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Re: A new Trespasser patch/update (Trespasser CE)

Posted: Fri Dec 16, 2016 7:39 pm
by Shodan09
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.

Re: A new Trespasser patch/update (Trespasser CE)

Posted: Mon Dec 19, 2016 1:21 am
by Draconisaurus
Best of luckk .. ;)

Re: A new Trespasser patch/update (Trespasser CE)

Posted: Thu Dec 22, 2016 2:56 am
by TheIdiot
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?

Re: A new Trespasser patch/update (Trespasser CE)

Posted: Sat Jan 21, 2017 8:58 am
by Yuhwryu123
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)

Posted: Sat Jan 21, 2017 10:48 am
by TheIdiot
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.
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. :(

Re: A new Trespasser patch/update (Trespasser CE)

Posted: Sat Jan 21, 2017 8:48 pm
by tatu
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. :)

Re: A new Trespasser patch/update (Trespasser CE)

Posted: Mon Feb 13, 2017 2:03 am
by Lee Arbuco
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.
Could you post the contents of your "trespasser.log" file from your laptop.

Re: A new Trespasser patch/update (Trespasser CE)

Posted: Sat Feb 18, 2017 3:39 pm
by Rebel
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).

Re: A new Trespasser patch/update (Trespasser CE)

Posted: Sat Feb 18, 2017 9:07 pm
by TheIdiot
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).
I believe so - they show up when you have the BONES cheat on. :)

Re: A new Trespasser patch/update (Trespasser CE)

Posted: Sun Feb 19, 2017 4:26 am
by Rebel
TheIdiot wrote:
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).
I believe so - they show up when you have the BONES cheat on. :)
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)

Posted: Sun Feb 19, 2017 5:27 pm
by Lee Arbuco
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)

Posted: Sun Feb 19, 2017 8:48 pm
by TheIdiot
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.
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.

Re: A new Trespasser patch/update (Trespasser CE)

Posted: Mon Feb 20, 2017 7:12 am
by machf
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.
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.
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.
Hmmm, interesting.

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.

Re: A new Trespasser patch/update (Trespasser CE)

Posted: Mon Feb 20, 2017 8:54 am
by Rebel
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.
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.

Code: Select all

 
    string RightFoot = "$BoarRFoot-00"
    string LeftFoot = "$BoarLFoot-00"
    string LeftRearFoot = "$BoarREARFoot-00"
    string RightRearFoot = "$BoarRightFoot-00"
    string Foot = "$BoarREARFoot-00"
    

Re: A new Trespasser patch/update (Trespasser CE)

Posted: Tue Feb 21, 2017 8:47 am
by machf
Rebel wrote:
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.
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.

Code: Select all

 
    string RightFoot = "$BoarRFoot-00"
    string LeftFoot = "$BoarLFoot-00"
    string LeftRearFoot = "$BoarREARFoot-00"
    string RightRearFoot = "$BoarRightFoot-00"
    string Foot = "$BoarREARFoot-00"
    
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...