Hey so, I've decided that soon I'll release a beta version (aka whatever I have done at the time) of the "JPDS~testing" level that I (and the team to some extent) have used to quickly test out new things that we want to do in trespasser, w/out modifying the main level or going through the trouble of loading the whole frakin thing when we only want to work with a few aspects. Also very useful when modifying objects that are to be put in the level before we know that they work, especially since palettes aren't filled up yet. An older version of the level was actually turned directly into LostJungle by Mickey when I told him to go all-out with foliaging. It was originally just going to be a much prettier version of JPDS~testing, but it became clear that it was a level of its own, so I renamed it and developed it further so it could be released. This level still has minimal foliaging (though still looks nice in its own ways) and has a large variety of interesting set-ups around the level.. it also has many
new dinosaurs that will be taken out just prior to release..
I've desided to release this soon because I've just stayed up all night to create the
working destructible buildings.

Seriously, I was so happy to see this work.. me and some friends were quite amazed to see such a thing in Trespasser. It's supposed to be the sort of thing you find in next-gen games like Crysis, and not an old dinky '98 engine like Trespasser.

But low and behold, it works! Had to try a variety of methods.. and lots of innovation. But I got.
At first, I finally got the Alberta to knock the walls down - but he was always killed off quickly in the process. Stupid physics.. no messing with the wall densities or point of unfreezing helped the issue. I realized that I had to get passed the hit points issue directly, and logically I thought of giving the Alberta mega-hitpoints.. but that's not very realistic, and would keep the player from being able to defeat him. Then I had a wacky idea... I believe it was Slugger who said he managed to create a magnet gun, which pulled objects closer which were shot at, by giving the "Push" variable a negative value. I was looking at the wall script, thinking about how it didn't even have any damage value.. and then a thought occurred. What if I gave it
negative damage? Would it really give hitpoints to something struck by it!?!?!? Turns out, the answer is
yes.
Trust me.. when you have this level... you'll want to keep doing it over and over and over again mahahahahaa
(Needless to say, this feature will be implemented in JPDS1, along with additional scripting I've thought of to make it even cooler
)