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PostPosted: Wed Feb 20, 2008 11:37 pm 
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It's sure been a while since I posted anything about Trespasser under Cedega so I thought I might bring anyone interested up to date. I've been amazed at the advancements and improvements that have been made with regular Wine! It works so well now that many Windows programs run almost flawlessly under it. As has always been the case, other Windows programs will running anywhere from disappointingly to not at all.

The good news is, Trespasser is one of the programs that works pretty much flawlessly! That is... in software mode. There are still major obstacles to getting Trespasser running even at all in hardware mode. TresCom memberyochenhsie was the first I know of to run Trespasser successfully under regular Wine. I have since followed suit and can substantiate his findings.

I'm also happy to report that ATX under Linux/Wine also runs without problems... but it does take time and patience to get it installed and configured properly.

That's it for now. :)

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PostPosted: Wed Feb 20, 2008 11:42 pm 
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No success with hardware mode yet?
Isn't there anything that translates DirectX calls into OpenGL calls? That would probably help a lot...

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PostPosted: Thu Feb 21, 2008 12:30 am 
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machf wrote:
No success with hardware mode yet?
Isn't there anything that translates DirectX calls into OpenGL calls? That would probably help a lot...

Hi machf. I wish I knew more about that sort of thing so I could test it. The funny thing is, in the very beginning, Trespasser was working very well in hardware mode, but IsToR and I found that the game would bog down to a crawl every time your "view" included a bitmapped object. As play improved in software mode over the years, there was a noticeable degradation of opposite proportions for play in hardware. I would be most interested in ways to get hardware mode working as well as it used to, only without the bitmap bog down.

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PostPosted: Thu Feb 21, 2008 1:38 am 
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Never tried it out myself under Wine so far but what version you are using for testing? This has a huge influence on the quality. Furthermore it depends on what "extras" you installed ( meaning: IE6 or stuff like that ).

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PostPosted: Thu Feb 21, 2008 3:50 am 
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Dapper Dan wrote:
machf wrote:
No success with hardware mode yet?
Isn't there anything that translates DirectX calls into OpenGL calls? That would probably help a lot...

Hi machf. I wish I knew more about that sort of thing so I could test it. The funny thing is, in the very beginning, Trespasser was working very well in hardware mode, but IsToR and I found that the game would bog down to a crawl every time your "view" included a bitmapped object. As play improved in software mode over the years, there was a noticeable degradation of opposite proportions for play in hardware. I would be most interested in ways to get hardware mode working as well as it used to, only without the bitmap bog down.

Hmmm, a wrapper could possibly do it.
Or maybe it did use a wrapper back then and THAT was the reason for the crawl under the circumstances you describe...
In case you're wondering, a wrapper is a pseudo-driver that translates DirectX calls into OpenGL calls, or viceversa; most commonly, a "Glide wrapper" is one that takes Glide (3dfx Voodoo) calls and translates them into OpenGL or DirectX calls, so that old games which were designed with Glide acceleration only can be run in systems with modern graphics cards...

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PostPosted: Thu Feb 21, 2008 5:58 am 
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So I'm assuming the wrapper would also have to be run under wine along with Trespasser? I'll have to research and see if there is anything similar to this type wrapper in the Linux universe.

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PostPosted: Thu Feb 21, 2008 3:17 pm 
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Hmmm, no, I'd expect Wine to incorporate a built-in wrapper to handle DirectX calls, rather.

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PostPosted: Thu Feb 21, 2008 3:32 pm 
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Cedega does have support for hardware, and it works very well with Half-Life. In Trespasser, you never know what you'll get. Remember this screeshot I posted where all the trees had no foliage? :lol:

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PostPosted: Thu Feb 21, 2008 3:48 pm 
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Yes, I remember it. That was odd. Seein git again, I notice it's not just the trees, but also the bushes and other foliage are missing...

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PostPosted: Thu Feb 21, 2008 4:58 pm 
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Problem with the leafs is that the game uses manual fog coordinates and this is not implemented yet.

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PostPosted: Sun Feb 24, 2008 5:25 pm 
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Dragonlord wrote:
Problem with the leafs is that the game uses manual fog coordinates and this is not implemented yet.

Yes. I just took this one in "hardware" with Wine current.

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It still runs flawlessly in software though.

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PostPosted: Sun Feb 24, 2008 6:23 pm 
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I'm trying to install the latest ATX but can't because it requires either the large or small patch. The patch directions say to make sure the CD is in the tray before running. I do, yet nothing happens. I remember running into this last time. The way I solved it then was to run it in Windows and then transfer everything back over to Linux. A lot of trouble I do not wish to go into again.

I have the contents of the CD in a directory called "trespass." Anyone know if there is a way to install the patch without the CD? Can Trespasser be patched without the CD in Windows?

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PostPosted: Sun Feb 24, 2008 6:50 pm 
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There's a pre-patched executable available for download with ATX too, IIRC...

That mirroring effect looks weird, though interesting...

And I don't see why anything related to fog would affect foliage but not rocks or tree trunks. What's your video card?

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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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PostPosted: Sun Feb 24, 2008 7:38 pm 
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The problem is transparency. The trees are solid objects. For those you simply have to apply an after-fog that tones down the pixel on the screen. For the foliage and bushes though which compose of transparent objects you have to apply fog while rendering since multiple layers are rendered onto each other ( after-fog is not possible this way ). Now the game seems to use manual fog whatever this means ( I left DirectX behind me a long time ago so I don't know anymore what this had been... especially in the old version this game is based upon ). WineHQ though does not yet implement this manual fog which results in two things:
- A TODO warning printed out on the console
- Fallback to manual render mode

The later action breaks the rendering and results in the transparent objects to be forgotten completely. In theory one would have to fix up that function in the WineHQ sources and it should work. After all fog is nothing but a desaturation/colorify operation with the z-distance as the parameter. In OpenGL the fog is calculated automatically. In this case though where it says "manuel fog" I assume they calculate the fog values in software pushing it onto the hardware. I don't know how the WineHW source looks like but chances are that with an OpenGL Extension the manual values can be used.

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PostPosted: Sun Feb 24, 2008 8:15 pm 
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Must be some weird way of implementing fog, then... probably to do with the fact that Trespasser started life as a software-rendered game. I was going to suggest transparency settings only. Didn't it work fine in earlier versions of WIne?

I'm going to try Wine on Windows and see what happens...

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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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