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PostPosted: Tue Aug 12, 2014 7:23 pm 
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Feel I should update with the FPS numbers to show improvement:

FPS numbers for the new patch:

VC is a solid 60 with the exception of when you are walking in and facing the back, then it goes to about 39-40.

WTC is 60 until the towers load in, then it goes to 50 while walking around the edge of the plaza, 35 while looking up at one fully loaded tower, and 25 looking up at two fully loaded towers.

Trespasser Twilight I pull these FPS:

VC is solid 60 as well, but when you are walking in and facing the back it's 19-20.

WTC is 60 until the LODs for the tower load in, then it drops to 40-30 while walking around the edge of the plaza, 20 while looking up at one fully loaded tower, and 15-16 looking up at two fully loaded towers (I had to move really close to the space between the two towers to get both to fully load, whereas in this update they are fully loaded out on West Street).

I think our fight for getting a minimum 20 FPS is finally over, :lol:

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PostPosted: Tue Aug 12, 2014 7:32 pm 
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I wonder... I don't have the retail installed atm... but is it possible that this will make Trespasser crash a much less on levels with many object? And will it reduce or remove the lag AI does? Like in the town level?

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PostPosted: Tue Aug 12, 2014 9:58 pm 
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Wow. :o This is amazing. Looks beautiful as ever, and if you guys are serious about the FPS boost, this could mean a whole new era of Tres modding. Amazing work.

One question; does this include/is it compatible with the ATX patch? I would love to use this for Return to Jurassic Park. The FPS boosts and draw distances would help stability as well as graphic fidelity by so much. I once ran Tres on my average little computer with 4x AA and 16x aniostropic, my FPS tanked to 5 or 6 in some places.

Once again. This. Great work. Look forward to seeing more addons and features if you have anything planned!

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PostPosted: Tue Aug 12, 2014 10:48 pm 
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Quote:
One question; does this include/is it compatible with the ATX patch?


I'd have to say, negative. I think a lot of what Atx does is address specific, breakpoints would be at completely different addresses within the executable. That's a definite drawback for fan levels that rely heavily on atx's new action types, but then again, most fan levels use the demo engine anyways.

This is still impressive work, none-the-less. I'm hoping to get this onto my desktop and give it a go over the weekend. :)

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PostPosted: Wed Aug 13, 2014 12:16 am 
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Doesn't seem to want to run on my Vista machine, Windows keeps saying it's crashing.

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PostPosted: Wed Aug 13, 2014 12:31 am 
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Rebel wrote:
Quote:
One question; does this include/is it compatible with the ATX patch?


I'd have to say, negative. I think a lot of what Atx does is address specific, breakpoints would be at completely different addresses within the executable. That's a definite drawback for fan levels that rely heavily on atx's new action types, but then again, most fan levels use the demo engine anyways.

This is still impressive work, none-the-less. I'm hoping to get this onto my desktop and give it a go over the weekend. :)


Frak. It'll still be sitting on my harddrive nonetheless with it's own Tres game, it's more than deserving of its own folder.

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PostPosted: Wed Aug 13, 2014 12:33 am 
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Slugger wrote:
Doesn't seem to want to run on my Vista machine, Windows keeps saying it's crashing.


If you could post your trespasser.log and crash.dmp files that could help determine the crash cause.


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PostPosted: Wed Aug 13, 2014 1:27 am 
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Thanks a ton for doing this, Lee! The graphics are amazing. I am especially impressed with the water refraction and FPS increase. I would say it opens many new possibilities for mods - and maybe some will use it - but the lack of ATX support is a big kink in the works. We depend heavily on it for certain upgrades. It would be really awesome if Big Red could return and make a new version for this patch. Someone should definitely PM him about this if they haven't already.

Notes:

I could not get the 3-object-storage to work, after enabling it. How is this done? Has anyone gotten it to work yet?

I happen to have tested out a certain level of mine using the CSetWaterAlphaAction, which I had used to create black water (representing tar), and this was completely ignored in the patch. Not used very often but it does happen; kind of a bummer. Maybe it could be fixed?

Good news! The errors I was having with Trespasser on Windows 8.1 appear to be vanquished. In hardware mode, no more horizon anomalies and FPS is way up. Also, the Video menu no longer glitches. Excellent.

Hmmm how is anti-aliasing turned on? I couldn't find it...

I am curious how you dealt with the issue that the source code was for the unpatched Trespasser? I noticed that jumping works as in the patched version; taking this to mean that you found a way to do it, but how?

Hmmm, just tried to switch to software mode and it doesn't seem to be listed. How does one get software mode rendering? I thought I read somewhere that it's still available...

Finally, I wanted to point this out... My tpass.ini file says that it's rendering textures at 256, however it doesn't appear to be. The following shot is from your patch; the one after is from Trespasser Twilight.
Image
Image

I also just noticed that there are no shadows in your patch..?

Thanks very much anyway - it's quite the experience to play Trespasser with these upgrades.

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PostPosted: Wed Aug 13, 2014 2:08 am 
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Lee Arbuco wrote:
Slugger wrote:
Doesn't seem to want to run on my Vista machine, Windows keeps saying it's crashing.


If you could post your trespasser.log and crash.dmp files that could help determine the crash cause.


Here you are!


Attachments:
crash_logs.zip [12.63 KiB]
Downloaded 61 times

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PostPosted: Wed Aug 13, 2014 2:28 am 
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I don't think attempting to do an ATX for the patch is a good idea. That approach relies on the exact layout of an executable. As soon as there's an update, it's rendered unusable and has to be updated again, painstakingly figuring out new code locations. It's a viable approach if you have an EXE that's around for a decade or so without any updates, but otherwise less so.

If there are specific functions from ATX that are needed, I could maybe look into adding those, but not all of them. Actions might be doable, if I can get some pointers of what these additional actions are.

Quote:
I could not get the 3-object-storage to work, after enabling it. How is this done?


Have you enabled EnableDualStow in trespasser.ini? I would suggest you look at doc\trespasser.ini for a description of how it works. It's not a 3 object storage, it's 2 stowed objects and one in hand.

The short version is, that there's an additional modifier key. If you don't press that then object switching works as always. If you do hold the modifier key (which is either the key also used for rotate arm or rotate wrist) while switching object, it will attempt to only stow the handheld object. However if there already is a stowed object in that slot, it will still do a switch.

Quote:
how is anti-aliasing turned on?


Also done in trespasser.ini, with the MultiSamplingLevel option. Look at the doc\trepasser.ini one for descriptions of all the options.

Quote:
jumping works as in the patched version


Jumping is indeed one of the things that had the v1.1 changes applied.

Quote:
tried to switch to software mode and it doesn't seem to be listed


Software mode is only supported in legacy DX mode. That means you have to disable DX9, by disabling UseDX9 in trespasser.ini.

Not recommended, but it's there. You can also use HW rendering but disable texture filtering (TexFilterD3D=0) in trespasser.ini. That will make the game look very similar to software, but with all the hardware benefits.

Quote:
My tpass.ini file says that it's rendering textures at 256, however it doesn't appear to be


It does work in general. You can clearly see the difference between 128 and 256 when comparing two screenshots of some arbitrary level location. That doesn't rule out some special case bug. It could also be the result of some other setting(s) or something caused by it requiring ATX, since you're missing shadows as well.

Is this a level I can download and see if I get the same result?


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PostPosted: Wed Aug 13, 2014 3:06 am 
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Sadly, when I keep the DX9 option enabled, the levels don't finish loading on my laptop. The progress bars go all the way to the end but then nothing else happens.

However, with it disabled, it works fine. Now my Pens level isn't crashing anymore! And since it didn't rely on ATX, I can finish it now...

Quick question, are the disabled dinosaur activites re-enabled again?

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PostPosted: Wed Aug 13, 2014 3:06 am 
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Slugger wrote:
Doesn't seem to want to run on my Vista machine, Windows keeps saying it's crashing.


I'll have to look at it some more. Meanwhile, it might work if you set the game resolution to 1680x1050. Right now the game is set to 800x600. Unfortunately you'll have to do that manually by editing the registry or switching from registry to tpass.ini and editing the ini file.

I don't know if you're used to registry editing. If you are, then the settings are now found under HKEY_CURRENT_USER/Software/DreamWorks Interactive/Trespasser (the old location is not used any more). Width should be set to 1680, Height to 1050.

If you're not familiar with the registry you can transfer all settings to tpass.ini. You do that by copying doc/tpass.ini to the game directory. Start the game once. Now all settings should've been copied to tpass.ini so you can edit it and change Width and Height there.


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PostPosted: Wed Aug 13, 2014 3:11 am 
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machf wrote:
Sadly, when I keep the DX9 option enabled, the levels don't finish loading on my laptop. The progress bars go all the way to the end but then nothing else happens.


Could you maybe enable DX9 and try to run again and then post trepasser.log from that attempt?

Quote:
Quick question, are the disabled dinosaur activites re-enabled again?


No. If I can get some more specific information on what those are then maybe it can be addressed.


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PostPosted: Wed Aug 13, 2014 3:18 am 
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Code:
PID: 3828
CPU: arch=x86 , fam=586 , cpus=1
SIMD: SSE=2 , 3DNow=0
OS Version: 5.1.2600 Service Pack 2
Desktop resolution: 1280 x 800
Virtual desktop resolution: 1280 x 800
-----------------------------------------------------------
CWD: D:\Archivos de programa\DreamWorks Interactive\Trespasser
-----------------------------------------------------------
Version: Trespasser CE 1.0.124
Target Processor: Intel Pentium Pro / Pentium II
---------------------- user options -----------------------
General::TryIncompleteInstall=False
Sound::NoSavegameSysSettings=True
Memory::SysMemSizeD3D=8192
Memory::MemSizeD3D=220
Memory::TexPoolSizeD3D=16384
Memory::MaxTerrainMem=20000
Memory::MaxTerrainDynaShadowMem=12000
Memory::ExtraTerrainNodes=10
Display::ScreenBitDepth=32
Display::MaxFramerate=61
DisplayDX9::UseDX9=True
DisplayDX9::ScaleModeMenus=2
DisplayDX9::WaterRefraction=False
DisplayDX9::ATOCMode=1
Render::CacheMinDist=60.0
Render::MinCullDistance=50.0
Render::MinCullDistanceShadow=20.0
Render::ObjectCullDistScale=5.0
Render::ObjectCullDistScaleShadow=1.25
Render::CachedObjectCullDistScale=8.0
Render::MinObjectCullDist=100.0
Render::MinObjectCullDistShadow=20.0
Render::MinCachedObjectCullDist=500.0
Render::MinTerrainNodeEvalDist=35
Render::ForceMaxObjectDetail=True
Render::32bitHardwareTextures=True
Render::TexFilterD3D=8
Render::ForceNoBlendTrans=True
MaxQualityParams::MinSubdivison=8
MaxQualityParams::AltMinSubdivision=16
MaxQualityParams::DetailReductionScale=8.0
MaxQualityParams::CullDistScale=5.0
MaxQualityParams::CullShadowDistScale=3.0
MaxQualityParams::WaterResScale=3.0
MaxQualityParams::TerrainTexelScale=3.0
MaxQualityParams::TerrainDistanceScale=3.0
MaxQualityParams::PixelTolAdj=0.25
MaxQualityParams::ResolutionScale=2.0
Sound::MixerFrequency=44100
SoundOpenAL::UseAL=False

Installed Directory=D:\Archivos de programa\DreamWorks Interactive\Trespasser\
Data Drive=E:\TresCD\
Installed=1
Registry Init=1
Auto Settings=1

Video GUID=00000000-0000-0000-0000-00000000
D3D GUID=84E63DE0-46AA-11CF-816F-0000C020
Use D3D=1
Width=1280
Height=720
XView=0
YView=0
Dither=0
Max Recommended Tex Dim=256
Triple Buffer=1
Video Driver=Controlador de pantalla primaria (display)
Hardware Water=1

PlaySFX=-1
PlayAmbient=-1
PlayVoiceOver=-1
PlayMusic=0
UseSubTitles=-1
AudioEnable3D=-1

RenderQuality=4
Gamma=0
Gore=2
SwapSpaceMb=100
-----------------------------------------------------------
** Enumerating D3D9 Adapters (1)...
Adapter 0
   device name: \\.\DISPLAY1
   driver     : ati2dvag.dll
   descr      : ATI RADEON XPRESS 200M Series
   driver ver : 0x0006000E-000A19C9
   vendor id  : 0x00001002
   device id  : 0x00005A62
   subsys id  : 0x01091025
   device guid: D7B71EE2-1922-11CF-5C6A-0321A1C2
   desktop res: 1280 x 800
   non-POT tex: limited support
   Modes
      640 x 480 x 32
      800 x 480 x 32
      800 x 600 x 32
      1024 x 480 x 32
      1024 x 600 x 32
      1280 x 600 x 32
      1280 x 720 x 32
** Enumerating D3D9 Adapters Done

Selected D3D9 Adapter 0 (ATI RADEON XPRESS 200M Series)

CreateDevice: res = D3D_OK ; 1280x720 fmt=22 zfmt=75 cnt=1 ms=0 swap=1 fs=1 hz=0 pres=1 flags=2
Enumerating supported display modes...
   640 x 480 x 32
   800 x 480 x 32
   800 x 600 x 32
   1024 x 480 x 32
   1024 x 600 x 32
   1280 x 600 x 32
   1280 x 720 x 32

** RenderShell CreateScreen(640 x 480 x 32, vram 1)...
Main screen created (640 x 480 x 32, fs 1, vram 1)
Creating renderer (32-bit screen)
** RenderShell CreateScreen Done.

** RenderShell CreateScreen(1280 x 720 x 32, vram 1)...
Main screen created (1280 x 720 x 32, fs 1, vram 1)
Creating renderer (32-bit screen)
** RenderShell CreateScreen Done.



Not too different from the other log:
Code:
PID: 1456
CPU: arch=x86 , fam=586 , cpus=1
SIMD: SSE=2 , 3DNow=0
OS Version: 5.1.2600 Service Pack 2
Desktop resolution: 1280 x 800
Virtual desktop resolution: 1280 x 800
-----------------------------------------------------------
CWD: D:\Archivos de programa\DreamWorks Interactive\Trespasser
-----------------------------------------------------------
Version: Trespasser CE 1.0.124
Target Processor: Intel Pentium Pro / Pentium II
---------------------- user options -----------------------
General::TryIncompleteInstall=False
Sound::NoSavegameSysSettings=True
Memory::SysMemSizeD3D=8192
Memory::MemSizeD3D=220
Memory::TexPoolSizeD3D=16384
Memory::MaxTerrainMem=20000
Memory::MaxTerrainDynaShadowMem=12000
Memory::ExtraTerrainNodes=10
Display::ScreenBitDepth=32
Display::MaxFramerate=61
DisplayDX9::UseDX9=False
DisplayDX9::ScaleModeMenus=2
DisplayDX9::WaterRefraction=False
DisplayDX9::ATOCMode=1
Render::CacheMinDist=60.0
Render::MinCullDistance=50.0
Render::MinCullDistanceShadow=20.0
Render::ObjectCullDistScale=5.0
Render::ObjectCullDistScaleShadow=1.25
Render::CachedObjectCullDistScale=8.0
Render::MinObjectCullDist=100.0
Render::MinObjectCullDistShadow=20.0
Render::MinCachedObjectCullDist=500.0
Render::MinTerrainNodeEvalDist=35
Render::ForceMaxObjectDetail=True
Render::32bitHardwareTextures=True
Render::TexFilterD3D=8
Render::ForceNoBlendTrans=True
MaxQualityParams::MinSubdivison=8
MaxQualityParams::AltMinSubdivision=16
MaxQualityParams::DetailReductionScale=8.0
MaxQualityParams::CullDistScale=5.0
MaxQualityParams::CullShadowDistScale=3.0
MaxQualityParams::WaterResScale=3.0
MaxQualityParams::TerrainTexelScale=3.0
MaxQualityParams::TerrainDistanceScale=3.0
MaxQualityParams::PixelTolAdj=0.25
MaxQualityParams::ResolutionScale=2.0
Sound::MixerFrequency=44100
SoundOpenAL::UseAL=False

Installed Directory=D:\Archivos de programa\DreamWorks Interactive\Trespasser\
Data Drive=E:\TresCD\
Installed=1
Registry Init=1
Auto Settings=1

Video GUID=00000000-0000-0000-0000-00000000
D3D GUID=84E63DE0-46AA-11CF-816F-0000C020
Use D3D=1
Width=1280
Height=720
XView=0
YView=0
Dither=0
Max Recommended Tex Dim=256
Triple Buffer=1
Video Driver=Controlador de pantalla primaria (display)
Hardware Water=1

PlaySFX=-1
PlayAmbient=-1
PlayVoiceOver=-1
PlayMusic=0
UseSubTitles=-1
AudioEnable3D=-1

RenderQuality=4
Gamma=0
Gore=2
SwapSpaceMb=100
-----------------------------------------------------------
Enumerating supported display modes...
   320 x 200 x 32
   320 x 240 x 32
   400 x 300 x 32
   512 x 384 x 32
   640 x 400 x 32
   640 x 480 x 32
   800 x 480 x 32
   800 x 600 x 32
   1024 x 480 x 32
   1024 x 600 x 32
   1280 x 600 x 32
   1280 x 720 x 32

** RenderShell CreateScreen(640 x 480 x 32, vram 1)...
hw zbuffer created (640 x 480 x 32)
hw primary surface bit depth: 32
Main screen created (640 x 480 x 32, fs 1, vram 1)
Creating renderer (32-bit screen)
** RenderShell CreateScreen Done.

** RenderShell CreateScreen(1280 x 720 x 32, vram 1)...
hw zbuffer created (1280 x 720 x 32)
hw primary surface bit depth: 32
Main screen created (1280 x 720 x 32, fs 1, vram 1)
Creating renderer (32-bit screen)
** RenderShell CreateScreen Done.

** RenderShell CreateScreen(640 x 480 x 32, vram 1)...
hw zbuffer created (640 x 480 x 32)
hw primary surface bit depth: 32
Main screen created (640 x 480 x 32, fs 1, vram 1)
Creating renderer (32-bit screen)
** RenderShell CreateScreen Done.

** RenderShell CreateScreen(1280 x 720 x 32, vram 1)...
hw zbuffer created (1280 x 720 x 32)
hw primary surface bit depth: 32
Main screen created (1280 x 720 x 32, fs 1, vram 1)
Creating renderer (32-bit screen)
** RenderShell CreateScreen Done.


Unless I have to wait for a few minutes afterwards or something...

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PostPosted: Wed Aug 13, 2014 3:49 am 
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It shouldn't be necessary to wait. I think getting stuck on the loading screen is something that happened to me at some point early on, but I fixed that. I'll have to try and remember what the cause of that was.

When it's stuck, do you hear any sound? Does anything happen if you press Escape?


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