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 Mesozoic Revolution

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SpinoInWonderland
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PostSubject: Mesozoic Revolution   Thu Jun 09, 2016 1:15 pm

This mod aims to make JPOG more palaeontologically accurate, as well as adding a few new features.

Changes:


  1. 15 new species with new digsites based on real-life geological formations
  2. More accurate models for the 25 vanilla species
  3. New sounds, for both vanilla and new dinosaur species
  4. New high-resolution skins for the 25 vanilla species, with accurately-feathered coelurosaurs(within modding limits)
  5. General stats sweep - Adjusted stats for every dinosaur and other units based on their estimated sizes, their physical features, and adaptations. For example, large sauropods have massive health, befitting for the largest dinosaurs that ever walked the Earth. If another dinosaur tries to attack one, it will find that they take a long time to wear down! Another example would be Velociraptors not being able to kill a visitor with a single pounce. Seriously, this thing is around the size of a turkey or a coyote! Why should it be effortlessly killing people with a single pounce!?
  6. Large carnivore packs - Allosaurus and the other carnosaurs can form packs.
  7. Building limits massively increased - you can now build your park without worrying of pesky building limits!
  8. Digsite unlock increased - You can now unlock up to 10 digsites at 5 stars.
  9. Maximum number of fossil hunting teams increased to 8 - 4 just isn't enough.
  10. Fossil team base cost decreased - prevents stupidly high prices when you have 5+ dig teams.
  11. Sentry turret downgrade - makes the game more challenging. Now you'll have to get in your helicopter more often. However, the sentry turrets will be cheaper as well.
  12. Jeep fuel upgrade - longer rides...
  13. Safari Maximum Path Length and Balloon Maximum Path Length increased to 5 kilometers - again, I want longer rides...
  14. Starting money increased to 200,000
  15. Maximum dinosaur population increased to 5000 - more dinosaurs, the better
  16. Cheaper trees - Trees no longer drain your money really fast when trying to fill a dinosaur enclosure with the appropriate trees
  17. Night sky (Also no more tornadoes)
  18. New skies, several to choose from


Digsites and dinosaurs list:





New Buildables:


  • Dinosaur skeletal mounts - Triceratops, Sonorasaurus, Deinonychus, Tyrannotitan
  • Plantable trees (added in v1.02) - Araucaria, Acacia


Mod Variants (will be made post-release)These are not part of the main mod and will be worked on after release. Each variant will have it's own exercise-exclusive DLC.

  • Mesozoic Revolution - Time of the Titans

    • This version of MR will only add Jurassic dinosaurs. This is intended to be the successor of my outdated 2012 Jurassic Expansion mod. It's named after the second episode of Walking With Dinosaurs, which focused on the life of the Morrison. Name is very fitting too, considering what the Late Jurassic was like...





  • Mesozoic Revolution - Era of Chalk

    • Only adds Cretaceous dinosaurs. This is intended to be the successor of my outdated 2012 Cretaceous Expansion mod. It's name comes from the fact that the Cretaceous period was named after it's abundance of chalk, more than any other period in the Phanerozoic.





  • Mesozoic Revolution - New Blood

    • Only adds Triassic dinosaurs, and is named after the first episode of Walking With Dinosaurs. This will be the final execution of my Triassic Expansion concept, which was worked on for a while then abandoned.



Notes:



  1. Hell Creek A is the most anachronistic site in the unmodded  game. Literally none of the dinosaurs found there in the vanilla game  are known to have coexisted with one another. Acrocanthosaurus is  from the Aptian-Albian (~125-110 Ma), Parasaurolophus is from the  Campanian (~84-72 Ma), and Torosaurus is from the Maastrichtian (~around  ~72-66 Ma).
  2. The JPOG dilophosaur is anachronistic and undersized, so I replaced it with Ornitholestes. Also, the JPOG Gallimimus is closer to Anserimimus in size than to an actual Gallimimus, and sizing up the model to the size of a real Gallimimus leads to a rather weird model, so I changed it to an Anserimimus.


Download on ModDB


Last edited by SpinoInWonderland on Mon Oct 03, 2016 4:09 am; edited 13 times in total (Reason for editing : v1.02 update)
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SpinoInWonderland
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PostSubject: Re: Mesozoic Revolution   Sun Jun 12, 2016 3:24 am

Update:

HD buildings:
 
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PostSubject: Re: Mesozoic Revolution   Sun Jun 12, 2016 7:38 am

Looks amazing. Keep it up ^_^
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PostSubject: Re: Mesozoic Revolution   Sun Jun 12, 2016 10:31 am

Really good
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PostSubject: Re: Mesozoic Revolution   Sun Jun 12, 2016 10:04 pm

Amazing! What about the Sonorasaurus statue?
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PostSubject: Re: Mesozoic Revolution   Mon Jun 13, 2016 2:24 am

LeahMcFallFan wrote:
Amazing! What about the Sonorasaurus statue?
Doesn't have a skin yet.
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PostSubject: Re: Mesozoic Revolution   Mon Jun 13, 2016 7:05 am

Oh my god! Can't wait to see it!
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PostSubject: Re: Mesozoic Revolution   Sat Jun 18, 2016 7:36 am

It's done. Not the mod itself, the Sonorasaurus mounted skeleton.

Sonorasaurus skeleton:
 
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PostSubject: Re: Mesozoic Revolution   Sat Jun 18, 2016 7:41 am

AWESOME !
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PostSubject: Re: Mesozoic Revolution   Sat Jun 18, 2016 8:47 am

Impressive work, you got there! I'm amazed that one of my favorite sauropods getting a skeletal mount!
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PostSubject: Re: Mesozoic Revolution   Sat Jun 18, 2016 11:58 am

Breathtaking!
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PostSubject: Re: Mesozoic Revolution   Sat Jun 18, 2016 7:40 pm

*O* wot?! oh well dat is most impressive!! do you think the skeletal skins be used like dead skins, just add a bit o meat and maybe some blood stains if needed? dat'd be really something Very Happy
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PostSubject: Re: Mesozoic Revolution   Mon Jun 20, 2016 10:13 am

FTKchuuNINJA wrote:
*O* wot?! oh well dat is most impressive!! do you think the skeletal skins be used like dead skins, just add a bit o meat and maybe some blood stains if needed? dat'd be really something Very Happy
Only for some of the models. Many other models don't look good as skeletons even if they look really nice with normal fleshed-out skins.
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PostSubject: Re: Mesozoic Revolution   Mon Jun 27, 2016 1:12 am

Just curious how will the expansion packs work? Will all the extra 15 species added in the main pack be replaced by the species in the DLC?
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PostSubject: Re: Mesozoic Revolution   Fri Jul 01, 2016 10:56 am

Nice! This Expansion pack looks awesome! It differents itself from jpog alot, which i love! It looks like a new game!
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PostSubject: Re: Mesozoic Revolution   Fri Jul 01, 2016 3:35 pm

Velociraptor Rex wrote:
Just curious how will the expansion packs work? Will all the extra 15 species added in the main pack be replaced by the species in the DLC?
The mod variants (not expansions or DLC, they're technically separate packs) will be as close as possible to the species list in the original 2012 Jurassic/Cretaceous Expansions. It won't be an exact match though.

UPDATE: The ETA has been moved. Adding a large amount of new data to the exercise files at a time seems to be a bit harder than I though, one overlooked mistake could crash the exercise from the loading screen...Anyway, as for mod progress, I only have the remaining exercise files and visitor skins left to do, and maybe one or two more skeletal mounts.
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PostSubject: Re: Mesozoic Revolution   Wed Jul 06, 2016 2:08 am

Another update:

Decided to make "Open Range Safari" more Morrison-centric. Also, "The Lost World" in the initial release won't have any exercise exclusives, as I had trouble fitting in the species I wanted.
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PostSubject: Re: Mesozoic Revolution   Fri Jul 15, 2016 7:50 am

Any news ?
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PostSubject: Re: Mesozoic Revolution   Mon Jul 18, 2016 2:00 am

jpog2 wrote:
Any news ?

The Tyrannotitan skeletal mount and implementation of new additions unto exercises is completed. All I need to do is skin the Deinonychus skeletal mount and skin the visitors for the sake of consistency.

UPDATE: All the skeletal mounts are complete.
Dinosaur skeletal mounts:
 
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PostSubject: Re: Mesozoic Revolution   Mon Jul 18, 2016 11:47 am

Lookin' good! Wink

Can we expect flesh and blood appearances for the Tyrannotitan and Sonorasaurus anytime down the line?
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PostSubject: Re: Mesozoic Revolution   Thu Aug 11, 2016 11:19 am

Any news further? Still how long does it take to complete this mod?
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PostSubject: Re: Mesozoic Revolution   Fri Aug 12, 2016 2:52 pm

khanthetiger101 wrote:
Any news further? Still how long does it take to complete this mod?
Almost there. Those background/loading screens along with the dinopedia icons took longer than I though. I also don't have as much time for JPOG as I used to.
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PostSubject: Re: Mesozoic Revolution   Fri Aug 19, 2016 2:42 pm

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PostSubject: Re: Mesozoic Revolution   Fri Aug 19, 2016 3:07 pm

Excellent. Can't wait to play it
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PostSubject: Re: Mesozoic Revolution   Sat Aug 20, 2016 12:45 am

Thanks for the release Very Happy
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PostSubject: Re: Mesozoic Revolution   Sat Aug 20, 2016 7:31 am

So after trying this mod out there are quite a lot of bugs that need ironing out. Especially the fact that all structures and fences are pure white
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PostSubject: Re: Mesozoic Revolution   Sat Aug 20, 2016 12:16 pm

PrimevalBrony wrote:
So after trying this mod out there are quite a lot of bugs that need ironing out. Especially the fact that all structures and fences are pure white
Have you tried messing around with your graphics settings? Someone else also had that white structures bug, and messing around with the graphics settings fixed it.

http://comments.deviantart.com/1/629258602/4203688582

EchoGreen/DPJWei also pointed out a couple of bugs in the exercises, the bugfixes for those are available and the v1.01 patch is also being updated to incorporate the second bugfix (the second bug initially slipped past me when I fixed the first one).
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PostSubject: Re: Mesozoic Revolution   Sat Aug 20, 2016 3:50 pm

I have literally maximised all graphics and the buildings and fences are still white
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PostSubject: Re: Mesozoic Revolution   Sat Aug 20, 2016 6:15 pm

how do I have unlocked the 12 points of excavation because even in b are from 10 to unlock , you can teach how to set to get the 12 ?
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PostSubject: Re: Mesozoic Revolution   Sat Aug 20, 2016 10:51 pm

Use the Open to the Public cheat to unlock the remaining 2 dig sites. Left, down, right, up, [, ]. Works for every game mode.
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PostSubject: Re: Mesozoic Revolution   Sat Aug 20, 2016 11:57 pm

PrimevalBrony wrote:
I have literally maximised all graphics and the buildings and fences are still white

That's odd, mine works fine when I tested on a fresh installation and the fix worked for someone. Are you running the game in 32-bit? I haven't tested what happens in 16-bit.

mcblegal123 wrote:
how do I have unlocked the 12 points of excavation because even in b are from 10 to unlock , you can teach how to set to get the 12 ?

See EchoGreen's post above.

As for the digsite cap issue, I can't fix it, and I don't know the cause of it either. AFAIK, the cap only seems to affect Site B though, you can unlock all the digsites in Operation Genesis mode and the exercises without using the Open to the Public cheat (the only cheats I used to test it were the ones which raised the star level).
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PostSubject: Re: Mesozoic Revolution   Sun Aug 21, 2016 12:21 am

Just curious but how do you prevent the dinosaurs from shrinking and growing?
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PostSubject: Re: Mesozoic Revolution   Sun Aug 21, 2016 1:22 am

Velociraptor Rex wrote:
Just curious but how do you prevent the dinosaurs from shrinking and growing?
Um, dinosaurs don't randomly change size by default, and this mod does not have such a feature.
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PostSubject: Re: Mesozoic Revolution   Sun Aug 21, 2016 4:06 am

I'm running it in 32-bit and I did try 16-bit. Both times they turned up white
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PostSubject: Re: Mesozoic Revolution   Sun Aug 21, 2016 5:05 am

PrimevalBrony wrote:
I'm running it in 32-bit and I did try 16-bit. Both times they turned up white
That's odd, there wasn't a single time when I encountered that error when testing out a fresh installation without any other mods.

Did you install it correctly? If asked to overwrite, click yes to all of them.
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PostSubject: Re: Mesozoic Revolution   Sun Aug 21, 2016 5:08 am

I did so. Didn't work
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PostSubject: Re: Mesozoic Revolution   Sun Aug 21, 2016 11:19 am

PrimevalBrony wrote:
I did so. Didn't work
Then either your download got corrupted somehow or that your computer can't render the building textures for some reason. No idea what's causing it now, that's really odd.
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PostSubject: Re: Mesozoic Revolution   Sun Aug 21, 2016 11:20 am

Maybe redownloading the .rar and doing it might help?
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PostSubject: Re: Mesozoic Revolution   Sun Aug 21, 2016 11:22 am

PrimevalBrony wrote:
Maybe redownloading the .rar and doing it might help?
Probably, I hope so.
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PostSubject: Re: Mesozoic Revolution   Sun Aug 21, 2016 11:24 am

I'm trying that now by downloading v1.01
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PostSubject: Re: Mesozoic Revolution   Sun Aug 21, 2016 12:36 pm

Could it just be the computer can't handle the resolution? My game won't even start up sadly with the complete mod, all the skins seem to break it. I picked it a part and narrowed it down to all the skies, grass type 128.dds, and from the dig sites to the bottom file in the matlibs (minus the dinopedia which works fine), would it be possible to make a lower res version some time?
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PostSubject: Re: Mesozoic Revolution   Sun Aug 21, 2016 1:05 pm

•Caius• wrote:
Could it just be the computer can't handle the resolution? My game won't even start up sadly with the complete mod, all the skins seem to break it. I picked it a part and narrowed it down to all the skies, grass type 128.dds, and from the dig sites to the bottom file in the matlibs (minus the dinopedia which works fine), would it be possible to make a lower res version some time?
Well, I do have one planned when I have time to do so.

EDIT: Can your computer handle the Forgotten's skins? I need to find out how much smaller I could make the lower-resolution skins.
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PostSubject: Re: Mesozoic Revolution   Sun Aug 21, 2016 3:38 pm

SpinoInWonderland wrote:
Velociraptor Rex wrote:
Just curious but how do you prevent the dinosaurs from shrinking and growing?
Um, dinosaurs don't randomly change size by default, and this mod does not have such a feature.
It must be a PMEP file then :p


Also since the core mod is done, will the extensive exercise specie list be implemented?
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PostSubject: Re: Mesozoic Revolution   Mon Aug 22, 2016 12:08 am

Velociraptor Rex wrote:
SpinoInWonderland wrote:
Velociraptor Rex wrote:
Just curious but how do you prevent the dinosaurs from shrinking and growing?
Um, dinosaurs don't randomly change size by default, and this mod does not have such a feature.
It must be a PMEP file then :p


Also since the core mod is done, will the extensive exercise specie list be implemented?
Well, the PMEP did have a size variation feature for some time (it was removed at some point though). Maybe you downloaded PMEP back from before that feature was removed?

There will be new species introduced to the exercises in v1.02 Wink
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PostSubject: Re: Mesozoic Revolution   Mon Aug 22, 2016 3:27 am

The mod is so cool. I love it. By the way, how can I add the exercise exclusive dinos into the main game?
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