A new Trespasser patch/update (Trespasser CE)
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Re: A new Trespasser patch/update (Trespasser CE)
That's the distance at which an object is replaced by its imposter (cached 2-D sprite). You may try setting at an ever higher value (150 or 200 metres), but...
Also, remember that some objects have LoD meshes...
Also, remember that some objects have LoD meshes...
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Re: A new Trespasser patch/update (Trespasser CE)
TI had it set at 35, yours at 100... In both instances, a certain giant pyramid popped at exactly the same spot where I dropped my knife.
Is there possibly another setting which is overriding it, or one which must be at a certain value for this value to be read/used?
Is there possibly another setting which is overriding it, or one which must be at a certain value for this value to be read/used?
Re: A new Trespasser patch/update (Trespasser CE)
35 is the default value, the same distance as in plain vanilla Trespasser.Draconisaurus wrote:TI had it set at 35,
As I said:yours at 100... In both instances, a certain giant pyramid popped at exactly the same spot where I dropped my knife.
Is there possibly another setting which is overriding it, or one which must be at a certain value for this value to be read/used?
Also, remember that the various parameters HAVE TO BE PLACED AFTER THE PROPER SECTION HEADER.machf wrote:Did you remember this part?
Code: Select all
;----------- [DisplayDX9] ;----------- UseDX9=True
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Re: A new Trespasser patch/update (Trespasser CE)
What you could do is to use the example trespasser.ini file named "trespasser_dx9.ini" in the config folder of the patch. It should include a basic config that make it looks nicer.
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Re: A new Trespasser patch/update (Trespasser CE)
machf, UseDX9 was set to true in all tested versions.
Tatu, thx I just had a look and... framerate is quite bad in one object-dense area, indicating quality improvement, however the 'pop' was again at the same distance in the test mentioned earlier...
I'm not 100% the exact thing being said here but I am starting to wonder if this value sets the maximum distance that sprites will be rendered. That is, if you turn the value up, objects from further and further away will appear as sprites (instead of not at all). Not sure if this assists us.
EDIT: hold up experimenting in progress
I tried actually turning UseDX9 to False. This at least *does* something - I needed to get even closer to the object before it would pop out of a sprite.
Tried setting the CacheMinDist at 5.0, no luck.
Tatu, thx I just had a look and... framerate is quite bad in one object-dense area, indicating quality improvement, however the 'pop' was again at the same distance in the test mentioned earlier...
Code: Select all
; Min distance before an object or a group of objects can be cached into a sprite/impostor
; (console command CACHEDIST)
;CacheMinDist=15.0
EDIT: hold up experimenting in progress
I tried actually turning UseDX9 to False. This at least *does* something - I needed to get even closer to the object before it would pop out of a sprite.
Tried setting the CacheMinDist at 5.0, no luck.
Re: A new Trespasser patch/update (Trespasser CE)
Can you just post your whole .ini file?
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Re: A new Trespasser patch/update (Trespasser CE)
Was going to edit with that until I saw a hidden user online...
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Re: A new Trespasser patch/update (Trespasser CE)
Your settings definitely make the game look like garbage. Try mine:
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Tres WIP: updated T-Script Reference and File Formats documents
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Re: A new Trespasser patch/update (Trespasser CE)
Well hot damn, you were right.machf wrote:Your settings definitely make the game look like garbage.
The code I sent above happens to have been my latest test of the values, in case lower ones were the key. Turns out they don't make a shit of difference in either direction.
The object I've been using is a massive pyramid in semi-distance with no t-script.
Same results...Try mine:
Re: A new Trespasser patch/update (Trespasser CE)
Maybe for you they didn't, but when I tried them, as I said, they made the game look like garbage.Draconisaurus wrote: The code I sent above happens to have been my latest test of the values, in case lower ones were the key. Turns out they don't make a shit of difference in either direction.
Just in case, after I went back to my original settings, I increased the value from 100 to 400, and well, there were practically no imposters anywhere anymore.
And is it the only thing that is affected by that problem, or does it happen with eveything else in the level too?The object I've been using is a massive pyramid in semi-distance with no t-script.
Are you sure you're using hardware mode, in the first place? Because CE will only work in hardware mode.Same results...Try mine:
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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
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Re: A new Trespasser patch/update (Trespasser CE)
Well, if those settings did affect things on your end I need to look somewhere else for a solution... Let me see.
tpass.ini
Running in hardware mode of course...
I will note that this is a stand-alone CE engine, not an installation attachment.
tpass.ini
Code: Select all
[Settings]
Safemode=0
DDrawCertIgnore=1
Auto Settings=1
RenderQuality=4
Width=1366
Height=768
AutoLoad Temp=0
Max Recommended Tex Dim=256
XView=0
YView=0
Gamma=3
MasterVolume=100
PlaySFX=-1
PlayAmbient=-1
PlayVoiceOver=-1
PlayMusic=-1
UseSubTitles=0
AudioEnable3D=-1
GUIAppWidth=1362
GUIAppHeight=721
LastFileOpened0=D:\Trespasser Twilight\ChaoticianDracMachinema\data\CreepyTown.scn
LastFileOpened1=D:\Trespasser Twilight\ChaoticianDracMachinema\data\CreepyTown.scn
LastFileOpened2=D:\Trespasser Twilight\ChaoticianDracMachinema\data\CreepyTown.scn
LastFileOpened3=D:\Trespasser Twilight\ChaoticianDracMachinema\data\CreepyTown.scn
LastFileOpened4=D:\Trespasser Twilight\ChaoticianDracMachinema\data\CreepyTown.scn
I will note that this is a stand-alone CE engine, not an installation attachment.
Re: A new Trespasser patch/update (Trespasser CE)
Draco, in-game, try using the cheat "CacheMinDist 100" or something like that. It increases the distance that object impostors are allowed to render. That always works on my end. Although, setting the .ini setting to something higher like that should do the trick as well...
As machf said, my .ini file had it set to 35, which was the default distance, as some levels will get horribly unstable when you start setting it higher. 50 seems to be the safest distance I've found.
As machf said, my .ini file had it set to 35, which was the default distance, as some levels will get horribly unstable when you start setting it higher. 50 seems to be the safest distance I've found.
Re: A new Trespasser patch/update (Trespasser CE)
For comparison:
Code: Select all
[Settings]
Safemode=0
DDrawCertIgnore=1
Auto Settings=1
RenderQuality=4
Width=1920
Height=1080
AutoLoad Temp=0
PlaySFX=-1
PlayAmbient=-1
PlayVoiceOver=-1
PlayMusic=-1
UseSubTitles=-1
AudioEnable3D=-1
XView=0
YView=0
Gamma=9
Registry Init=1
Max Recommended Tex Dim=256
Use D3D=1
Video GUID=0000000000000000000000000000000000
D3D GUID=E03DE684AA46CF11816F0000C020156EAA
Video Driver=Controlador de pantalla primaria (display)
Z Buffer Bitdepth=32
Hardware Water=1
Page Managed=0
Triple Buffer=0
Dither=0
GUIAppWidth=1920
GUIAppHeight=1042
LastFileOpened0=E:\demo\data\CarnoTest.grf
LastFileOpened1=E:\demoX\data\pens.scn
LastFileOpened2=E:\demoX\FMs\Winter\data\IF3.scn
LastFileOpened3=E:\demoX\data\fort.scn
LastFileOpened4=E:\demoX\data\machflev.scn
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
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Re: A new Trespasser patch/update (Trespasser CE)
TI, that cheat wouldn't "enter" once typed ingame. Where is the description of various CE cheat thingies?
machf, tested your settings, no change in pop distance.
machf, tested your settings, no change in pop distance.
Re: A new Trespasser patch/update (Trespasser CE)
Derp, it's actually CacheDist...try that one instead, "CacheDist 100".TI, that cheat wouldn't "enter" once typed ingame.
They're in CE's readme:Where is the description of various CE cheat thingies?
New Console Commands
--------------------
Following commands for the in-game debug console were added:
CACHEDIST <dist> - same as the "CacheMinDist" option in "trespasser.ini"
SHEARDIST <dist> - same as the "MaxShearTestDist" option in "trespasser.ini"
DEBUGZ - toggles Z-buffer testing when drawing wireframe debug visuals (like "BONES")
"INVUL" and "TELE" commands are not new per se, but they were originally disabled. CE does enable them
but only in developer mode. To enable enable developer mode functionality you have to enable "LogDevInfo"
in "trespasser.ini". Any value higher than 0 will enable dev functionality. Make sure it goes in the
"[Debug]" section of the ini file.