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Proto:Jurassic Park: Trespasser/Build 96/InGen Town

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This is a sub-page of Proto:Jurassic Park: Trespasser/Build 96.

The Ingen Town features some stuff not found in the final. There's a lot of textures and things that are different here, as well as some really horrible bugs that were ironed out in the final.

Missing IJ Fence

Looks pretty barren without the fence, eh?

In the final, there's a fence behind your starting location to symbolize where you jumped over it in Industrial Jungle. However, it's not there in build 96.

The Two Entrances

Like the final, there are two ways to enter the town. Either by typing BIGLIE (which is 317618 upside down) and turning off the automated doorlocks or by entering via a sewage pipe to the left of this. The Anne's model is missing an animation for the keypad so she'll be stuck using her whole hand to press buttons (which will result in her pressing more than one key at once, thus potentially failing to input the code.) Entering through the sewer is easier like in the final but here it's much closer to the ground so Anne needs to crouch to enter.

Basketball Court

No basketball.

In the final, there's a basketball in the middle of the basketball court. However, here it doesn't seem to exist. Interestingly enough, the sound effect for dinosaurs eating things in build 96 is the basketball bouncing sound.

Raptors with Different Behaviors

About three raptors will use Bool Actsniff = true and will sniff Anne and not attack. Anne can have these raptors potentially follow her around the town. They'll be docile until they're injured (which isn't hard for them to do since they have a bad habit of tripping over things and injuring themselves.) In addition, raptors can follow Anne inside buildings. Unfortunately, this displays why it was disallowed in the final as they have a bad habit of running into things and getting their models all contorted out of shape, tripping over debris, getting knocked around like a pinball by running into objects, or even impaled to death by stepping on objects wrong.

Broken Houses

A lot of the residential houses scattered throughout the town have problems that aren't present from the final. Things such as doors being jammed shut, objects blocking doors, things showing their collision objects even though they shouldn't be visible, and missing collision are all common sight here.

One large house to the left of the ops center (to the left as if going up the stairs) is completely missing floor textures. The walls are also floating off the ground in places as the terrain isn't completely level. Interestingly, a pair of hockey sticks can be found in one of the rooms of this building.

Do Not Use this AK-47 in the Build 96 Engine

Looks innocent enough....uh, right?

For some reason this AK-47 (as well as some others in later levels) will crash the game when fired. It's best to avoid picking it up. Strangely, it seems to be a problem with the build 96 engine (though it's pretty inconsistent as it works fine in Pine Valley in the build 96 engine) as it will fire just fine if the build 96 version of IT is loaded in the final version's exe.

The Gas Station

Doesn't look much different, but the door collision isn't working quite right.

The gas station isn't much different from the final version really. The doors completely lack collision so Anne can walk through them and they do not react to her touching them.

No doubt you've saw the final version's page regarding what jumping on this reveals.

The service lift is completely flat on the ground while in the final, it's raised.

The hood was removed in the final for obvious reasons.

The truck outside is in the final. However, the hood object was removed from it in the final, probably because of collision problems.

The Diner

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The Diner isn't much different from the final. Like the final, Raptors are triggered to spawn outside once entered. Unlike the final however, there's nothing preventing the raptors from going inside the diner. Also of note, the dumpster behind it can be opened and Anne can hide inside of it with the lid shut. However, the lid may bug out and spin out of control. if the lid hits Anne or anything other than the dumpster, the game will crash. The lid is still a separate object in the final, but the lid has been made unmovable. These dumpsters are found throughout the town though they're notable here because of the fact the raptors that are triggered to spawn outside the diner may trigger the bug above by bumping into it.

InGeneral Store

A lot of these weapons were removed. Probably to make the place seem like it was looted.

The place features more weapons to be found in it than the final.

The Saloon

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The Saloon seems to have problems with the tables. The tables are all halfway underground. Simply touching the tables will make them rise to ground level. This problem was fixed in the final. Also worth noting is that the Raptors can enter the Saloon. (see above.)

Construction Trailers

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The various construction trailers littered throughout the town have imagery inside of them that was removed from the final.

The Ops Center

The place is a bit different from the final. While the general layout is mostly the same, a few places are different.

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Firstly, the comms room is completely empty. In the final, there's a smashed radio in here. The corresponding voice-over is present in build 96 however.

Attempting to pick one of these up could transport you to "stegoland".

In the animal control room, there's a shelf with a couple of Toxic Rifles. However, due to issues with collision, grabbing one could potentially send the other or you and the one you grabbed out of bounds in the build 96 engine. In the final, the toxic rifles were replaced with two AK-47's which were placed on the floor. The shelf was probably removed because of collision problems and the Toxic Rifles were removed for balancing reasons.

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On the heliport is a mounted gun. In the final, it was removed and replaced by two mounted guns at the top of the steps in front of the entrance to the Ops Center. This was probably done because it was very hard to hit anything from on top of the helipad.

Henry Wu's House

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Wu's house has a few differences. First thing noticeable on the outside is that his garage door is missing.

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Wu's Garage has a melee weapon that was removed from the final in it. It's a Hockey Stick.

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Wu's living room is a lot more detailed in build 96 than the final. There's a carpet that features water damage that was changed in the final as well as a swivel chair (which completely lacks collision). Interestingly, an earlier version of the level leaked by one of the Trespasser developers shows that the chair was moved sometime in production from its original location in Wu's house. However, it was only moved a few feet. Another one of these chairs also used to be in Hammond's office.

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Remember the stair railing that was removed from the final but the developers accidentally left the collision behind? Well it's in build 96 intact.

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The wooden flooring is a lot more detailed in his bedroom than it is in the final.

Definitely a lot more filthy than the final.

Going into the back yard, Wu's pool completely lacks water and it has some textures in it that were removed from the final. The snarky pool sign also doesn't seem to have been added at this point yet.

As for Wu's kitchen, it's not much different from its final iteration so there's not really anything worth mentioning.

Hammond's House

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In the final, Anne can find the white key card in the backyard without any problem. However, that's not how it was originally intended. Originally the card was meant to be hidden under a rock and the little dipper image found on the second floor of Hammond's mansion would hint to this (the rocks in his back yard are arranged to look like the little dipper.) This puzzle was still present at the time of build 96. Probably because the puzzle wasn't so obvious, the developers moved the rock off of it in the final version.

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Lots of texture problems with the flooring of Hammond's house. This issue isn't present in the final.

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To top it off, parts of Hammond's house aren't level with the ground and actually float above it.

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The puzzle to get up the stairs is different in build 96 and perhaps easier as it doesn't require stacking crates. Anne can simply walk up the collapsed stair railing (though it's possible to accidentally knock it down, so be careful climbing it. Thankfully, the crates are still present in build 96 as well.)

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In Hammond's office, the map that's on the wall in the final is a table in build 96. The buttons don't have models at this point so instead use a generic cube as a placeholder model.

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The disk that contains Hammond's Diary exists in build 96 and it can be taken up to his office. The voice-over trigger that plays when Anne finds it is also working. However, upon using it on the computer, the disc gets stuck to the disc drive and just floats there. Anne cannot remove it from this spot. Hammond's Diary entries are in build 96's audio data so the work on it had already started by this point.

Leaving the Town

This keycard reader doesn't work yet in build 96. Looks like you'll need to find another way. Using boxes to either jump over or slowly push open the gate is an alternative method.

The purple keycard doesn't seem to work. However, the gate appears to be unlocked already. Unfortunately, Anne can't push it by herself. Putting a box in front of the door and using Anne's body to shove it will slowly open the door. Alternatively, the traditional crate stacking the game is known for also works.

Like in the final, upon leaving the town, Anne will encounter two T-Rex chasing a Parasaurolophus. Unlike the final, this Parasaurolophus uses a different texture from the others. The texture is heavily based upon the skin color for the Para in The Lost World: Jurassic Park movie. The skin is actually a single texture skin applied to the body and is very low res. a higher res version of this skin was featured in many early screenshots of Trespasser. Because of how things are rendered in build 96 and the final, this Para will be completely invisible when using the final version's engine with the build 96 version of IT. Unlike the final, it's actually possible to kill the Rexes here without infinite ammo. The Toxic Rifles from the Ops center can make short work of them.

Upon "rescuing" the parasaurolophus, Anne will be rewarded with it trying to kill her as it's set to be aggressive. It's actually still aggressive in the final version of IT but unless the player moves Anne in the middle of the fight with the Rexes, chances are the player will never see this since the Rexes generally kill it and try to kill eachother afterwards. In addition, it's usually anchored to stay around the location it started at. In build 96 however, it moves freely without concern. The same thing applies to both Rexes.

No Harold Greenwood

According to the VO script, there's an unrecorded line about him disappearing, being searched for by Hammond and the others, and his plans to infiltrate the island and reactivate the Geothermal Plant.

Harold Greenwood was a spy for a rival company that befriended Hammond in order to get close to company secrets. He died inside the dam's floodgates. In the final, you can find his bones along with a half used Mac-10. However, he doesn't seem to have been put in yet as the room in the floodgate is completely empty.

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Also of note, the entrance to the floodgate has an AK-47 in front of it. As stated above, it's probably a good idea not to use it if running the build 96 engine, as tempting as it may be.

Floodgate Control Room

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There's not much reason to go in here as the floodgates are already open. The collision object for the control panel is visible here.

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Around the back of the building is a weapons cabinet that was removed from the final. Inside is a Hunting Rifle. The Hunting Rifle is still here in the final but it was moved on the ground, unfortunately it ended up embedded inside of the ground and will only appear if Anne walks over it or touches the spot it's at with her hand (the shadow will still be visible despite it being underground).

The Dam

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The upper railing for the stairs have their collision objects visible.

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A weapons cabinet is located at the top of the stairs and it contains a Lindstradt Tranq Rifle. The weapons cabinet was removed in the final along with the rifle. Another Tranq Rifle is at the bottom of the stairs which is probably why it was removed.

The Tranq Rifle was picked up by the player already which is why it's not pictured.

Speaking of which, that Tranq Rifle is also in a weapons cabinet. In the final, it was placed on the ground and the weapons cabinet was removed.