Glad to see this thread is getting so much activity and progress... It's sounding good.
Lee Arbuco wrote: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.
Hmmmm thanks! I figured it out, but your description is incomplete. As I discovered, you can only swap your current item with an item of the same size, if you are holding one and stowing two. So if you're holding a hunting rifle, with an AK-47 on your back, and you want to hold the ruger readhawk on your belt, you'll need to drop the hunting rifle first. It still works but I think it should be said somewhere.
Also done in trespasser.ini, with the MultiSamplingLevel option. Look at the doc\trepasser.ini one for descriptions of all the options.
Thanks, didn't know what multisampling was... oopz.
Jumping is indeed one of the things that had the v1.1 changes applied.
That's awesome! How did you get the code for it?
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.
Hmmm, not recommended indeed. I have a small story to tell about it. As I recall, I commented out UseDX9, loaded her up, went to video options and switched to software mode. Suddenly, the menu was tucked away into the upper left-hand corner of the screen! Everything else was black, but after the level loaded, the rest of my desktop appeared, with Trespasser running in that corner... and uh... well:
Something's... not quite right, haha. The entire terrain looked like that, and there was no sky. Don't think there was any fog either, and the LOD sprites were miscolored. Water was colored green and had no ripples. Everything else appeared to be fine.
As a note, hardware mode worked fairly normally. Odd thing is... when using Tres CE, the menu is shrunken on my screen. Somehow the resolution is larger than the menu. Using classic hardware mode, this is not the case, so I'm guessing this is directly linked to the use of DX9. Not a huge bug; I think we could live with it, but might be nice to fix.
Next thing I noticed was that the tpass.ini file still had textures set to 256. It normally always resets to 128 when you switch drivers or install an engine for the first time. Very nice!
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.
Just tried this out... Man that's cool! Works like a charm. I want to note that in this mode I noticed distant terrain being far less blurry (higher res textures) than normal - that's just amazing. Normally Tres terrain is fairly unsightly.
I want to mention another error, here - in conjunction with the main menu being shrunken on the screen, the cheat-entry-line (console?) ingame is now situated higher and more rightward, sort of floating on the screen. Not a serious error but might be fixable, perhaps at the same time as the menu.
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?
Well I have interesting news. It seems that after going out of and back into DX9, shadows are present and textures are at full res. I do not know what happened - definitely a bug but I fear I won't be able to help any further, as I no longer have said bug...
I want to mention a basic error of Trespasser's - the fog color. In software mode, fog color works exactly as it should. There are triggers in each level to set the properties of fog, including color. This does not work in hardware mode - the fog renders white by default (Big Red said it is loaded along with the main menu, IIRC), and I *think* it will render that level's fog onto a following level if one is loaded (being then backlogged fogged). I recall fixing this in several of my mods using a separate ATXconfig.ini for each one. This is a hassal as often players will not bother to install it, or keep it around after they are done playing the mod and wonder why all their levels have freaky fog now. Fog color is a vital component of a mod, which can make or break the intended emotion. In fact, the entire retail game suffers from incorrect fog color when played in hardware mode; early levels feature a CBackdrop object of distant Mt. Watson which is the wrong color because it is coded for the fog color of that level, not the previous one. So, it would be a great help if this were fixed.
Hmmm, I don't see a reply to my comment about the non-working CSetWaterAlphaAction with the patch. Would really suck if a basic script command (not from ATX) no longer works because of an upgrade to the engine. Are there plans to fix this or are you leaving it alone? I can send you the level if you need to see it to work on this error.
So I want to add my two cents on the matter of enabling disabled dinosaur activities. I understand you are a very knowledgeable person when it comes to game programming, or you wouldn't be able to do this. But I ask that you trust the people here (including and perhaps especially the programmers) to know what's best for the game we have loved and worked on for years. We have seen the deactivated actions in action using GUIApp and are aware of how they impact gameplay, positively and negatively. To
assume that we would not gain from discovering the nature of deactivated components of the engine seems very misdirected. Certainly there could be parts to stay away from, but I ask you to trust that the community is familiar with the engine after all this time. We are not simply a group of gamers who you're giving a better game to. We hack and modify the game and have an educated standing to make such decisions about what's best in many cases.
As for ATX matters... I understand this one is really up to you (and/or Big Red if he can be involved), but I wish to stress that so much of our work, past and future, depends on ATX that it is perhaps a bigger issue than you realize. Many if not most of the released mods in recent years use ATX in some way. Playing these levels without the proper actiontypes available will cause them to malfunction. I don't want to see bunches of people playing broken levels because the graphics are so much better, and I don't want to see ATX go down the drain for future levels because people want to take advantage of the improved level stability of this new Tres CE (which is a very vital capacity you offer to us). I will also note that ATX offers vital modder tools such as the ability to fly around levels ingame; I was just in a level to perform a test in Tres CE and couldn't do it because my destination was 2/3rds of the way across the map and I couldn't fly there (and don't have the time to play 2/3rds of the level for what should take less than a minute). Then there is simply the fact that I don't want to see all of Big Red's work go to waste; he spent a lot of time accepting requests and adding features, we just can't afford to lose it.
Btw, Trespasser CE might as well mean Custom Edition. No one uses the old Trespasser Custom Edition anymore (it has an outdated version of ATX, and was replaced by Trespasser Twilight), and Tres CE already referred to that package, so you've got an issue either way. I would be fine with calling this new release Trespasser Custom Edition, personally. Sounds appropriate.