St3n wrote: ↑Sat Apr 08, 2023 2:18 pmIs there any way to get german strings?
CE adds the feature to replace all of the game's text strings by creating the text file data/menu/game_strings.txt. Alternatively, you can put the file in the data/menu/German subfolder and add the line Language=German in Trespasser.ini under [General].
I've attached a game_strings.txt translated from English to German with Google Translate. I only know a few German words, so I don't know how accurate the translation is, but it should be enough to get you started.
It could do that already?
Well, the best option should be extracting the German strngs from the German executable...
I agree, I just used Google Translate because I don't have the German version of the game.
EDIT: Got it! Attached is a text file with as close as I could get to the official German strings.
rms wrote: ↑Wed Apr 12, 2023 1:53 pm
I'm not German either, but it would be excellent to add options for other languages; save these in a database!
That's a plan I have. I would like to add a "translation" download section, which contains the menu files, as well as the TPAs for the other localized releases for people to download.
Active project:Trespasser: Isla Sorna Status:
BE-PH1: Released
PH2-IT: Pre-released
PL-SUM: In production
"...there used to be more benches, but InGen's workers removed them during the evacuation in the name of framerate."
St3n wrote: ↑Sat Apr 08, 2023 2:18 pmIs there any way to get german strings?
CE adds the feature to replace all of the game's text strings by creating the text file data/menu/game_strings.txt. Alternatively, you can put the file in the data/menu/German subfolder and add the line Language=German in Trespasser.ini under [General].
I've attached a game_strings.txt translated from English to German with Google Translate. I only know a few German words, so I don't know how accurate the translation is, but it should be enough to get you started.
Thank you! I will try it during the weekend.
A first glimpse at the file looks good to me.
I own the german game, in case you need files of it
Last edited by St3n on Wed Apr 12, 2023 8:40 pm, edited 1 time in total.
Is the source code for Tres CE available? I'm having issues with mouse look (on Wine+Box86 on a Raspberry Pi). The vanilla game works fine. Similar issues occurred with LithTech games like Aliens vs Predator 2 until I applied the following patch: https://github.com/haekb/LithFix . I'd like to try something similar for Tres CE, because it's so much better than the base game.
Sadly not. Lee is also MIA. I am not familiar with people running the game on a Raspberry Pi, but on a Linux (as Wine is used there as well). The best I can link with Wine is this: https://www.trescomforum.org/viewtopic.php?p=134488
Otherwise, I hope maybe someone else have some suggestions
Active project:Trespasser: Isla Sorna Status:
BE-PH1: Released
PH2-IT: Pre-released
PL-SUM: In production
"...there used to be more benches, but InGen's workers removed them during the evacuation in the name of framerate."
Deinonychus wrote: ↑Wed May 03, 2023 1:33 pm
Is the source code for Tres CE available? I'm having issues with mouse look (on Wine+Box86 on a Raspberry Pi). The vanilla game works fine. Similar issues occurred with LithTech games like Aliens vs Predator 2 until I applied the following patch: https://github.com/haekb/LithFix . I'd like to try something similar for Tres CE, because it's so much better than the base game.
Oh thanks for AVP2 patch link, I'm looking to replay that soon
Thanks! I was able to successfully install and launch on Wine32 5.0.4, 6.0.4, and 7.0.0 with Raspbian buster for i386. The only gotcha was Box86 - v0.2.2 is the last version that doesn't crash during level load. I didn't debug too much, but it looks like a texture addressing issue and it happens with or without TresCE. Trespass.exe runs fine with software or D3D rendering, but TresCE appears to have the same kind of mouse smoothing induced "zig-zag" behavior as described at https://github.com/elishacloud/dxwrapper/issues/30 for several LithTech games, but adjusting my mouse DPI, vsync, and frame rate, and even swapping out the mouse didn't help. At least TresCE works great on my Windows machine.
I thought I would read a bit in the "Asset Creation Guidelines" design document we have. Among the first thing it mention is to avoid overlapping transparency:
5) Minimize transparency
We're doing well with this already, so this entry is more of an explanation than a guideline: overlapping transparency is one of the slowest cases for us to render. Transparency is a good way to reduce polygon count, but the more layers of transparency the game has to draw and the more screen that transparency covers, the slower it will go.
One of the things we've found out with CE is that it appears that many objects that overlaps each other (like foliage) appears to increase crashes. We know cases were this appears to happen in CE but not in ATX and vanilla. Draco for example made a level which played fine for him, but crashes for other people. This is very likely due to the increase rendering most people use (unlike Draco). So this appears to be a vanilla "issue" that the devs were aware of even in early 1998.
Active project:Trespasser: Isla Sorna Status:
BE-PH1: Released
PH2-IT: Pre-released
PL-SUM: In production
"...there used to be more benches, but InGen's workers removed them during the evacuation in the name of framerate."
Activating the display of the Cyrillic alphabet requires intervention in the system by the user.
I got the impression that the game directly uses the file c_1252.nls - regardless of the parameter registered in the Windows registry.
What is required from the user: either in safe mode, or after booting from a backup flash drive/disk - replace the original с_1252.nls with a renamed copy с_1251.nls
The file that needs replacing is located here - C:\Windows\System32
Hi everyone! I'm a bored programmer on parental leave, with some time to burn. I wasn't able to find this out yet using the search function, but did Lee ever release the source code for the CE patch, or is the best source tree available OpenTrespasser currently?
I'm potentially interested in contributing to a Trespasser engine improvement project, trying to sort out which way means the least duplicated work atm.
Last edited by Sho on Wed Nov 29, 2023 1:03 am, edited 1 time in total.
Sho wrote: ↑Wed Nov 29, 2023 1:01 am
Hi everyone! I'm a bored programmer on parental leave, with some time to burn. I wasn't able to find this out yet using the search function, but did Lee ever release the source code for the CE patch, or is the best source tree available OpenTrespasser currently?
I'm potentially interested in contributing to a Trespasser engine improvement project, trying to sort out which way means the least duplicated work atm.
Hi, and welcome to TresCom!
Sadly Lee went MIA a few years ago, and we have no access to the modified source they made for the CE patch. The best source would be OpenTrespasser but that has been inactive for some years now as well, after they got stuck upgrading to one of the DirectX versions. They do have Discord (link on their GitHub I believe) if you want to join that.
EDIT: I see that you joined their Discord already
Active project:Trespasser: Isla Sorna Status:
BE-PH1: Released
PH2-IT: Pre-released
PL-SUM: In production
"...there used to be more benches, but InGen's workers removed them during the evacuation in the name of framerate."
Welcome! Upgrades to Tres are always welcome. CE works well although since the source is not available, it can't be updated. LtSten here is a programmer, you might ask him if he's interested in the topic.