A new Trespasser patch/update (Trespasser CE)
Moderators: TresCom Support Team, TresCom Board Managers
Re: A new Trespasser patch/update (Trespasser CE)
Hello,
Very sorry for the delay in replying. It's been a hectic week!
It's actually happening on all the levels now! I've tried a variety of resolutions but still with the same result.
EDIT: No luck using Atl-Tab either, it's still red when I come back to the game.
Very sorry for the delay in replying. It's been a hectic week!
It's actually happening on all the levels now! I've tried a variety of resolutions but still with the same result.
EDIT: No luck using Atl-Tab either, it's still red when I come back to the game.
Last edited by Shodan09 on Fri Dec 16, 2016 7:39 pm, edited 1 time in total.
- Draconisaurus
- T-Rex Killer
- Posts: 14089
- Joined: Mon Dec 06, 2004 5:21 pm
- Antispam: No
- Location: Isla Sorna
- Contact:
Re: A new Trespasser patch/update (Trespasser CE)
Hmm. Shodan, have you tried reinstalling the game? And have you tried running the other versions of the EXE, namely the one that comes on the CD and the ATX patch?
-
- Dinosaur egg
- Posts: 6
- Joined: Fri Apr 08, 2016 1:13 pm
Re: A new Trespasser patch/update (Trespasser CE)
That red thing happens to me on my laptop too, and the files are definitely not broken (they work on my desktop.) I think it just has to do with the integrated graphics.
Re: A new Trespasser patch/update (Trespasser CE)
This seems highly likely to me now that you mention it. I had a few problems with Tres on an integrated graphics laptop as well, so this seems to be the problem. That's too bad, but I guess games at the time weren't designed with portable graphics cards in mind.Yuhwryu123 wrote:That red thing happens to me on my laptop too, and the files are definitely not broken (they work on my desktop.) I think it just has to do with the integrated graphics.
- tatu
- -=TresCom Website Manager=-
- Posts: 5103
- Joined: Fri Jun 24, 2005 9:40 pm
- Antispam: No
- Location: Sweden
- Contact:
Re: A new Trespasser patch/update (Trespasser CE)
I have an Acer laptop. My laptop have integrated graphics (Intel) and an external (Nvidia). I can't run CE with the integrated graphics, if I do, I will get a black screen and the hearing the intro movie audio but it is really stuttering. However, running with the Nvidia one instead it works really nicely.
The only issue I have is with the EAX. If I go into a building with those triggers, they don't disable when I go outside again, and the eco effect when firing are still there, but I'm pretty sure this is a setting conflict I haven't bother looking at.
The only issue I have is with the EAX. If I go into a building with those triggers, they don't disable when I go outside again, and the eco effect when firing are still there, but I'm pretty sure this is a setting conflict I haven't bother looking at.
Active project: Trespasser: Isla Sorna
Status:
BE-PH1: Released
PH2-IT: Pre-released
PL-SUM: In production
"...there used to be more benches, but InGen's workers removed them during the evacuation in the name of framerate."
Status:
BE-PH1: Released
PH2-IT: Pre-released
PL-SUM: In production
"...there used to be more benches, but InGen's workers removed them during the evacuation in the name of framerate."
-
- Parasaurolophus
- Posts: 271
- Joined: Tue Aug 05, 2014 7:09 pm
Re: A new Trespasser patch/update (Trespasser CE)
Could you post the contents of your "trespasser.log" file from your laptop.Yuhwryu123 wrote:That red thing happens to me on my laptop too, and the files are definitely not broken (they work on my desktop.) I think it just has to do with the integrated graphics.
- Rebel
- -=TresCom Developer=-
- Posts: 6143
- Joined: Sun Nov 10, 2002 10:26 pm
- Location: That country nobody likes (you know the one)
- Contact:
Re: A new Trespasser patch/update (Trespasser CE)
Does anyone know if Lee left in the foot/leftfoot code in C.E.? In the demo and original retail you were able to assign those models via t-script (like tc isle's compys).
Castaway Final Release Link: https://www.mediafire.com/file/ro5qzl88 ... l.zip/file
Final Walkthru (Updated): https://www.mediafire.com/file/skkxy7b0 ... u.zip/file
Castaway Final (optional update): https://www.mediafire.com/file/2bh23l30 ... e.zip/file
Final Walkthru (Updated): https://www.mediafire.com/file/skkxy7b0 ... u.zip/file
Castaway Final (optional update): https://www.mediafire.com/file/2bh23l30 ... e.zip/file
Re: A new Trespasser patch/update (Trespasser CE)
I believe so - they show up when you have the BONES cheat on.Rebel wrote:Does anyone know if Lee left in the foot/leftfoot code in C.E.? In the demo and original retail you were able to assign those models via t-script (like tc isle's compys).
- Rebel
- -=TresCom Developer=-
- Posts: 6143
- Joined: Sun Nov 10, 2002 10:26 pm
- Location: That country nobody likes (you know the one)
- Contact:
Re: A new Trespasser patch/update (Trespasser CE)
You referring to the compys? The engine auto assigns foot models, but in certain instances, like that of the compy, it was necessary to assign them via t-script as the engine seems to apply a 'one size fits all' approach. The raptors also seem to suffer less glitches (ie. like getting stuck inside sub-objects if walked on) if you assign them their own foot models and set density in lieu of mass.TheIdiot wrote:I believe so - they show up when you have the BONES cheat on.Rebel wrote:Does anyone know if Lee left in the foot/leftfoot code in C.E.? In the demo and original retail you were able to assign those models via t-script (like tc isle's compys).
Castaway Final Release Link: https://www.mediafire.com/file/ro5qzl88 ... l.zip/file
Final Walkthru (Updated): https://www.mediafire.com/file/skkxy7b0 ... u.zip/file
Castaway Final (optional update): https://www.mediafire.com/file/2bh23l30 ... e.zip/file
Final Walkthru (Updated): https://www.mediafire.com/file/skkxy7b0 ... u.zip/file
Castaway Final (optional update): https://www.mediafire.com/file/2bh23l30 ... e.zip/file
-
- Parasaurolophus
- Posts: 271
- Joined: Tue Aug 05, 2014 7:09 pm
Re: A new Trespasser patch/update (Trespasser CE)
If the functionality was in the code then I assume it should work like the original. As far as I recall I'd have no reason to remove something, especially not something that was already optional (via t-script in this case).
Re: A new Trespasser patch/update (Trespasser CE)
Yessir. It looks to me like the foot models are aligned properly on the TC compies - they seem to be the same scale and in the right position as they were in ATX when tested. I've tested it with other dinosaurs too, like the dilophosaurus, and it all works fine! Lee's message above also serves as extra confirmation.Rebel wrote:You referring to the compys? The engine auto assigns foot models, but in certain instances, like that of the compy, it was necessary to assign them via t-script as the engine seems to apply a 'one size fits all' approach. The raptors also seem to suffer less glitches (ie. like getting stuck inside sub-objects if walked on) if you assign them their own foot models and set density in lieu of mass.
Re: A new Trespasser patch/update (Trespasser CE)
That's because there's a minimum size set in the engine... something to do with physics glitches, according to comments in the code, IIRC.Rebel wrote: You referring to the compys? The engine auto assigns foot models, but in certain instances, like that of the compy, it was necessary to assign them via t-script as the engine seems to apply a 'one size fits all' approach.
Hmmm, interesting.The raptors also seem to suffer less glitches (ie. like getting stuck inside sub-objects if walked on) if you assign them their own foot models and set density in lieu of mass.
BTW, there seems to be a problem when you assign foot boxes to quadrupeds in the original, it would be great to get that fixed... I'll take alook at the code again to point out what it is.
Visit The Carnivores Saga - a forum devoted to modding Action Forms' Carnivores, Carnivores 2 and Carnivores: Ice Age games
Tres WIP: updated T-Script Reference and File Formats documents
Sound name listings for the Demo (build 117), Retail (build 116), Beta 103, Beta 99, Beta 97, Beta 96, Build 55, PC Gamer Alpha (build 32) and E3 1998 Alpha (build 22) TPA files
Tres WIP: updated T-Script Reference and File Formats documents
Sound name listings for the Demo (build 117), Retail (build 116), Beta 103, Beta 99, Beta 97, Beta 96, Build 55, PC Gamer Alpha (build 32) and E3 1998 Alpha (build 22) TPA files
- Rebel
- -=TresCom Developer=-
- Posts: 6143
- Joined: Sun Nov 10, 2002 10:26 pm
- Location: That country nobody likes (you know the one)
- Contact:
Re: A new Trespasser patch/update (Trespasser CE)
Let me guess. Only 3 feet have boxes? I defeated that a while ago, but the solution seemed stupid. I had to double assign one of the foot models on remdul's little piggy. It works in the demo engine, but I haven't checked it out in any of the retails. The quadrupeds have no auto-assigned foot models if I remember, they'll basically just fall through anything other than terrain without the below assignments.BTW, there seems to be a problem when you assign foot boxes to quadrupeds in the original, it would be great to get that fixed... I'll take alook at the code again to point out what it is.
Code: Select all
string RightFoot = "$BoarRFoot-00"
string LeftFoot = "$BoarLFoot-00"
string LeftRearFoot = "$BoarREARFoot-00"
string RightRearFoot = "$BoarRightFoot-00"
string Foot = "$BoarREARFoot-00"
Castaway Final Release Link: https://www.mediafire.com/file/ro5qzl88 ... l.zip/file
Final Walkthru (Updated): https://www.mediafire.com/file/skkxy7b0 ... u.zip/file
Castaway Final (optional update): https://www.mediafire.com/file/2bh23l30 ... e.zip/file
Final Walkthru (Updated): https://www.mediafire.com/file/skkxy7b0 ... u.zip/file
Castaway Final (optional update): https://www.mediafire.com/file/2bh23l30 ... e.zip/file
Re: A new Trespasser patch/update (Trespasser CE)
Yes, they have no auto-assigned boxes and the naming is rather unconventional. But no, it's something more than just that. As I said, I need to take another look at the code...Rebel wrote:Let me guess. Only 3 feet have boxes? I defeated that a while ago, but the solution seemed stupid. I had to double assign one of the foot models on remdul's little piggy. It works in the demo engine, but I haven't checked it out in any of the retails. The quadrupeds have no auto-assigned foot models if I remember, they'll basically just fall through anything other than terrain without the below assignments.BTW, there seems to be a problem when you assign foot boxes to quadrupeds in the original, it would be great to get that fixed... I'll take alook at the code again to point out what it is.
Code: Select all
string RightFoot = "$BoarRFoot-00" string LeftFoot = "$BoarLFoot-00" string LeftRearFoot = "$BoarREARFoot-00" string RightRearFoot = "$BoarRightFoot-00" string Foot = "$BoarREARFoot-00"
Visit The Carnivores Saga - a forum devoted to modding Action Forms' Carnivores, Carnivores 2 and Carnivores: Ice Age games
Tres WIP: updated T-Script Reference and File Formats documents
Sound name listings for the Demo (build 117), Retail (build 116), Beta 103, Beta 99, Beta 97, Beta 96, Build 55, PC Gamer Alpha (build 32) and E3 1998 Alpha (build 22) TPA files
Tres WIP: updated T-Script Reference and File Formats documents
Sound name listings for the Demo (build 117), Retail (build 116), Beta 103, Beta 99, Beta 97, Beta 96, Build 55, PC Gamer Alpha (build 32) and E3 1998 Alpha (build 22) TPA files