Re: A new Trespasser patch/update (Trespasser CE)
Posted: Wed Aug 13, 2014 4:06 am
No, nothing at all, for both questions.
TresCom : The Trespasser Fan Gateway...
http://www.trescomforum.org/
I forgot to ask an important question. Are these activities that are already enabled/available through ATX or some other patch, so they're required by some user levels? If not, then it has a very low priority.Lee Arbuco wrote:No. If I can get some more specific information on what those are then maybe it can be addressed.Quick question, are the disabled dinosaur activites re-enabled again?
In the trespasser.ini that's in the exe location, you need to remove the ";" before the graphics update values, they are commented out by default. For my screenshots I just activated the ones there, I haven't looked to see if there were other lines that could be added (too distracted by how well it looks already ).Draconisaurus wrote: Hmmm how is anti-aliasing turned on? I couldn't find it...
I think they are behaviours in the source which the cut out in the final. They are probably just commended out and should be really easy to active again. (Important to make the dinosaurs behave more realistic).Lee Arbuco wrote:I forgot to ask an important question. Are these activities that are already enabled/available through ATX or some other patch, so they're required by some user levels? If not, then it has a very low priority.Lee Arbuco wrote:No. If I can get some more specific information on what those are then maybe it can be addressed.Quick question, are the disabled dinosaur activites re-enabled again?
Most of them are present in the Official "editor" GuiApp if I'm not wrong.tatu wrote:
I think they are behaviours in the source which the cut out in the final. They are probably just commended out and should be really easy to active again. (Important to make the dinosaurs behave more realistic).
Indeed, all you need is to un-comment them. They were left out at the last minute as were several other things in Trespasser. I sent you (Lee) a PM listing them...tatu wrote:I think they are behaviours in the source which the cut out in the final. They are probably just commended out and should be really easy to active again. (Important to make the dinosaurs behave more realistic).Lee Arbuco wrote: I forgot to ask an important question. Are these activities that are already enabled/available through ATX or some other patch, so they're required by some user levels? If not, then it has a very low priority.
Yep, that's where I first got a clue from, then later I looked for them in the source (when we got access to it). In my Pens level I tried re-enabling some of them just to see if they were still in the executable... they weren't, but fortunately they're still in the code.Mickey wrote: Most of them are present in the Official "editor" GuiApp if I'm not wrong.
Incompatibility with ATX, most likely. And the fact that the source corresponded to the unpatched retail (116) rather than the newer versions (117). Maybe it could be uploaded to have some fun (no guarantees)... if whoever compiled it back then agrees.tatu wrote:Those have already been enable one time when the source was leaked, without problems, however, it was never released for some the public for some reason, so they do work.
It's more like "What can I remove to make the game experience affordable with the hardware available in 1998?". Most of what was disabled/removed/chopped down was because computers back then weren't able to perform it at a reasonable rate... and a few bits more because they didn't have time to finish them anymore.Lee Arbuco wrote:Things are usually left out for a reason. It's not some developer sitting there like Mr. Burns, rubbing hands and sadistically thinking "What can I remove to make the game experience worse for everyone? mwahaha".
I specifically remember some of the Raptors in Burroughs not instantly attacking but just approaching and sniffing you. Not sure if that's what you mean, though?machf wrote:ATX tried to creatively emulate some of those behaviors, like jumping, by adding new ActionTypes.
I don't remember whether the Beta had some of them still enabled or not.
Maybe. Anything different from the behavior in the retail could be...Hilwo wrote: I specifically remember some of the Raptors in Burroughs not instantly attacking but just approaching and sniffing you. Not sure if that's what you mean, though?
Oh, there's an interview with the developers where they mention the reasons for that, specifically. If you have ever read Isaac Asimov's short story "Runaround", it can give you an idea of what they described: dinosaurs would basically run in circles because the "weights" for different activities kept them switching back and forth between states. So they disabled several of the activities, and in most dinosaurs just scripted the "weights" to the max so that they would be hungry and/or angry and immediately react upon those emotions (and others had "fear" set to the max so that they would get scared and run away at the first sign of danger). Good scripting (by level designers) can take care of that, at least IMO.Lee Arbuco wrote:Yes, it could've been for performance reasons too.
Great, let us know how it's going. I haven't had time to test it on a different computer yet, BTW, as my PC died a few weeks ago and I'm still attempting to revive it (I thought it was working again, but it died again and this time the OS files in the HDD were damaged, I got another motherboard but I'll install it tomorrow in the morning, now it's already too late to be working on that), and on the other laptop I don't have Trespasser installed, only the demo IIRC...But the fact remains that there currently is not enough knowledge to know for a fact what the repercussions are, because it has not been tested enough (only in a private build). It can very well also have balancing issues, bugs etc.. Again, I can fully understand the desire to enable things, I have that too, but the first priority is to make current things work as they should. Then new things can be added/enabled.
And on that subject, Slugger's DX9 crash should be fixed now and there's a chance that it also caused the loading screen hanging for you machf, but I'm going to look a bit more at that before I make an EXE available that you both can test.
Hey, Slugger, what do you say if we upload your test build for people to see what it looked like? It's also the one I was referring to...Slugger wrote: Additionally, when the source code was first available I went digging through the code an reactivated most of the deactivated piece (i.e. those that were simply commented out). I believe my EXE's are the ones tatu is referring too, in that they were never release "publicly" like you've one in this thread.
Thanks, I'll take a look at it in a little while... (going to do the dishes right now)Lee Arbuco wrote:I've attached the updated test exe. If you (machf) and Slugger could give it a shot and let me know if it fixed the problems, that would be great. Slugger's crash should be fixed, I'm not sure if that also caused it hanging on the loading screen or not.