where she spawns.

If you guys want to check it out, if only for a minute, just unlock Wu's gate, enter, grab the keycard and try getting to Hammond's mansion. ;D

She won't bite!...Much!

https://drive.google.com/drive/folders/ ... sp=sharing

Edit: Link contents updated, now also plays boss music when you fight her, plus the tree is in the church!
Last edited by ThatZenoGuy on Thu Jun 06, 2024 10:43 am, edited 1 time in total.
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Re: Zeno's Vanilla Trespasser Patch/Rework

Post by tatu »

Don't worry about it!

I am really impressed and glad how quickly you appear to figure this stuff out on your own, that's amazing!

Will try to give this a try during the weekend :)
Active project: Trespasser: Isla Sorna
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BE-PH1: Released
PH2-IT: Pre-released
PL-SUM: In production

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Re: Zeno's Vanilla Trespasser Patch/Rework

Post by ThatZenoGuy »

All righty some work to do. VH155 and 156 in Build96's TPA doesn't have the kewl sound effects of retail so I have to replace them manually, woo.

Edit: Oh lovely! I sure do love spending a whole day messing about with TPAPlayer to somehow export the damned Mayan FACE/JEEP music! I finally did it. But at what cost? I feel noticeably older from it.

Edit: Would anyone be interested in the HK91 Drum Mag being re-added to some of the levels?
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Re: Zeno's Vanilla Trespasser Patch/Rework

Post by TheIdiot »

ThatZenoGuy wrote: Wed Jun 05, 2024 1:50 pm But a single ball with action00, 01, 02, fails to spawn more than one raptor. It's not an issue I guess because I think trespasser can handle a trio of balls in the sky compared to one, but it's a little annoying.
Weird. I've teleported multiple CAnimals with triggers before. I wonder if you have to have a delay between actions? I believe in my script I'm thinking of there is a 5-second delay between the Raptors moving...you might try that? (By the way, when putting delays in a trigger, I often use ShowText Actions with blank text displays rather than Delay Actions as the Delay can be really finnicky. Not sure if this makes a difference.)
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Re: Zeno's Vanilla Trespasser Patch/Rework

Post by ThatZenoGuy »

TheIdiot wrote: Sat Jun 08, 2024 3:31 am
ThatZenoGuy wrote: Wed Jun 05, 2024 1:50 pm But a single ball with action00, 01, 02, fails to spawn more than one raptor. It's not an issue I guess because I think trespasser can handle a trio of balls in the sky compared to one, but it's a little annoying.
Weird. I've teleported multiple CAnimals with triggers before. I wonder if you have to have a delay between actions? I believe in my script I'm thinking of there is a 5-second delay between the Raptors moving...you might try that? (By the way, when putting delays in a trigger, I often use ShowText Actions with blank text displays rather than Delay Actions as the Delay can be really finnicky. Not sure if this makes a difference.)
Huh, that's a nifty way of adding an action without anything happening! I could give it a shot, but currently the 'ambush' seems to work just fine.

Edit
An example of a minor 'touch up' to bring The Town to a more presentable status, Hammond's bedroom

Before
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After
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Bed and bedside table shrank and no longer hovering a foot above the ground, gun moved to bedside table. Table and bed frozen in place just to be sure.
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Re: Zeno's Vanilla Trespasser Patch/Rework

Post by ThatZenoGuy »

I am considering integrating Pine Valley to this mod, although in a modified form.

My line of thought process went like so.
-Add Pine Valley and alter The Lab's start
Well, it'd require altering Lab AND Pine Valley, which...I don't want to do lmao. So I don't like this idea.

-Add Pine Valley and alter Pine Valley's ending, altering terrain and making Pine Valley end roughly where The Lab starts, with a gate and everything up a hill.
Much easier to make, plus only requires altering Pine Valley, which to be fair will be a big project in and of itself, I have to replace every god damned raptor because they all have blue teeth.

Plus if I design the end of the level properly, making the player go through the geo thermal plant and then going back up the hills/mountain I can keep the plant puzzle AND make it make sense with The Lab's intro.

I cannot make any promises, but if I do the second option it lets me finish my project, and THEN fix up Pine Valley. Which sounds appealing as a challenge to take on. It's...A BIG level and there's a lot to fix... X_X
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Re: Zeno's Vanilla Trespasser Patch/Rework

Post by machf »

There are other versions of the lab level (from earlier builds) which you can use as the basis for integratin PV into the whole thing...
And what about the Plantation House level? It goes between Jungle road and Industrial Jungle...
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