Hmm, Forgotten Hope is a BF2 mod, I actually have that game.. I wonder how you could add "more teamwork" to it, though.
And to clear some stuff up, what I have heard is that the additions to this version of TC_Isle were mostly already in existence at the point of the previous release but were just not implemented in the level itself for various reasons, including sometimes that they were just forgotten.

The "new" models themselves were I think all done by Remdul, as usual.
K so.. I haven't gotten all through the new version yet, and have not seen the Cerato

but anyone who dug through the original TC_Isle beta knew that at least one Cerato was intended to be in the level, using Tres-Alberta vocals. I will have to see what this one is like.. a past version of JPDS~testing had a ceratosaurus, but it was removed at the point when I made the last release. Its legs were an aweful mess and its body was unwelded so hopefully this one fixed those problems..
*spoilers*
I really like what was changed in the lighthouse. Many of those new models were in the JPDS1 to-make list, that's going to save some nice time.. they can even be implemented very soon. That bridge, though, I hafta say it looks great but I was able to get across it by just holding the run key, despite the gaps..
I do like the rock and twig objects at various spots around the beach, it adds some nice realism. The tide is of course awesome as well, even simpler than I thought it would be.. I'll probably be modding that and putting it on the clifflines in JPDS1.

Great work on that.
For those in the know.. I was surprised not to see a certain update on the bomber.. did you guys just forget to implement it? I thought it was working even without machf's 'upgrade'.
The compies. I will upload the video later, but one of the compies had this really weird spinning leg problem.. Oh, actually, the savefile shows it a bit, though it was dead at this point. I'll put up the vid later, but I've attached the savegame to this post..
K and, some other notes. As I already told Slug about, the max texture dim was still set at 128, so I manually increased it to see the full beauty of the new textures, others might wish to see how this look as well.. (in the tpass.ini file, just find the 128 dim value and change it to 256). Also, I noticed that the quality setting was defaulted at two notches below max. I turned it up to max using the ] key.. but found that the level began to lag rather a lot. I don't remember TC_Isle ever lagging in the old release.. So, it would seem that I just never realized in the past what graphics limitations were required for TC_Isle to run so smoothly.

While playing this version of Isle, I find myself often adjusting the quality setting to increase FPS when I wanna get around faster (or fight a dino) and to get better graphics when viewing a great-looking location. The lighthouse was fairly laggy inside, and I imagine a future release should install some nice occlusion objects in the walls to help that out.. Maybe the stuff in there was removed previously for FPS concerns?
There's also the little problem where on my card now, fog doesn't render properly over the sky, so I can see the distant outlines of palms everywhere. In my memories of TC_Isle beta, I loved how I could barely see my surroundings and could certainly not see the foliage behind the distant thickness of the fog. Trees would phase in and out of visibility as I moved around the level, never hinting at what might be in the next area.. and now it's kinda meh.. seeing so many fogged palm outlines also increases the perception that FPS is being slow, I never perceived Isle as being this thickly foliaged. Anyway.. not sure what can be done to help any of that.. so at this time, the improvements to TC_Isle are for me mostly a resource boon. I'll still be doing a bit more exploring in a bit.. have also not found the
harpoon gun yet.. OR Godzilla rising out of the sea.