Trespasser Upgrade (English) Full Version. Upgrade to V1.1, November 24th 1998-Contents This program will upgrade your version 1.0 installation of Trespasser to version 1.1. This mainly is a bug fix release; for a description of the various fixes, see section 2. This upgrade program will update the Trespasser executables and level data. If you haven't played Trespasser: The Lost World - Jurassic Park or want to try this action video game, download it now for free! Published in 1998 by Electronic Arts, Inc., Trespasser: The Lost World - Jurassic Park is still a popular licensed title title amongst retrogamers, with a whopping 4.6/5 rating. Jurassic Park: Trespasser Windows game. UPDATE SEVENTEEN - September 4th, 2. Geez, time flies. I thought for sure I posted that last update just a couple weeks ago. Fortunately, I've had plenty of time to work on more things, though there isn't a whole lot to show at the moment. The papercraft export is for personal use only, so feel free to build your own miniature Big Box Collection using these but please, don't be a tuna head and don't start printing and selling replica boxes. Also, please mind, that these high quality images do vary between 2 and 14 MB, which means viewing all boxes that way sums up to whopping 3.
This is a sub-page of Jurassic Park: Trespasser.
To do: There's a lot more T-Script stuff to document. |
Trespasser's T-Script is the heart and soul of the engine. These scripts help objects, dinosaurs, and triggers work. Because of the rushed development, many went unused. Others were removed due to bugs such as the dinosaur emotions.
- 2Unused Dinosaur Behaviors
CHitSpang
Before particles were introduced to the game, there were originally things called 'Hit Spangs'. Basically, they were 3D objects similar to the gun muzzle flashes from the final that would appear upon a bullet making contact with something. While some code for these remains in the final, they cannot be used. However, with the recently leaked Trespasser source code, it is possible to re-enable them. Some pre-release screenshots show them in action, most famously this one found on the back of the box:
Leftover commands:
Type | Name | Default | Description! |
---|---|---|---|
string | A00, A01, ... | Must Specify | SoundMaterials for which the effect is applied. If none is listed, this the default HitSpang. |
int | SpangCount | Unknown | Maximum number of spangs the effect uses at the same time. |
float | MinScale | Unknown | Scale factor for minimum size of each spang. |
float | MaxScale | Unknown | Scale factor for maximum size of each spang. Actual scale will be a random value such that MinScale <= Scale <= MaxScale. |
float | Decay | Unknown | How much the scale decays in 1 second, in %. 100 means in 1s it has already disappeared. Can take positive or negative numbers. |
float | ScaleLimit | Unknown | Maximum scale the spangles can take before disappearing. Used for when they grow larger instead of decaying. |
It should be noted that prototype Build 55 uses hitspangs.
Unused Dinosaur Behaviors
A large number of these behaviors were commented out in the source code and others simply didn't get used. The reason why is that if a dinosaur had too many behaviors active at once, it would have abrupt mood swings that would cause it to stand still trying to figure out what to do. As a result, in the retail release, every emotion except Hunger and Anger were lowered to 0. Hunger and Anger were maxed out. This solved the issue, but also made the dinosaurs' goals very single minded. The Emotions also influenced behaviors as can be seen below. The emotions are Fear, Love, Anger, Curiosity, Hunger, Thirst, Pain, and Solidity. The Trespasser CE Executable (which is a source code edit) has an option to enable commented out behaviors.
ActJumpBite
Pretty much what it describes below. The user jumps and takes a snap at the target while airborne.
Type | Name | Default | Description! |
---|---|---|---|
bool | ActJumpBite | false | Not implemented? Leap into the air and bite the target. Not useful, but very cinematic. |
float | ActJumpBiteFear | -5.0 | Rating feeling, how much the Fear emotion influences in the ActJumpBite activity. Valid range: -10.0 to 10.0. |
float | ActJumpBiteLove | 0.0 | Rating feeling, how much the Love emotion influences in the ActJumpBite activity. Valid range: -10.0 to 10.0. |
float | ActJumpBiteAnger | 0.0 | Rating feeling, how much the Anger emotion influences in the ActJumpBite activity. Valid range: -10.0 to 10.0. |
float | ActJumpBiteCuriosity | 1.0 | Rating feeling, how much the Curiosity emotion influences in the ActJumpBite activity. Valid range: -10.0 to 10.0. |
float | ActJumpBiteHunger | 0.0 | Rating feeling, how much the Hunger emotion influences in the ActJumpBite activity. Valid range: -10.0 to 10.0. |
float | ActJumpBiteThirst | 5.0 | Rating feeling, how much the Thirst emotion influences in the ActJumpBite activity. Valid range: -10.0 to 10.0. |
float | ActJumpBitePain | -5.0 | Rating feeling, how much the Pain emotion influences in the ActJumpBite activity. Valid range: -10.0 to 10.0. |
float | ActJumpBiteSolidity | 0.0 | Rating feeling, how much the Solidity emotion influences in the ActJumpBite activity. Valid range: -10.0 to 10.0. |
ActShoulderCharge
This behavior does just that. The user charges with their body physics box and attempts to do damage. It's similar to the ActRam behavior.
Type | Name | Default | Description! |
---|---|---|---|
bool | ActShoulderCharge | false | Not implemented? The dinosaur hits the target with its body physics box, mostly using the shoulder area. The body physics box needs a damage value. Like Ram, but instead of hitting with the head the user tries to hit the target with their body physics box (or shoulder if lucky). |
float | ActShoulderChargeFear | -2.0 | Rating feeling, how much the Fear emotion influences in the ActShoulderCharge activity. Valid range: -10.0 to 10.0. |
float | ActShoulderChargeLove | -1.0 | Rating feeling, how much the Love emotion influences in the ActShoulderCharge activity. Valid range: -10.0 to 10.0. |
float | ActShoulderChargeAnger | 3.0 | Rating feeling, how much the Anger emotion influences in the ActShoulderCharge activity. Valid range: -10.0 to 10.0. |
float | ActShoulderChargeCuriosity | 0.0 | Rating feeling, how much the Curiosity emotion influences in the ActShoulderCharge activity. Valid range: -10.0 to 10.0. |
float | ActShoulderChargeHunger | 0.0 | Rating feeling, how much the Hunger emotion influences in the ActShoulderCharge activity. Valid range: -10.0 to 10.0. |
float | ActShoulderChargeThirst | 0.0 | Rating feeling, how much the Thirst emotion influences in the ActShoulderCharge activity. Valid range: -10.0 to 10.0. |
float | ActShoulderChargeFatigue | 0.0 | Rating feeling, how much the Fatigue emotion influences in the ActShoulderCharge activity. Valid range: -10.0 to 10.0. |
float | ActShoulderChargePain | -0.5 | Rating feeling, how much the Pain emotion influences in the ActShoulderCharge activity. Valid range: -10.0 to 10.0. |
float | ActShoulderChargeSolidity | -0.2 | Rating feeling, how much the Solidity emotion influences in the ActShoulderCharge activity. Valid range: -10.0 to 10.0. |
ActOuch
As the name would imply, this is the behavior for pain. This behavior is one of the many commented out behaviors. When a dinosaur is injured, it will make a random sound of pain. Most of the dinosaurs in the retail version have this behavior in their T-script values. However, it's commented out, so it makes little difference to have it.
Type | Name | Default | Description! |
---|---|---|---|
bool | ActOuch | false | Not implemented? Make a sound. Use vocal cube with 'int Vocal = 0'. |
float | ActOuchFear | 0.0 | Rating feeling, how much the Fear emotion influences in the ActOuch activity. Valid range: -10.0 to 10.0. |
float | ActOuchLove | 0.0 | Rating feeling, how much the Love emotion influences in the ActOuch activity. Valid range: -10.0 to 10.0. |
float | ActOuchAnger | 0.0 | Rating feeling, how much the Anger emotion influences in the ActOuch activity. Valid range: -10.0 to 10.0. |
float | ActOuchCuriosity | 0.0 | Rating feeling, how much the Curiosity emotion influences in the ActOuch activity. Valid range: -10.0 to 10.0. |
float | ActOuchHunger | 0.0 | Rating feeling, how much the Hunger emotion influences in the ActOuch activity. Valid range: -10.0 to 10.0. |
float | ActOuchThirst | 0.0 | Rating feeling, how much the Thirst emotion influences in the ActOuch activity. Valid range: -10.0 to 10.0. |
float | ActOuchFatigue | 0.0 | Rating feeling, how much the Fatigue emotion influences in the ActOuch activity. Valid range: -10.0 to 10.0. |
float | ActOuchPain | 5.0 | Rating feeling, how much the Pain emotion influences in the ActOuch activity. Valid range: -10.0 to 10.0. |
float | ActOuchSolidity | 0.0 | Rating feeling, how much the Solidity emotion influences in the ActOuch activity. Valid range: -10.0 to 10.0. |
ActHelp
Another commented out behavior. It seems to involve calling dinosaurs on the same 'Team' for help. (Team being whatever value the dinosaur is assigned to. Dinosaurs on the same 'Team' will not fight each other regardless of species.) The dinosaur makes a vocalization.
Type | Name | Default | Description! |
---|---|---|---|
bool | ActHelp | false | Not implemented? Make a sound. Use vocal cube with 'int Vocal = 1'. |
float | ActHelpFear | 1.0 | Rating feeling, how much the Fear emotion influences in the ActHelp activity. Valid range: -10.0 to 10.0. |
float | ActHelpLove | 0.0 | Rating feeling, how much the Love emotion influences in the ActHelp activity. Valid range: -10.0 to 10.0. |
float | ActHelpAnger | 0.0 | Rating feeling, how much the Anger emotion influences in the ActHelp activity. Valid range: -10.0 to 10.0. |
float | ActHelpCuriosity | 2.0 | Rating feeling, how much the Curiosity emotion influences in the ActHelp activity. Valid range: -10.0 to 10.0. |
float | ActHelpHunger | 0.0 | Rating feeling, how much the Hunger emotion influences in the ActHelp activity. Valid range: -10.0 to 10.0. |
float | ActHelpThirst | 0.0 | Rating feeling, how much the Thirst emotion influences in the ActHelp activity. Valid range: -10.0 to 10.0. |
float | ActHelpFatigue | 1.0 | Rating feeling, how much the Fatigue emotion influences in the ActHelp activity. Valid range: -10.0 to 10.0. |
float | ActHelpPain | 0.0 | Rating feeling, how much the Pain emotion influences in the ActHelp activity. Valid range: -10.0 to 10.0. |
float | ActHelpSolidity | 0.0 | Rating feeling, how much the Solidity emotion influences in the ActHelp activity. Valid range: -10.0 to 10.0. |
ActHowl
This behavior was also commented out. Basically the dinosaur roars from the distance, usually lifting its head and opening its mouth a bit.
Type | Name | Default | Description! |
---|---|---|---|
bool | ActHowl | false | Not implemented? Make a sound. Use vocal cube with 'int Vocal = 2'. |
float | ActHowlFear | -3.0 | Rating feeling, how much the Fear emotion influences in the ActHowl activity. Valid range: -10.0 to 10.0. |
float | ActHowlLove | 0.0 | Rating feeling, how much the Love emotion influences in the ActHowl activity. Valid range: -10.0 to 10.0. |
float | ActHowlAnger | 0.0 | Rating feeling, how much the Anger emotion influences in the ActHowl activity. Valid range: -10.0 to 10.0. |
float | ActHowlCuriosity | 1.0 | Rating feeling, how much the Curiosity emotion influences in the ActHowl activity. Valid range: -10.0 to 10.0. |
float | ActHowlHunger | 2.0 | Rating feeling, how much the Hunger emotion influences in the ActHowl activity. Valid range: -10.0 to 10.0. |
float | ActHowlThirst | 0.0 | Rating feeling, how much the Thirst emotion influences in the ActHowl activity. Valid range: -10.0 to 10.0. |
float | ActHowlFatigue | -3.0 | Rating feeling, how much the Fatigue emotion influences in the ActHowl activity. Valid range: -10.0 to 10.0. |
float | ActHowlPain | 0.0 | Rating feeling, how much the Pain emotion influences in the ActHowl activity. Valid range: -10.0 to 10.0. |
float | ActHowlSolidity | 0.0 | Rating feeling, how much the Solidity emotion influences in the ActHowl activity. Valid range: -10.0 to 10.0. |
ActDie
Like ActOuch, this is a T-Script value that most of the Retail dinosaurs have. It's also commented out as well. When a dinosaur dies, it will moan for a bit on the ground. In the case of all carnivores and some herbivores, they'll open their mouth and tilt their head to the side a bit. Presumably, ActDie lasts until the dinosaur hits the 'ReallyDie' state.(which is a value that controls the point where their health won't decrease anymore.)
Type | Name | Default | Description! |
---|---|---|---|
bool | ActDie | false | Not implemented? Make a sound. Use vocal cube with 'int Vocal = 6'. |
float | ActDieFear | 0.0 | Rating feeling, how much the Fear emotion influences in the ActDie activity. Valid range: -10.0 to 10.0. |
float | ActDieLove | 0.0 | Rating feeling, how much the Love emotion influences in the ActDie activity. Valid range: -10.0 to 10.0. |
float | ActDieAnger | 0.0 | Rating feeling, how much the Anger emotion influences in the ActDie activity. Valid range: -10.0 to 10.0. |
float | ActDieCuriosity | 0.0 | Rating feeling, how much the Curiosity emotion influences in the ActDie activity. Valid range: -10.0 to 10.0. |
float | ActDieHunger | 0.0 | Rating feeling, how much the Hunger emotion influences in the ActDie activity. Valid range: -10.0 to 10.0. |
float | ActDieThirst | 0.0 | Rating feeling, how much the Thirst emotion influences in the ActDie activity. Valid range: -10.0 to 10.0. |
float | ActDieFatigue | 1.0 | Rating feeling, how much the Fatigue emotion influences in the ActDie activity. Valid range: -10.0 to 10.0. |
float | ActDiePain | 0.0 | Rating feeling, how much the Pain emotion influences in the ActDie activity. Valid range: -10.0 to 10.0. |
float | ActDieSolidity | 0.0 | Rating feeling, how much the Solidity emotion influences in the ActDie activity. Valid range: -10.0 to 10.0. |
John Hammond's Dialogue Script
UPDATE: Everything should be up and running. Please report any issues you might have. – tatu
Woah, that did not go as planned…
Trespasser On Wikipedia
So here’s what happened: during the migration, a mostly automated process, we noticed that the nodes had become unstable. They may have been out-of-synch before, but when the migration started, one of the nodes started to override itself and in turn remove large parts of the files it contained.
The process was stopped immediately, but in doing so we lost access to the data on the node. The node contained files from some of the hosted websites, including trescom, and more importantly our entire webserver configuration. Without it, all websites went down immediately. The databases, which contains the content to all websites were migrated without any issues, so in a worst-case scenario we would have had all the texts, but only parts of the files (images etc). There was a second backup strategy in place, on top of the replication of the data across the nodes, but that one failed us too, as it stopped synching data from the newer nodes. Regardless, we would have been able to recover data from there, but it would have taken a lot of time.
Trespasser Game Download
As of writing, we managed to recover the broken node and regain access to all data. We are now fixing remaining issues on the websites – Trescomforum for example is lacking the proper PHP version. So everything should be back to normal soon.