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User talk:CounterDiving/Archive 1
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Contents
- 1 Uploading Images
- 2 Lameduke
- 3 D3D 1.0 and 1.1
- 4 Unused Duke 3D images
- 5 Doom Proto Art
- 6 S&K 525 Proto Issue
- 7 I would love to document the German version's zensurs
- 8 Minor request re: BOBs
- 9 Lameduke ripped graphics
- 10 ALttP ripped sprite
- 11 Categorization
- 12 Categorization Bug?
- 13 Chrome Problem
- 14 Used?
- 15 Seeing that you're an expert.
- 16 my uploads .
- 17 RE:Playable TGS versions?
- 18 Regarding a comment you made in a recent upload of yours...
- 19 G&W Gallery 4
- 20 RE: G&W Gallery 4
- 21 Thanks again
- 22 Type of sound
- 23 Thanks for fixing my screwup lol
- 24 Hello
- 25 Dian Shi Ma Li
- 26 Ripped Graphic?
- 27 Gah
- 28 Translation
- 29 Congrats!
- 30 Sonic Battle
- 31 About Ys 7/ Nayuta no Kiseki
- 32 Collapse (1998, Adobe Flash)
- 33 Amiga games
- 34 Trespasser's Talk Page
- 35 Zelnut
- 36 CSI image
- 37 NSMB Unused music "CHIJO"
- 38 Ogg files
- 39 Screenshot vs. map template
- 40 SotC Images
- 41 Trespasser Article Progress
- 42 Bioshock 2 Texture Ripping
- 43 Game Boy/Game Boy Color
- 44 RE: Red Dead Wanted Posters
- 45 RE: Crash Team Racing graphics ripping
- 46 Gachasta > GachaSta
- 47 More Trespasser Stuff
- 48 Doom Map Images
Uploading Images
Awesome work on the Wolfenstein 3D prototype page! Just a heads-up for future reference, however... when uploading files, if you put put an image template in the upload summary, it automatically categorizes the file properly, saving others having to do it themselves later (and flooding the recent changes as a result). A full list of templates, and how to use them, can be found here. Thanks! -YK 15:15, 21 November 2010 (EST)
I better make sure to book to bookmark that and the special pages then. Also, expect tons of noobish mistakes, questions, and other stupid miscellany. -divingkataetheweirdo 20:34, 21 November 2010 (EST)
- Also, if I may suggest, try to give some indication of the game you're posting up in the file. I.E., in my Wolfenstein 3D proto pics, I was calling them w3d_something.png. It's mostly just so if someone else tries to somehow post something similar for a different game, there's not gonna be conflict or overwriting or whatever. I'm not striking down the angry hammer or nothin', just giving some friendly advice. Thanks for the help on the Wolf 3D proto! -- Rick 01:23, 22 November 2010 (EST)
- That's been a fairly widespread problem since the wiki opened. I updated the image uploading rules today, but I dunno how many new users will bother to read them. :\ --BMF54123 01:30, 22 November 2010 (EST)
Lameduke
Just as an FYI, a lot of the textures you've posted are used, mostly in the second episode. use the level select cheat and browse EP2. Teflon 23:50, 21 November 2010 (EST)
D3D 1.0 and 1.1
I would say that you should put their info on the main DN3D page, since they're not prototypes. Teflon 20:19, 2 December 2010 (EST)
Unused Duke 3D images
Hey, since you seem to know a lot about Duke Nukem 3D, I figured maybe you'd like to take a look at a bunch of Duke 3D images that someone uploaded a long time ago, and never did anything with. If they're actual unused content or noteworthy version differences, they should be added to the page. Otherwise, I'll delete them, since none of them are used anywhere on the wiki. Thanks! -YK 16:45, 15 December 2010 (EST)
- I hate to embarrass myself, but I do not know a lot about DN3D actually and I would like to apologize. Most of the differences I can spot so far relate to the HUD itself. There are screenshots with the beta spacesuit and scuba gear overlays. And in the map overview screenshot, the player is represented by Duke's head. Lastly, a couple of enemies not present in the final version. I'm going to play the final version sometime soon just to clarify. Oh yeah, and those enemy top-down sprites that do not show up at all.--From: divingkataetheweirdo 18:11, 15 December 2010 (EST)
Doom Proto Art
SLADE can load and export from all the Protos. It's what I used for the Proto Page icons. Once you find a lump you want to extract, right click > Graphic > Export to PNG. TheKins
- Thanks a lot! I did have a bit of difficulty at first, but now it works just fine. Props to you. --From: divingkataetheweirdo 14:24, 6 January 2011 (EST)
S&K 525 Proto Issue
I created a page for Sonic & Knuckles 525, only for it to be redirected to this... Um, so should I re-name 'Sonic & Knuckles' to 'Sonic and Knuckles' just for the sake of the wiki? --From: divingkataetheweirdo 23:46, 10 January 2011 (EST)
I would love to document the German version's zensurs
This should actually be no problem to do for me. Besides having the German version, I also know of a German website where all the stuff is documented, so it's easy for me to add this stuff if you want. -- Prince Kassad 17:41, 11 February 2011 (EST)
- Sure thing. Thanks! (P.S. Is the German site Schnittberichte?) --From: divingkataetheweirdo 19:36, 12 February 2011 (EST)
Minor request re: BOBs
Could you please just stick to using "yes" in the BOBs, instead of "t" or "1" or whatever else you've been putting in there? --BMF54123 03:04, 10 March 2011 (EST)
Lameduke ripped graphics
What program did you use to rip the Lameduke graphics? With all of the viewers I've used, there have been some very minor palette issues when viewing them, mostly with Duke's skin. Teflon 14:40, 25 May 2011 (EDT)
- LameDuke has a very slightly different palette from the final version (it's darker than the final version). For all the graphics, I either used [[1]] or a tool called bastART (it's very crummy though). --From: divingkataetheweirdo 15:50, 25 May 2011 (EDT)
- Thanks! All I needed was the sprites with the correct palette. :) Teflon 16:24, 25 May 2011 (EDT)
ALttP ripped sprite
Why did you reduce the size of the sprite I ripped? Its far too small at that size, I can barely see it on my monitor. I increased it to x2 scale on purpose so it would look better on the page. If I was uploading a sprite rip to a sprite rip site, I'd have it at a correct scale, but for a wiki I would think clarity is most important rather than pixel perfect accuracy. Nobody in their right mind would play a SNES game at that scale on modern resolutions. That's my reasoning, anyway. I was planning to keep that larger image separate from the sprite sheets, which would be at original scale. --Fizz 16:05, 9 June 2011 (EDT)
- It just seems so unnatural looking at sprites twice their normal size, since (almost) every other sprite is at the natural resolution (unlike yours; You re-sized the sprites seemingly arbitrarily). I apologize for randomly re-sizing sprites and if you don't like the size, feel free to revert it back to its original size. --From: divingkataetheweirdo 16:19, 9 June 2011 (EDT) (P.S. make sure you click on the signature button when you write message in someone's talk box)
- No, actually, you're correct. Graphics *should* be uploaded at their native resolution. They can always be scaled up on the page itself, but the *files* should, themselves, not be altered in any way. -YK 16:22, 9 June 2011 (EDT)
- I guess I should do the same thing with Cach3's recently uploaded sprites for Hatris then. I also forgot to mention this to Fizz: please make sure you categorize your uploads (just click here). I've done this with a few of your sprites so far and it gets annoying fast. --From: divingkataetheweirdo 16:27, 9 June 2011 (EDT)
- I've only uploaded two things so far. Apologies though, I wasn't aware of that, I tried to select a licence like I usually do on wikis but it wasn't available so I assumed that wasn't particularly necessary. I'll fix that for any more uploads. However, on the issue of the sprites, does it mean it has to conform to the page style, or the entire wiki? There are other sprites on the same page that aren't at original scale, because they are too small to make out. I think SNES sprites are virtually impossible to view on modern monitors, so I wanted to just go with something distinctive. We're talking about things I can't take large screenshots of without hacking the game in a major fashion, so small sprites is all we're dealing with. If a user can't make out the subtle differences in unused sprites because they're too small, surely that defeats the purpose of the Wiki? I could scale them up on the page but I find that makes them look like ass and seems like a really backwards way of doing something. Is this an archive or a wiki? If an image is going to be viewed at twice the size anyway, what difference does it make? Not meaning to take a bash at the style of the wiki, just seems like something that should depend on the image in question, rather than a be-all and end-all rule. Fizz 17:29, 9 June 2011 (EDT)
- As YK said, you can scale the images on the wiki. For example, if I want to enlarge this sprite: , all I have to do is add something like (sprite's width * 2)px and I end up with this: . It's not that hard, although I think the wiki should establish some rules right on the front page and specify what is acceptable. I do appreciate your contributions to this wiki and thank you for signing up, but the wiki itself could use a bit of consistency. --From: divingkataetheweirdo 18:23, 9 June 2011 (EDT)
- Well yeah, like I said, you can do that. But it looks pretty bad to blow up small sprites in that fashion. They come out pretty blurry, that auto resizing isn't really ideal for sprites. If you're putting an image on the Wiki knowing you'll want to make it twice as big anyway, why not do it in a manner that it would look better? That's my point, I guess. Eh, I'll go with the stopgap method for now. I'm all for consistency on these things, I think it makes it less consistent to have small, crisp sprites alongside big blurry ones, personally. Guess this is a larger issue for the Wiki as a whole to deal with first though. Fizz 19:00, 9 June 2011 (EDT)
- As YK said, you can scale the images on the wiki. For example, if I want to enlarge this sprite: , all I have to do is add something like (sprite's width * 2)px and I end up with this: . It's not that hard, although I think the wiki should establish some rules right on the front page and specify what is acceptable. I do appreciate your contributions to this wiki and thank you for signing up, but the wiki itself could use a bit of consistency. --From: divingkataetheweirdo 18:23, 9 June 2011 (EDT)
- I've only uploaded two things so far. Apologies though, I wasn't aware of that, I tried to select a licence like I usually do on wikis but it wasn't available so I assumed that wasn't particularly necessary. I'll fix that for any more uploads. However, on the issue of the sprites, does it mean it has to conform to the page style, or the entire wiki? There are other sprites on the same page that aren't at original scale, because they are too small to make out. I think SNES sprites are virtually impossible to view on modern monitors, so I wanted to just go with something distinctive. We're talking about things I can't take large screenshots of without hacking the game in a major fashion, so small sprites is all we're dealing with. If a user can't make out the subtle differences in unused sprites because they're too small, surely that defeats the purpose of the Wiki? I could scale them up on the page but I find that makes them look like ass and seems like a really backwards way of doing something. Is this an archive or a wiki? If an image is going to be viewed at twice the size anyway, what difference does it make? Not meaning to take a bash at the style of the wiki, just seems like something that should depend on the image in question, rather than a be-all and end-all rule. Fizz 17:29, 9 June 2011 (EDT)
- I guess I should do the same thing with Cach3's recently uploaded sprites for Hatris then. I also forgot to mention this to Fizz: please make sure you categorize your uploads (just click here). I've done this with a few of your sprites so far and it gets annoying fast. --From: divingkataetheweirdo 16:27, 9 June 2011 (EDT)
- No, actually, you're correct. Graphics *should* be uploaded at their native resolution. They can always be scaled up on the page itself, but the *files* should, themselves, not be altered in any way. -YK 16:22, 9 June 2011 (EDT)
Categorization
Thanks for the assist on the categorization thingie. Kinda new here, me but I felt those sprites could be worth including on the SvC Chaos pages.
Also I've found some unused sounds. I'm gonna try to get them tonight if I can. --MightyKombat 17:43, 17 July 2011 (EDT)
- You're welcome. Apologies if it is too late. --From: divingkataetheweirdo 14:21, 21 July 2011 (EDT)
Categorization Bug?
As I meant to say in the description for my change to the T-MEK title categorization, "Every it seems like I want to upload a title screen through by clicking on the "No Image Available" link given if a page is missing a title screen, this (the categorization) never gets put in." Yeah, I forgot to correct my statement before hitting the "Submit" button, but still... --From: divingkataetheweirdo 14:21, 21 July 2011 (EDT)
Chrome Problem
Someone mentioned that this wiki has some code that prevents image filtering (the filters in question are to prevent aliasing) in modern browsers. However, that code does not work with Chrome, as it does filter the images. I'll see if I can fix this.--From: divingkataetheweirdo 10:38, 1 November 2011 (EDT)
Used?
You removed an entry from the Megaman Star Force page. How is it used exactly? --Megarockexe 03:37, 27 December 2011 (EST)
- See this video:http://www.youtube.com/watch?v=TlyHbwdbKDo ; The supposedly unused dialogue is used starting at 1:16 --From: divingkataetheweirdo 12:58, 27 December 2011 (EST)
Seeing that you're an expert.
Wanna help out banjokazooie.wikia.com? It allows everything Banjo-Kazooie. rare.wikia.com does too. Can you help out? Thanks. Squirreldroid 19:01, 28 December 2011 (EST)
my uploads .
the reason i dont take screenshot in that form is unlike all of you i never go into the game files i got whats on hand --- User:AK47Productions
well i did find this site but thats it and the last time i uploaded a title screen it was deleted and was called boxart.User:AK47Productions
RE:Playable TGS versions?
I understand what you're saying. I asked because I wasn't sure if playable demo versions from events TGS and E3 can be mentioned. But if they can't be mentioned on here, if they are not leaked on to the internet, then what about this page, which documents a demo available from stores?User:AK47Productions
- That demo was leaked onto the internet and thus, it can be documented on the wiki. I admit it can be difficult to find prototypes or store demos on the Internet, sometimes. Eventually, though, you might come across a copy. Heck, I didn't even know Daggerfall had a prototype demo until September last year. If you do have a copy, however, put it on the forum. --From: divingkataetheweirdo 19:41, 11 February 2012 (EST)
Regarding a comment you made in a recent upload of yours...
...where you said:
- "I STILL don't know why, but I uploaded a 320*224 version, yet it shows gabrielwoj's 300*227 version rescaled"
Did you try clearing your cache? I used to experience the same problem myself, until Rabidabid told me about that. --Mattrizzle 22:04, 14 February 2012 (EST)
- That solved the problem. Thanks; I just have to remind myself to keep doing that now. --From: divingkataetheweirdo 23:07, 14 February 2012 (EST)
G&W Gallery 4
Couldn't find a debug menu but i did find a error message by going past the last game (Zelda) in the 'Musuem'. It Reads: Error Level 3 Title.cc gGameTitle is gtNone.-- SamuelEarl666 23:00 28 February 2012 (EST)
- That's a shame, although I did expect nothing to happen since the text was the only thing I could find. Thank you for helping out, though. --From: divingkataetheweirdo 20:30, 28 February 2012 (EST)
- If you look at its Discussion page i found more but i can't upload til tuesday so could you get the graphics for me and possibly put them in the article. If you use VirtualBoy Advance you can use 'View Map'.-- SamuelEarl666
RE: G&W Gallery 4
Interesting, thanks for mentioning it! The screens do look similar... Unfortunately, I haven't played Game & Watch Gallery 4, but I know that TOSE developed (most) games in the Game & Watch Gallery series. If you'd like, I'll look into it. Also, thanks for looking through Densetsu no Stafy and finding that text in the first place. I tried manipulating the values from the stage select which you can access after completing the game, specifically the extra options that you can choose via the select button (e.g. Picture Book is 00, Treasure is 01, Minigames is 03) and successfully triggered the debug menu by changing the cursor to a value of EE. The address to change in cheat searcher is 030053AB, if you're interested. --Torchickens 16:13, 18 March 2012 (EDT)
- Humongous thanks, man! If you want to find the debug menu, then go right ahead. --From: divingkataetheweirdo 16:34, 18 March 2012 (EDT)
Thanks again
Thanks again for helping with the images there. And yeah, farmer Thanos really did happen in the comics. Check itMightyKombat 14:19, 22 March 2012 (EDT)
- I would strongly recommend you read this page next time you upload images. Thanks for uploading better quality images, though. --From: divingkataetheweirdo 14:30, 22 March 2012 (EDT)
- Alright so I assume its the categorization bit I forgot about a while back. Saves you the trouble eh? :D
- I've got some stuff for the King of Fighters 2002 page as well. I'll see if I can get something down there without looking a bit goofy.MightyKombat 15:03, 22 March 2012 (EDT)
- Yep, it's the categorization bit. Also, the edits are shown during IRC sessions, so you want to be as careful as possible when editing.--From: divingkataetheweirdo 16:08, 22 March 2012 (EDT)
- Okay I'll try. Also you mentioned in a summary you wanted to know about the Thanos codes or something similar? That site I linked has a nice encyclopedic shrine of all the Marvel vs Capcom games up to MvC1 if you're interested. MightyKombat 16:12, 22 March 2012 (EDT)
Type of sound
Hello is it mandatory to upload OGG sound files? I've been planing to upload some but there wav files are those acceptable on here? I saw no mention of them in the rules but I'm just asking to avoid any confusion?--- AK47Productions
- I'm not an administrator, but I'd still say that .ogg files are the recommended file format since there is a player for .ogg files on this wiki. --From: divingkataetheweirdo 21:30, 17 April 2012 (EDT)
Thanks for fixing my screwup lol
I was told by YK to use the screenshot template. Had no idea that we have a "rippedgraphic" template. I'll remember to use that when necessary. Thanks! 404 User Not Found 17:30, 11 May 2012 (EDT)
- You're welcome. In case you are curious, This page contains all of the templates for categorization. --From: divingkataetheweirdo 17:38, 11 May 2012 (EDT)
Hello
I'm sure you saw that I forgot to add the categories of the files I uploaded for Marvel vs. Capcom: Clash of Super Heroes (Arcade). Sorry, this won't happen again. Acenitro 17:59, 13 May 2012 (EDT)
Dian Shi Ma Li
I got the title screen from this ROM. --AttackedbyGlitch 19:04, 22 June 2012 (EDT)
- Interesting. I take it this is a new, likely more recent, dump. --From: divingkataetheweirdo 19:10, 22 June 2012 (EDT)
Ripped Graphic?
On this image I uploaded, the image itself was not ripped from the game files. I actually loaded up the M14's viewmodel .OBJ file into 3ds Max 2013, popped the "unused" camo texture sheet onto the model and created a render which I then transparentized in Photoshop CS6. I don't think that would qualify as a "ripped graphic". 404 User Not Found 19:39, 23 June 2012 (EDT)
- That's the best categorization I could pick, as it wasn't really a personal image and it used actual textures from the game. It's more or less a provisional categorization, to make a long story short. --From: divingkataetheweirdo 19:44, 23 June 2012 (EDT)
- Ahh, well I just did a new 3D render of the unused AT4 in Call of Duty 4, and am about to upload it, so I'll categorize it as a ripped graphic :) 404 User Not Found 19:49, 23 June 2012 (EDT)
Gah
Regarding that upscaled image, I had to do it that way because of how I ripped the graphics using MAME's tile viewer. I could've sworn I resized it before uploading. Sorry. // Foxhack 23:24, 7 July 2012 (EDT)
Translation
Thank you very much for translating that image for me! I appreciate it! =) PatSter21 12:02, 14 July 2012 (EDT)
- Sure thing. Are there any more messages in Japanese you want me to translate? --From: divingkataetheweirdo 12:07, 14 July 2012 (EDT)
- Possibly. I know the game does feature more of these Japanese notes in test levels. I'll drop you a line if I find any more.
Congrats!
Your unwavering dedication to keeping our wiki clean and organized has earned you Administrative privileges! Feel free to fire one of us a message if you have any questions. Keep up the good work! --BMF54123 19:07, 16 July 2012 (EDT)
- Sure thing. There's a lot to do, but I'm going to do my best. Right now, I'm trying to sort out the many unused clips from Star Fox Adventures. --From: divingkataetheweirdo 19:29, 16 July 2012 (EDT)
Sonic Battle
Just in case you don't already know, all text in the ROM have spaces so instead of Emerald it is E.m.e.r.a.l.d (dots not there but looks better). Hope this helps. SamuelEarl666 14:00, 27 July 2012 (EDT)
- I already knew this, having searched in the ROM myself, but thanks anyhow. I'm curious if there are some other regional difference aside from "Data Captured" and that one line of profanity.
Offsets of ASCII text so far (Japanese version):
- C01A0 - beginning of skill text
- CBCB7 - end of skill text
- CE565 - beginning of menu text
- CE6A4 - end of menu text
- 10B750 - beginning of "DATA CAPTURED" text
- 1F5014 - beginning of story text
- 28B817 - end of story text
The ASCII text format is quite odd and when I make the Sonic Battle page, I'll make a note about how the ASCII text is stored, since it's not quite normal. --From: divingkataetheweirdo 15:30, 27 July 2012 (EDT)
About Ys 7/ Nayuta no Kiseki
Thanks for your help. Of course you're welcome to add translation whenever you want: I had a lot of trouble translating the few kanji in the notes you see in english about nayuta debug rooms. Anyways i would like to know how to convert the midi i get from SSEQ DS files to wav/ogg files. The instruments are missing, and they are in a DLS file but i can't merge them: i need this for documenting the prototype Sonic Rush music. Thx very much Montas1992 16:29, 27 July 2012 (EDT)
Collapse (1998, Adobe Flash)
I found it here. --AttackedbyGlitch 23:32, 28 July 2012 (EDT)
- Oh, it's on MSN Zone (it's been a while since I've been to that place). Not sure if it was released elsewhere. --From: divingkataetheweirdo 23:43, 28 July 2012 (EDT)
Amiga games
What are you doing to get the files off the Amiga disks? I have a .ipf format dump of Line of Fire (mentioned in the Final Fight text) and I've tried EUAE several times, but I can't seem to get Workbench to show me a list of files. Workbench 1.0(?) just complains about the disc being a non-DOS format, and Workbench 3.1 says "no handler" when I try to double-click any disk image. I do have the CAPS loader and I think EUAE is recognizing it... Thanks. - Andlabs 16:53, 3 August 2012 (EDT)
- All I'm really doing is getting stuff off WHDownload and searching through the files with WinRAR. I realize that it isn't the best way, but it does give me a look through the files. --From: divingkataetheweirdo 16:58, 3 August 2012 (EDT)
- Cool, thanks. I also found that the text was there in the IPF file, which serves as verification, I guess. Thanks. - Andlabs 17:23, 3 August 2012 (EDT)
Trespasser's Talk Page
Hey I left a reply for you on the Trespasser talk page a while back regarding more unused content and things. I'll help you with it since I now have some spare time. I'm trying to figure out how some of the material should be handled as there's so much of it. I actually started a walkthrough set of pages on Trescom but never finished it because the site admins were too lazy to upload the other stuff.Glisp 00:51, 6 September 2012 (EDT)
- Thanks. The content isn't too well-documented from what I can see, but there are out-of-bounds objects and whatnot. I'm gonna try to see if I can examine the game in any way during the weekend. --From: divingkataetheweirdo 10:15, 6 September 2012 (EDT)
I'm going to help but I need to figure out where to start first. There's a lot of ground to cover. (there's a lot more unused things such as T-script commands, AI behaviors, and voice overs.) Any suggestions where I should start? Glisp 16:29, 21 September 2012 (EDT)
- I'd say follow this order: cut gameplay mechanics, unreachable areas, items, enemies, texts, sound/voice clips, graphics, music, the rest (revision/region differences go last) --From: divingkataetheweirdo 19:33, 21 September 2012 (EDT)
Alright, that should work. Thanks. I was actually working on the voice overs but I came across a little problem. They're in ADPCM format and Audacity won't open them so I can convert them to OGG. Any tools in mind? Glisp 19:36, 21 September 2012 (EDT)
- What OS are you using? I'd almost say Oxelon Media Converter or something similar, but that has annoying messages by default and doesn't work in Windows 7 or later. I'm currently trying to find a better program performing a similar function. --From: divingkataetheweirdo 19:43, 21 September 2012 (EDT)
You need a program to rip and look at the voice overs? I have one if you do. It's called TPAreader.Also, this might be helpful: http://www.trescom.org/index.php?page=resources/articles/hilwo/voiceovers_retail.html The ones in grey are ones not in the final's TPA but are in the prototype's TPA. Btw, the file that contains the voice overs and music is called "Stream.TPA" Glisp 19:47, 21 September 2012 (EDT) Hey, I need to talk to you in IRC regarding this matterGlisp 01:19, 23 September 2012 (EDT)
- I'd like to, but I'm Z-Lined from the IRC. I'm not sure why you want to talk to me through the IRC though. --From: divingkataetheweirdo 01:32, 23 September 2012 (EDT)
More or less to get the Trespasser page in better order. I'm working on Industrial Jungle atm. I'm assuming you're planning on doing the Pine Valley sub-page? Those two tracks you uploaded were both used in Pine Valley. Hidden Village is another one as well. In earlier versions of PV there was supposed to be a hidden village. Glisp 01:42, 23 September 2012 (EDT)
- Trying to get started on it, at least. Putting images in galleries might not be the best solution. I'd probably try to get the images to the side, with the descriptions split up depending on how they relate to the image. Those levels might need to be put in another page, should there also be a ton of unused stuff not in the levels. --From: divingkataetheweirdo 01:59, 23 September 2012 (EDT)
MUSIC - PV AMBIENT is another track intended for Pine Valley. Oh btw, it's played in the prototype. it's on the alternate path through the woods near some Mayan ruins. There's a couple of other tracks related to PV's Geothermal plant but the developers decided to reuse them for other levels. MUSIC - GEO PLANT CONTROL ROOM was used in the INGEN Lab level but was originally used when entering the Geo plant control room. It uses this track in build 96 for this event. The other track is MUSIC - GEO PLANT COURTYARD and is used in INGEN TOWN in the final. However, it's used for standing outside of the Geo plant gates in build 96. after you get done with stuff I'll see if I can add in anything you might have missed. =) Glisp 02:16, 23 September 2012 (EDT) Alright, I think I'm done with IJ for now. Now I think I'll make another subpage dedicated to other scrapped levels (there's at least three. But only two really have any remnants as the third was added to Pine Valley which was removed from the final.) Glisp 16:02, 23 September 2012 (EDT)
Think you can handle the build 117 patch while I work on the other stuff? http://www.trescom.org/index.php?page=resources/articles/trespatch/trespatch.html Glisp 14:05, 7 October 2012 (EDT)
- I'll see what I can do. I got the stuff already on Trescom transferred here (sans .jpegs), but since I don't own the game (embarrassingly enough) and I have a bunch of stuff to finish not only for the wiki (uploading title screens, documenting stuff for other games), but also school, it's going to be a little difficult. --From: divingkataetheweirdo 16:53, 7 October 2012 (EDT)
Thanks Diving. I'll probably work on it a little bit later as there are probably more things that were altered or changed between builds that were missed by Tatu on there. My higher priorities on the list are Prototype build 96 and some of the development documentation that was given to the fanbase as a gift from the Devs. Including the original walkthrough from 1997 that the developers used to plan out the original plan of the game. I asked BMF and he said no one's ever done something like that before but he also said it might fit well in a notes section since it's official documentation and all. Glisp 17:04, 7 October 2012 (EDT)
- Good to hear the page is progressing well. I'm sorry for not contributing enough to the article, but I hope to finish the article by the end of the year. I'll also try to contribute to the prototype page soon. --From: divingkataetheweirdo 17:40, 7 October 2012 (EDT)
Well I've been working at the T-script page some. There's a lot more stuff I need to add but I think I added one of the most prominent unused bits of script to that page as it can't be used in the final. There's other things such as dinosaur emotions. (though a few of the more unique emotions were left in the final's levels on accident as you saw in the articles for IJ and the Lab levels.) The emotions while unused, mostly still work. There's also behaviors such as ActJump, ActCroon, ActSnarl, etc that don't get used in the final. The ATX patch forces ActJump actually, even if it's not in the dino's T-script values in that level. It looks weird when larger animals or herbivores do it so there's an override built in to check for that by stating what animals can do it in a .ini file.Glisp 18:18, 7 October 2012 (EDT)
Oh btw Diving, Xkeeper asked for your IP. The reason why is that he wants to check to make sure he didn't Z line you from the IRC by accident when banning a bot. Oh and not publicly on the wiki. Glisp 18:38, 7 October 2012 (EDT)
Well, I've got the basic things on the prototype page set up but there's still things to be done. I have a large amount of screenshots I took. They were originally for a series of articles on Trescom. I got the first three pages up. Unfortunately, I couldn't add the others because... well... the admins got a little nervous after that. Plus, they can be jerks when it comes to the prototypes and things like that. Oh, forgot to tell you, I have a large amount of models that came from the developers. Many of which are unused. There's even a model for the cut Plains level's heightmap in there. They're in .MAX format though so obviously, I need to get 3DS Max to view them (Trespasser ironically was built from the ground up using that program and C++ in tandem.) Glisp 01:37, 12 October 2012 (EDT)
- That sure sure looks like it has potential to be featured. I wonder how many unused models there are in the final version. Interesting how you got a lot of Trespasser material on your hands. --From: divingkataetheweirdo 10:04, 12 October 2012 (EDT)
There's quite a few models you find in levels' basements in the final version that never got used in the actual level itself. Like that Golf Club in Industrial Jungle for instance. There's also a voice over that goes with it btw. Mostly Anne saying something like "I have a Golf Club" or something close to that. Basically, anything I listed in the articles that are out of bounds don't get used in the levels themselves so they can't be encountered in normal gameplay unless the level is modified to move them into the play area or the player teleports out of bounds to them with the teleport cheat. Then of course, you have the Test Scene models that were planned for the main game but ended up being moved to the Test Level.
Kind of off subject but one of the developers of Trespasser actually also was involved in the development of Scan Command/Jurassic Park Dinosaur Battles. His name is Richard Wyckoff. Interestingly, one of the Trespasser fans in contact with him showed him that article and he said there was a lot more unused stuff than he remembered. (in scan command/dinosaur battles I mean.)
Also, there's a former Trespasser Dev that owns a couple of Trespasser Alphas. Unfortunately, he lives in Australia at the moment and can't get them for another two years as they are in the US. (don't ask. I doubt he's hoarding them though. However, if he says two more years after this two years is up, I'll begin thinking that.) Glisp 11:38, 12 October 2012 (EDT)
I'm pleased to announce I'm done with Build 96's Beach article (unless I happen to come across something else.) Glisp 02:16, 13 October 2012 (EDT)
Zelnut
I googled Zelnut's username and found that he actually another one of Wellington2k's accounts. Proof: [2] --AttackedbyGlitch 22:14, 9 September 2012 (EDT)
- Wow, that's quite sad. He's creating multiple accounts to defend himself. I know that it took him time to create the cheat codes, but asking money for said codes is just silly. Also, one of the accounts I found has a site linking to some free money sort of thing. Thanks for that discovery, too.--From: divingkataetheweirdo 00:02, 10 September 2012 (EDT)
CSI image
Uh, looks like renaming it broke the link? I can't seem to access the file now. o_o // Foxhack 18:31, 16 September 2012 (EDT)
- For some reason, a + sign is interpreted as a blank. I'm trying to get this fixed/re-uploaded. Forgot about that. >->; --From: divingkataetheweirdo 18:32, 16 September 2012 (EDT)
- It's now fixed...sort of. I'm really sorry for screwing up the redirect. It can be aggravating, because one has explicitly write %2B or something like that to add a + sign to the file name.--From: divingkataetheweirdo 18:42, 16 September 2012 (EDT)
NSMB Unused music "CHIJO"
Why did you remove the box saying it's a ds music rip? --Hiccup 03:42, 4 November 2012 (EST)
- No offense, but I don't know what you are talking about. If anything, I added that box to the re-uploaded file. --From: divingkataetheweirdo 11:04, 4 November 2012 (EST)
Ogg files
I'm very sorry if I bothered you with all these MP3 files. But I had a very noticeable drop in quality whenever using FormatFactory to convert from MP3 to OGG, but only with games with chiptune sound, like SNES era games. Since I suck at doing these things which program would you recommend for me? And another unrelated question, how can i merge the midi files with a dls file to create a wav file? Thanks :D Montas1992 09:56, 20 November 2012 (EST)
- I just use Audacity for mp3-to-ogg conversion. I just found this program too, but haven't tried it out yet. --From: divingkataetheweirdo 10:07, 20 November 2012 (EST)
- I would prefer we not do conversions between lossy formats like this in the future, if possible... --BMF54123 13:05, 20 November 2012 (EST)
Screenshot vs. map template
I know this is not a big deal, but I used the {{screenshot}} template instead of the {{map}} template because when using the {{map}} template, the text says, "This image is a full map ripped from a(n) Game Boy game." Thing is, that map only covers part of the level (since it's enough to demonstrate what I was trying to show, namely the inaccessible barrel in the wall), not the entire level. Like I said, it's a minor thing, but I felt like pointing that out. --Blaziken257 18:51, 21 November 2012 (EST)
SotC Images
I thought they were the originals ripped from the game, but upon double-checking, it seems like it's not the case. Sorry! I'll use them as placeholders for now and get a better set soon. I'm a bit of a n00b at this. --GlitterBerri 01:22, 2 December 2012 (EST)
- Thanks for checking! For now, I'll categorize them and tag for replacements. I hope that someone gets clean .png rips soon. --From: divingkataetheweirdo 01:29, 2 December 2012 (EST)
Trespasser Article Progress
Well as you can probably tell, things are coming along great. I'm still working on the prototype pages but most of the final's page is done aside from the new section I added. There's actually a ton of models but they're all .max files which would be difficult to work with unless I can open them with the textures. If you can get them to display in a model viewer with their textures on them, I'll send them to you. Glisp 15:59, 24 December 2012 (EST)
Bioshock 2 Texture Ripping
I'm on the Xbox 360 version and don't have a clue how I could possibly rip from the Bioshock games. I've tried sorts of tools to get into the files without any success. --Errorjack 23:58, 26 December 2012 (EST)
- It's possible the Xbox 360 version uses a stronger compression format than the PC version. I don't exactly know how to look into it, as I don't own the game. --From: divingkataetheweirdo 16:09, 27 December 2012 (EST)
- Ah, alright then. I just want to get into the game files to check if there are any unused rooms. Thanks anyway --Errorjack 13:39, 28 December 2012 (EST)
Game Boy/Game Boy Color
Why are you constantly changing files that are catergorised as "Game Boy Color" to "Game Boy"? This is counterproductive and only mislabels things. :V nensondubois 15:40, 20 January 2013 (EST)
- Becaused in the "Games by console" section, the GBC and GB games are combined into one category. I forgot there was already a GBC section for ripped graphics. --From: divingkataetheweirdo 16:06, 20 January 2013 (EST)
RE: Red Dead Wanted Posters
Honestly, I wasn't sure how to categorize these. Are they ripped graphics? That was the only tag that seemed even remotely correct, but even then, these weren't ripped. Unless I'm misunderstanding that term. :D -- Jack Frost 17:25, 8 March 2013 (EST)
- Yep. They're ripped graphics, in the sense that someone extracted the graphics. Where did you get these graphics from? --From: divingkataetheweirdo 17:28, 8 March 2013 (EST)
RE: Crash Team Racing graphics ripping
That's fine, I will get around to ripping the graphics again soon, I will be able to do it either later tonight or tomorrow. --Pacifist 17:13, 10 March 2013 (EDT)
- Thank you so much. I appreciate your contributions and I hope that you improve on what you hae done.
Gachasta > GachaSta
It is actually supposed to be GachaSta; I screwed up when I titled the first article and typo'd it Gachaste - which is correctly pronounced but not translated, it's short for Gacha Station. After some discussion about the spelling confusion it was agreed at Wikifang that it should be capitalized GachaSta, which is probably more correct anyway considering it's abbreviated GS in artwork for the game: [3] I was gonna go back and fix my mistake on the first article after I made the DD2 one :( RacieB 11:21, 14 March 2013 (EDT)
- I'll change it back as you suggested. --From: divingkataetheweirdo 21:08, 14 March 2013 (EDT)
More Trespasser Stuff
Recently, the Trespasser fanbase managed to get a hold of early versions of the Ingen Town and Jungle Road levels. What I want to know is how should I handle them on the page, as they feature many things not in the final or build 96. Any ideas Diving? Glisp 23:14, 15 March 2013 (EDT)
- I'd at least mention them if they are relevant to things that are in the final game. For stuff that continues a blocked off section of a level, that would be an example of what I would want from this. Likewise, if it is relevant to something cut from the game (like that stone head from Jungle Road), definitely show off context as to where this content may have been. Screenshots of these maps would be highly recommended.--From: divingkataetheweirdo 23:31, 15 March 2013 (EDT)
The maps actually have dates of when they were made. Maybe I should do subpages of them. I'm not quite sure where I would put them so I guess a couple of new subpages are in order. (like we have enough already. lol.) I actually took screenshots beforehand. Btw, that Mayan head is in the early JR map. It's also in the exact spot it was thought to be as well near the Jeep. Glisp 01:12, 16 March 2013 (EDT)
Okay, I've uploaded the first couple of screenshots for that early version of JR. I actually started on the article but I have saved it to a text file for now because I'm sleepy. I'll get back to it later today or early tommorow though. Glisp 02:33, 17 March 2013 (EDT)
- Oh, you're creating a new subpage. I would have just put them in the existing subpages, when they are suitable. --From: divingkataetheweirdo 02:13, 18 March 2013 (EDT)
Yeah, I figured I'd just go ahead and do that because it's a bit different and it's somewhat like looking at a proto but only it's a separate map. Also, any references to physics I make are just assumptions. You see, the person who converted the map to a format usable by Trespasser and TresEd from the 3DS Max format (which is what Trespasser was built in mostly.) also added physics to some of the objects so they could be interacted with. That's the main reason I will disregard most physics. One exception being pushing the Jeep off the ledge. Though I'm deciding if I should add an image of that or not still. As for the town, I'm having issues taking images in game because the EXE's acting weird for me... Thankfully, there's always TresEd but I'd rather take the images ingame for quality reasons. (TresEd has a habit of blurring textures making details harder to see in some cases.) Also, take a look at some of those screenshots I'm uploading. ;) Glisp 02:19, 18 March 2013 (EDT)
Doom Map Images
Hey, I was just wondering how you got SLADE to export black images with white lines instead of transparent with black lines. The former is shown in the editor's preview, but I can't find anyway of making it export them that way. I want to add a few more comparisons to the Doom article and would prefer if they matched the existing images. --Dragonsbrethren 16:13, 8 April 2013 (EDT)
- I used Slade 3.0.0 to extract the graphics. I'm guessing you're using 3.0.2. Anyhow, I'm going to have to get accustomed to the newer version first. What are the worst offenders of your issue? --From: divingkataetheweirdo 16:46, 8 April 2013 (EDT)
- Actually I'm using 3.1.0 alpha r1374, apparently. (Probably grabbed it back when PSX IWAD support was added.) Anyway, I literally just found a way of changing these colors in the advanced options, turns out there are separate settings for the map export and map view options in there, which I had overlooked before. --Dragonsbrethren 17:01, 8 April 2013 (EDT)
- What dimensions do you have the editor set to export map images at? The default is 800x600, but that's too small when I try to crop it to match your E1M4 swastika images (trying to get an image of it from v1.2, which reverses it, before they nixed it entirely in 1.25). --Dragonsbrethren 17:17, 8 April 2013 (EDT)
- I had set the map image sized roughly around 1066*752.--From: divingkataetheweirdo 16:37, 9 April 2013 (EDT)
- What dimensions do you have the editor set to export map images at? The default is 800x600, but that's too small when I try to crop it to match your E1M4 swastika images (trying to get an image of it from v1.2, which reverses it, before they nixed it entirely in 1.25). --Dragonsbrethren 17:17, 8 April 2013 (EDT)
- Actually I'm using 3.1.0 alpha r1374, apparently. (Probably grabbed it back when PSX IWAD support was added.) Anyway, I literally just found a way of changing these colors in the advanced options, turns out there are separate settings for the map export and map view options in there, which I had overlooked before. --Dragonsbrethren 17:01, 8 April 2013 (EDT)
Thanks. The new image I ripped matches up with the others pretty good now. --Dragonsbrethren 11:49, 10 April 2013 (EDT)