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Old 19-02-10, 20:20   #31
rr_carroll
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Good eye, Great Chi!

Here are TombViewer shots from the two versions:

Behind the gate, looking away from round building -

Original:


Soldout:


An extra column is visible in the Soldout version.

Behind the gate, looking through it to the wall switch (not visible):

Original:


Soldout:


Two extra columns are visible in the Soldout version.

I played both levels a little, using the Times Exclusive Level:

In front of the gate, looking at the wall switch:

Original:


Soldout:


As you see, the gate is one square farther away in the Soldout version.

In both versions, crawl corner bugs allow you to pass the gate in both directions. So I don't see any play difference; maybe Soldout lets you drive the motorcycle more out of the shooters' lines of sight.
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Old 19-02-10, 20:42   #32
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How about ....... going by the position of the baddie behind the gate in the origional version, it may have been possible to get the baddie trapped in by the opened gates, wheras the soldout version with more columns, creates a wall for the opened gate to rest against, preventing this possible problem.

The baddie is still in the same starting position in both versions, and triggers to life when the gates open.

We are still playing detective here
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Old 19-02-10, 21:00   #33
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TombViewer shots of Sacred Lake:

Original:


Soldout:


Lara crawls from the middle of the horizontal green passage to the left, then stands and pulls up to a higher passage going back to the right. In Soldout, she probably has to jump to catch the higher passage, and it's harder to spot. Notice how the designs are squashed a bit to fit in an extra piece about half a cube high.

In City of the Dead, in Original when the gate is open, you can get behind it on one side, but so what? Oh, you edited in the answer while I was posting!

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Old 19-02-10, 21:07   #34
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Quote:
Originally Posted by rr_carroll View Post
....In City of the Dead, in Original when the gate is open, you can get behind it on one side, but so what? Oh, you just said!
These modifications to the 'City of the dead' and 'Sacred lake' are very minor, and I think we are jumping at straws here to out-think the designers, so I say, lets hear what other members think what the reasons could be for these very small changes

If they are interested
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Old 19-02-10, 22:07   #35
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I have the Sold Out version. Why's it different? And how is it on PS?
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Old 20-02-10, 00:32   #36
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SUMMARY SO FAR....
If you read the whole thread from the start, you will note that there was a sneaky shortcut using the jeep in 'KV5' level (origional launch disk), that was sorted in the later soldout disk by the introduction of rocks.

Now we have found some minor changes to 'City of the dead' and 'sacred lake'

For you to check your PS version, you would have to play the levels and see what PC version it resembles
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Old 20-02-10, 02:21   #37
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I'm unable to use the Times level to play these levels completely - Lara soon runs into invisible barriers. Anyone know how to get around this? I suspect the game has something besides the times.tr4 file to set the "outer limits" of gameplay.
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Old 20-02-10, 09:59   #38
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Quote:
Originally Posted by rr_carroll View Post
I'm unable to use the Times level to play these levels completely - Lara soon runs into invisible barriers. Anyone know how to get around this? I suspect the game has something besides the times.tr4 file to set the "outer limits" of gameplay.
Thats quite common with a poor TR4 player like times exclusive or any demo. You will need a decent TR4 custom level player.

Goto www.TRLE.net and select a reasonable sized TR4 level that says 'level playable, no trle required'. This will have a built in TR4 .exe and play automatically.

You then rename and replace the data file as you would in times exclusive. The only thing that may be wrong after that, is the music files, as it will be geared up for that specific game, but will not affect the game.

Cheers Chi
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Old 20-02-10, 17:03   #39
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Thanks, Chi!

Edit: Your advice worked (of course). Here's a comparison between the two Sacred Lakes, at the left end of the green horizontal passage. Lara is looking at the higher crawlspace she must jump to and pull up.

Original:


Soldout:


In the second, you can't just run against wall and jump up; you must position Lara carefully so she's not under the lip, but is close enough to catch.

But still, the change is small. Could these changes have been put in to establish the source in case of piracy?

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Old 20-02-10, 17:50   #40
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^I don't think TR4 levels work with TRLE levels... something about compressed and uncompressed sounds; maybe you can no-CD patch your TR4 game and modify the script.dat to enable select level and DOZY.
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