A new Trespasser patch/update (Trespasser CE)

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

Post by Slugger »

Hey Dan! Long time no see!

Glad that you finally get to experience Tres as it should be on a Linux machine!
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Re: A new Trespasser patch/update (Trespasser CE)

Post by TheIdiot »

Hey Lee, haven't seen you around for a while, how's the new version patch coming?
Quick question, off the top of your head, do you know if Actiontype 114 (Randomized Instance Teleport) is working in CE? Been trying to get it to work, and I can't seem to do it.
On the subject of teleporting, I was wondering if there is perhaps a bug in the code causing objects to teleport to the the original location of an instance and there exclusively? My example would be a CEntityAttached I have on a weapon; when I try the Teleport Action, all set up correctly and everything, the object I am trying to teleport onto the weapon ends up where the CEntityAttached would have started had I not moved it.
I was told there was a working speargun in TC~Isle? I wasn't able to find it myself...could someone perhaps point me in the right direction? I feel that it could help me solve my problem. :)

EDIT: Nevermind, found the speargun and managed to fix my problem. Sorry, everyone. :sick:
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Re: A new Trespasser patch/update (Trespasser CE)

Post by Lee Arbuco »

I was aiming for roughly around the holidays to take some time to look at the remaining things for the update. Hopefully I can stay with that plan.

I'm not sure if your edit about the fixed problem is referring to only the telport to a weapon or both that and the random teleport, or if they were one and the same?

In case you still have the random teleport problem:

It's there, and I have tested all action types that I added to some extent. It did teleport things with the AT, and it selected a target randomly (from two test destinations IIRC), so the basic operation worked from what I could tell. You could maybe paste your AT "code" and describe more in detail what isn't working so I can see if there's some problem with that or the AT.
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Re: A new Trespasser patch/update (Trespasser CE)

Post by TheIdiot »

I was aiming for roughly around the holidays to take some time to look at the remaining things for the update. Hopefully I can stay with that plan.
Awesome. That palette change fix has me more excited than I think it should. :) Any chance of getting the ATX Spit function or the HUD in for the next patch? Once that's in there isn't really anything else I can think of that ATX has and CE doesn't have.
I'm not sure if your edit about the fixed problem is referring to only the telport to a weapon or both that and the random teleport, or if they were one and the same?
Nope, the issue was simply a single typo in the code for the object - I had an extra } when I shouldn't have. Got rid of it and it was smooth sailing from that point on.
If it could still be considered an issue, from what I can tell, the original AT (not the ATX one) for teleporting objects will only warp objects to the place where the TeleDest instance was when the level started; eg. If I have a gun and I have a trigger set to teleport an empty shell casing to the gun when it is fired, it will only teleport the shell to the place the gun was before I picked it up, not to the gun which would now be in my hand. I don't know if it is an actual bug or if it just needs more testing, but from what I can tell, you can't teleport an object to a moving instance using the original AT. However, the ATX randomize AT works for that if you set a single teleport instance and a single TeleDest, so it's really not a problem. :)
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Re: A new Trespasser patch/update (Trespasser CE)

Post by Slugger »

Hey Lee, any possibility of cleaning up the text in the menu system? Particularly I'm looking at the save menu where you can input the name for the save game:
Click on Image
(Click on thumbnail for full size)
Image
At least on my machine the green text (and the red text I suppose) aren't particularly clear.
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Re: A new Trespasser patch/update (Trespasser CE)

Post by camcomp »

Well ... I've been away (not logged on - but lurking from time-to-time) for just over 10 (yes 10) years and have come out of hiding purely to say my mind is suitably blown.

Running perfectly on 5760x1080. I prefer it with TexFilterD3D=0 for a better bump'in / old-skewl feel, and had a few OpenAL issues (as observed buried in these 4 gazillion posts), but all-in-all pretty amazing stuff.

Lee, I'm a coder (not as my focus, but I hold my own), doing my masters in computer science at UNSW in Sydney. I've skimmed the Tres-source, and some of it is quite beautiful with wonderful polymorphism stuff going on, but I've gotta say that in order to really get inside this beast your skills are way above mine. I get the feeling that you are an evolved / experienced engine programmer ..... I may be wrong, but I don't think so.

I salute you.

P.S. My signature should now read "38 years of gaming", as I'm now 46 and from the just-pre-Vic20 era. Time keeps on slippin'
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Re: A new Trespasser patch/update (Trespasser CE)

Post by machf »

camcomp wrote:Well ... I've been away (not logged on - but lurking from time-to-time) for just over 10 (yes 10) years and have come out of hiding purely to say my mind is suitably blown.

Running perfectly on 5760x1080.
Ah, I remember the time I built an i7 PC with three monitors running at that resolution (back in late 2008 or 2009)... I wish I still had access to it, now that you mentioned how Tres runs perfectly. Unfortunately I quit the company 5 years ago, and it lasted less than 2 years after that. I think that PC was sold as parts at some point...
I prefer it with TexFilterD3D=0 for a better bump'in / old-skewl feel, and had a few OpenAL issues (as observed buried in these 4 gazillion posts), but all-in-all pretty amazing stuff.

Lee, I'm a coder (not as my focus, but I hold my own), doing my masters in computer science at UNSW in Sydney. I've skimmed the Tres-source, and some of it is quite beautiful with wonderful polymorphism stuff going on, but I've gotta say that in order to really get inside this beast your skills are way above mine. I get the feeling that you are an evolved / experienced engine programmer ..... I may be wrong, but I don't think so.

I salute you.

P.S. My signature should now read "38 years of gaming", as I'm now 46 and from the just-pre-Vic20 era. Time keeps on slippin'
Hmmm, looks like you and me are tied in 3rd place here when it comes to who's the oldest on the forum... ;)
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Re: A new Trespasser patch/update (Trespasser CE)

Post by camcomp »

All my PC's have been triple-head since about 2009 ... I run a computer consultancy company that specialises in extreme gaming systems (and servers / networks, but that's boring) so I'm kinda a living sales rep for my own products and just have to have one at home, or course :) ... got a Thrustmaster HOTAS WARTHOG setup for DCS / Elite, steering wheel for Raceroom / iRacing etc .... total geekdom.

Ahhhh .... yes, the 2600 .... mine is LONG gone. Your's would be a true collectors item (especially if it still works).... in fact that's where I wrote my first program, yes, on the Atari ... had the membrane keyboard that clipped over the top of the console with a very simple basic built-in to the rom .... wow, just wow.

Trescom has really come alive with this awesome re-compile / mega-patch. It's more than just a phoenix resurrection, it's an evolution of one of the most interesting / fascinating / unique chunks of code ever boxed and shipped ... like watching Yul Brynner in Westworld lose his AI mind (yes a Michael Crichton reference 8)), to have it finally refined to be more like DATA from NextGen ... when he's not wigging-out too that is.

And on our age, I guess all the members that date back from the early 2000's are reaching a fine-wine like maturity by now .... I'll be a member of this site till I or it dies, lurking or popping ... whichever comes first :)
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Lee Arbuco
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Re: A new Trespasser patch/update (Trespasser CE)

Post by Lee Arbuco »

TheIdiot wrote:Any chance of getting the ATX Spit function or the HUD in for the next patch?
HUD is one of, or the, primary tasks to look at. I will try to look at spit, but I can't currently say if I'll add it or something similar or not.
TheIdiot wrote:from what I can tell, the original AT (not the ATX one) for teleporting objects will only warp objects to the place where the TeleDest instance was when the level started; .. I don't know if it is an actual bug or
It's just how the original AT works. It wasn't made for moving destinations. If the ATX action can be used instead to achieve what's needed then all is well.

Slugger wrote:Particularly I'm looking at the save menu where you can input the name for the save game:
...
At least on my machine the green text (and the red text I suppose) aren't particularly clear.
That certainly looks nasty. Haven't seen that before, ...

Edit: Ok, it's nasty ClearType. Not sure what I can do to counter that. I'll have to investigate. If ClearType is disabled in Windows the text will look fine in the game.

Edit2: Will be fixed in the next update.
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Re: A new Trespasser patch/update (Trespasser CE)

Post by Myg »

Only fix the problems with the game, don't alter any of the game flow itself. That was a gift from Spielberg and the others who did work on directing and producing how it was supposed to play out.
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Re: A new Trespasser patch/update (Trespasser CE)

Post by Lee Arbuco »

Anything altering gameplay would be / is optional.
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Re: A new Trespasser patch/update (Trespasser CE)

Post by Slugger »

Myg wrote:Only fix the problems with the game, don't alter any of the game flow itself. That was a gift from Spielberg and the others who did work on directing and producing how it was supposed to play out.
Meh*. I don't think Spielberg (or his son) had much involvement. From what I remember reading in an interview I think him and Max just stopped by for a single day and designed the fall-truck easter egg.

Anyways, Lee's work is mostly upgrades to the engine, not to how the retail levels are designed. And Lee's work is nothing short of stellar.

(*I saw "meh" because I'm all for pumping out whatever we can get from the EXE.)
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Re: A new Trespasser patch/update (Trespasser CE)

Post by machf »

I concur...
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
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Re: A new Trespasser patch/update (Trespasser CE)

Post by DrShaw »

Hey Lee. I hope you don't mind on giving a statues update on the CE. It been a few weeks from the last time this topic was touch on. (And im just braking the silences here.) and on side notes. How is everyone? I hope you people here are doing well.
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We trespass on his dream and to see the forgotten world that once was alive 65 million years ago now touchable. Who...dares to come trespass....?
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Re: A new Trespasser patch/update (Trespasser CE)

Post by rms »

DrShaw wrote:How is everyone?
Just great, thanks :P (Another sort-of old-timer chiming in!)

rms
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