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A new Trespasser patch/update (Trespasser CE)
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Author:  Lee Arbuco [ Sun Aug 10, 2014 9:06 pm ]
Post subject:  A new Trespasser patch/update (Trespasser CE)

This patch (Trespasser CE), that was engineered from genetic material thought to be extinct, provides improved support for modern hardware and Windows versions, but also has some fixes and additions. Read the included documentation for installation instructions and more detailed information.

Change-list highlights:

- support for all display modes (supported by DX and the GPU)
- 32-bit graphics support
- support for a full hardware rendering pipeline (the original uses mixed HW and SW rendering, which has performance and MSAA issues), but texture filtering can be disabled for those that prefer a software rendered retro look
- DirectX 9 support, for an overall more pleasant user experience on newer Windows versions (XP+), and also enables hardware bumpmapping and water distortion effects (if the video card supports it, Shader Model 2.0+)
- OpenAL sound support
- various INI file based parameters for advanced quality adjustments
- option to stow two weapons/items at once (one in the belt and one on the back)
- fixed some stability and other issues, like the disappearing footstep sound bug
- built-in mod support (via a path override system), allows user levels to be installed in separate directories without modifying the game install
- support for HW texture overrides (enabling texture upgrade mods)
- scripting support that can be used for a variety of things from adding HUD to custom Action Types (using the Squirrel script language)

Oooh, ahhh, that's how it always starts. Then later there's running and screaming... In case of any problems always supply the log file "trespasser.log", to make it faster and easier for others to help. If there was a crash then also include the "crash.dmp" file.


MD5 checksum: 3365d79b2062a76e67e3f1228626dbea
SHA-1 checksum: 513186d5e7d219bf5c18228d4591dfba5c1bb235
Build version: 1.0.131

File: tpass-ce_edtools_v107.7z
MD5 checksum: 8faac3eb9d4b5bb9a020288860b54a4a
SHA-1 checksum: ea3527c7f9aeb6925be36d39d479518d8b5af633

tpass-ce_edtools_v107.7z [2.17 MiB]
Downloaded 229 times [2.45 MiB]
Downloaded 410 times

Author:  madppiper [ Mon Aug 11, 2014 9:58 am ]
Post subject:  Re: A new Trespasser patch/update (Trespasser CE)


that's great news - though I am unfortunately receiving a warning from my virus scanner for win32:evo-gen. Could be a false positive of course, but can somebody verify that it is?

Thanks / regards,

Author:  Rebel [ Mon Aug 11, 2014 10:17 am ]
Post subject:  Re: A new Trespasser patch/update (Trespasser CE)

Hey, li' brother. Yeah, it flagged on my machine as well. I'd love to check it out, but without risk -

Author:  Lee Arbuco [ Mon Aug 11, 2014 11:02 am ]
Post subject:  Re: A new Trespasser patch/update (Trespasser CE)

I'm sorry to hear about that. That's certainly a false positive, but I know it doesn't help much for me to say that. All I can offer is googling for evo-gen and false positives, which does come up with a number of reports, in particular with Avast if that's what you're using. Also you could try scanning the exe using an online virus checker, like for example. Virustotal runs it through 55 different virus scanners on the market, and it passes all of them.

Author:  Mickey [ Mon Aug 11, 2014 12:32 pm ]
Post subject:  Re: A new Trespasser patch/update (Trespasser CE)

Clean on my side guys :)
Ran it through virustotal just to make sure and it passed all tests :)

Thanks Lee, have to check it out :yes:

P.s: Nice to know your account is active now Lee :wink:

Author:  hppav [ Mon Aug 11, 2014 1:04 pm ]
Post subject:  Re: A new Trespasser patch/update (Trespasser CE)

I've been playing around with it for awhile... And holy shit it's like I'm playing another game.. :o

With modifying Trespasser.ini, I enabled all sorts of graphics features like Anti-aliasing which made the game look totally different.
Objects, while rendered in 2D at distance, appear to be rendered much clearer, giving a better impression of detail
The game now has a huge draw distance without any noticeable FPS drop.
The sound is beautiful, dino roars are scarier than I've ever remembered them (and that's hard to do).
And the water effects are so much better now that it's amazing.

I don't know why, but on my end it won't decompress the SPZ to SWP anymore, so I had to take the lab level and load it in the ATX exe and then load it in this EXE.
Objects, while rendered in 2D at distance, have a tendency to jump more than they did before, like the image updating has slowed down. Also they are not anti-aliased, but that's a small complaint...

I can't screenshot with PrntScrn, is it another button? I'm pretty sure it was PrntScrn in vanilla Tres. (NOTE: screenshots below were taken by PrntScrning and then alt+tabing out to MSPaint

I decided to take some screenshots, primarily of the Lab level, and then the ultimate test my Visitor Center level. Click on them to expand them. Note: the game appears darker than this when you are playing it for some reason.

It was impossible to not notice the immediate improvement in the appearance of all objects. Imagine what this would look like if we manage to up the texture resolution? Oh boy!

2spooky4me, but take a look at that draw distance beyond the T-Rex's mouth.

Take a look at this more complex shot showing the bus parked at the harbor gates, everything just looks so much better now.

Water refraction! OMG, that is some beautiful thing to see in game, you honestly have to check it out!

The sorting error is still present - making the boxes inside the warehouse visible through the walls and roof - I think Slugger found the variable for it but I'm not sure... But you can barely tell now due to the draw distance.

And now the real test... my Visitor Center:

Wow, this looks so cool with the anti-aliasing! :o

Really nice looking here too 8)

This honestly looks like a different game...

I also like this cool depth of field look going on to the in-game menu.

Holy crap, I can see not only the text... but the FLAMES from this distance.

I swear, animated textures look much more fluid than they do in vanilla Tres...

This is awesome all around, pretty cool job man 8)

Author:  Lee Arbuco [ Mon Aug 11, 2014 1:34 pm ]
Post subject:  Re: A new Trespasser patch/update (Trespasser CE)

hppav wrote:
I don't know why, but on my end it won't decompress the SPZ to SWP anymore
I can't screenshot with PrntScrn, is it another button? I'm pretty sure it was PrntScrn in vanilla Tres.

I haven't run into any problems with SPZ to SWP decompression, at least on the original levels. The screenshot key has not changed and should still work, unless there's some kind of failure to read the image buffer or write the file. The first impression would be that the game doesn't have write-access to the game directory, as both operations will try to save files in there. Is it perhaps a directory where only the Administrator has write access, and due to the game not requiring to run with UAC it can no longer write?

On both accounts the log file may have some clues. It would have to be the log file(s) after running a session where the not working functionality is attempted.

If you can't find any log file then it's very likely a write-access problem.

Author:  hppav [ Mon Aug 11, 2014 1:43 pm ]
Post subject:  Re: A new Trespasser patch/update (Trespasser CE)

Ah, yeah, setting it to Run as Administrator worked, that must have been it, :lol:

How long did it take you to do this btw? It seems like it must have taken a while to get it working this well... The people we had working with the source said they didn't really have a whole lot of time to dedicate to updating the graphics and that it would be a long process that would mean rewriting a good portion of the code...

Author:  Lee Arbuco [ Mon Aug 11, 2014 2:19 pm ]
Post subject:  Re: A new Trespasser patch/update (Trespasser CE)

In the range of two to three months.

Author:  s13n1 [ Mon Aug 11, 2014 3:53 pm ]
Post subject:  Re: A new Trespasser patch/update (Trespasser CE)

Holy shit.

When I get home from work, I've got some catching up to do!

Author:  tatu [ Mon Aug 11, 2014 3:57 pm ]
Post subject:  Re: A new Trespasser patch/update (Trespasser CE)

Cool! Will check it out!

Author:  machf [ Mon Aug 11, 2014 4:34 pm ]
Post subject:  Re: A new Trespasser patch/update (Trespasser CE)

Ooohhh, what's this? Why didn't I check the forum again an hour later yesterday? This sort of thing always happens to me...

Author:  Slugger [ Tue Aug 12, 2014 12:01 am ]
Post subject:  Re: A new Trespasser patch/update (Trespasser CE)

I'm right with you on that sentiment machf -- I saw hppav's Facebook post while I was at work and have been excited for this all day! Looks awesome and a much needed improvement!

Any one try TC Isle with this yet? I bet the graphics look completely modern.

Author:  Lee Arbuco [ Tue Aug 12, 2014 12:22 am ]
Post subject:  Re: A new Trespasser patch/update (Trespasser CE)

I discovered a bug when using tpass.ini. A last minute addition, they always come back to haunt you.

The original post has been edited with links to an updated patch. Sorry for the inconvenience.

Author:  hppav [ Tue Aug 12, 2014 1:06 am ]
Post subject:  Re: A new Trespasser patch/update (Trespasser CE)

Just realized that I hadn't changed registry values for the retail copy of Tres, so the textures are a actually higher resolution and clearer than they appear in my first round of screenshots, here's another round of screenshots that show this:

Visitor Center front showing full resolution textures, which appear much clearer.

Visitor Center interior with full resolution textures, looks even better.

Now for some Jungle Road. It feels so different, almost like I'm playing a mod of another game based off of Trespasser...

Screenshots alone can't do this waterfall justice, it looks awesome in game with the water refraction and better looking texture animation.

Here's the plantation house outside.

And the inside, looks like a completely different game.

Here's the trailers with their complex shapes, looking much nicer now.

And now my unfinished WTC level. This shows the object jumping error a bit with the tower in the background.

Looking up the tower from the ground. I'm not sure if I could do this in Tres before without LOD meshes appearing above me...

And now, both towers without any LOD meshes.... I KNOW Tres couldn't handle that before... And there wasn't really much noticeable slowdown, despite all the polygons being rendered here... And this is exactly the look I was going for before I gave up on it... 8)

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