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PostPosted: Tue Jan 09, 2018 3:58 am 
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T-Rex Killer
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Draconisaurus wrote:
machf, tested your settings, no change in pop distance.

Why is it that in your settings there was no video card selected?

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PostPosted: Tue Jan 09, 2018 4:03 am 
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TI, the cheat entered but yielded no pop distance change.

machf - possilby because this pos laptop has none. It runs things surprisingly well but it is what it is.

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PostPosted: Tue Jan 09, 2018 4:07 am 
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Run the Trespasser demo. Let it detect the video card and select it. Yes, even though the laptop doesn't have a "real" video card, it features a video device or it wouldn't be able to display anything at all. Use that tpass.ini file as the basis for everything else.

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PostPosted: Tue Jan 09, 2018 4:11 am 
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Video GUID=0000000000000000000000000000000000
D3D GUID=E03DE684AA46CF11816F0000C020156EAA
Video Driver=Primary Display Driver (display)

Presume that's it. That's when selecting hardware over software.

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PostPosted: Tue Jan 09, 2018 4:15 am 
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Well, keep that and try the custom trespasser.ini now in the same folder. And load your level there.

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Tres WIP: updated T-Script Reference and File Formats documents
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PostPosted: Thu Jan 11, 2018 1:23 am 
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Location: Canada, eh?
Did you ever manage to fix your issue..?

Quote:
TI, the cheat entered but yielded no pop distance change.

:? Huh. There must be something more to it, then. Something hardware related seems likely, in which case this is outside my expertise...I've played CE on a laptop with an awful integrated graphics chipset in the past and didn't have a problem getting any of the CE DX9 functions working. Don't really know what to say. :cry:

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PostPosted: Thu Jan 11, 2018 1:43 am 
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I'm guessing he isn't really using hardware mode... not properly, at least.
I've got the suspicion that he may have installed Trespasser (performing a HDD install, I guess), then pasted a tpass.ini file right into the Trespasser folder, and pasted the Tres CE executable in there too. Which is the wrong way to do it.
You perform the HDD install, then (optionally) run Trespasser, set your video card. Then you paste the Tpasss CE executable into Trespasser folder, run it, change your graphics settings (if you didn't set your video card previously, do it now). Then you DON'T paste a tpass.ini file in there - your settings are in the registry. If you DO want to use a tpass.ini file, what you MUST do at this stage is copy the (UNMODIFIED) tpass.ini file PROVIDED WITH TRES CE INSIDE THE /DOC FOLDER into your Trespasser folder, and run the game again. That will automatically copy the registry settings into the tpass.ini file, and you can edit it afterwards, since Tres CE will use the settings from that file instead those in the registry from then on.

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PostPosted: Thu Jan 11, 2018 6:16 pm 
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Well then. That should assist some things. I am sort of on burn out from all this atm and will have to try it later.

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PostPosted: Sun Jan 14, 2018 1:57 pm 
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So. Who here knows how to create a stars.dat file for CE?

EDIT: Alright so, apparently it was in the TestScnNght example level Lee put together - grabbed it from Tatu. So Lee described that we could specify a specific time, anywhere and anywhen on Earth, for the star display. However I see no option for entering a date. Anyone know how this works? Here's the file:

https://app.box.com/s/ijx01b853v626b49u7jyk5xf8hyrnstq

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PostPosted: Sun Jan 14, 2018 4:35 pm 
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Draconisaurus wrote:
So Lee described that we could specify a specific time, anywhere and anywhen on Earth, for the star display. However I see no option for entering a date. Anyone know how this works?


Read the "enhanced-sky-reference.txt" found in the patch archive under "stars".

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PostPosted: Mon Jan 15, 2018 2:12 pm 
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Think I have stars figured for now..

Sooo next issue. I can't get any level to have EAX audio environments in CE. Help?

Code:
;------------
[SoundOpenAL]
;------------

UseAL=False

Device=Generic Software

DisableEAX=False

DisableAllReverb=False


EDIT: Bad news - JPDS (using ATX with no CE ever added) doesn't have EAX working, either...

EDIT2: Success! Tatu showed me to an AL thingy to install. Reverb is a go.

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PostPosted: Sat Jan 20, 2018 11:36 pm 
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Quote:
Bad news - JPDS (using ATX with no CE ever added) doesn't have EAX working, either...

A little note on this - it seems CE doesn't play the sounds from custom .TPA files created using TPA Reader correctly, in that the attentuation simply does not work. You can be fifty feet away from a creature and it will sound like it's right next to you. I've never experienced this issue with retail TPAs. That being said, TPAs made using the EffectsEditor that came with CE seem to work perfectly, provided you custom-set all of the attentuation values in the editor.

Quote:
So. Who here knows how to create a stars.dat file for CE?

No idea, I tried it once a while ago but ran into the same question you're asking. Ultimately, I just used a huge, tiled star texture on a layer of CE clouds on top of a black background to make it look like night. Personally, I think THAT level of detail with the stars is a bit unnecessary.

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PostPosted: Sun Jan 21, 2018 12:42 am 
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Well, the CE test scene night linked above has the CE stars in full working order.

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PostPosted: Mon Jan 22, 2018 11:30 pm 
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So did changing CACHEDIST in the console not affect any objects at all, or just not the pyramid?

In other words, if you just load up any old standard level location, and set CACHEDIST 5 then CACHEDIST 500, there is no difference on objects in view? (Depending on situation and settings the differences may be subtle, but when looking closely and switching back and forth between the distances one should be able to spot that it does switch between objects and sprites.)

Also posting your "trespasser.log" after having run a level couldn't hurt.


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PostPosted: Tue Jan 23, 2018 12:51 am 
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Well my original tests were exclusive to a specific, massive, distant pyramid, in part because that was the object I wanted to not be a sprite from the entrance to its valley. I gave up and later visited a crevice full of crystals and the low settings I'd left on were extremely evident, as most were sprites even a few feet away. So basically the only actual issue seems to be this massive distant object thing. I'm not sure what can be done to fix it.

Also we were having serious trouble getting anything in the squirrel code to work, even from our resident expertish programmer. They were able to get a rudimentary understanding of what it was supposed to do but little to no success in execution. Would be nice to have some sort of primer and maybe some additional working examples.

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