TresCom Forums

TresCom : The Trespasser Fan Gateway...
It is currently Tue Sep 18, 2018 8:12 pm

All times are UTC




Post new topic Reply to topic  [ 1091 posts ]  Go to page Previous  1 ... 59, 60, 61, 62, 63, 64, 65 ... 73  Next
Author Message
PostPosted: Sun Jan 28, 2018 10:28 pm 
Offline
Parasaurolophus
Parasaurolophus

Joined: Tue Aug 05, 2014 7:09 pm
Posts: 268
machf wrote:
I still maintain that it's much simpler to use an entry in the .INI file

I did consider that option, but I'm really not liking it for this particular thing. The reason being that it means that user created levels that contain EvaluateAll triggers will not be able to trust that it works, if the user can change it as an ini option.

With the one in the original level, it's not critical, but user levels could potentially use it in critical game logic and I don't want to introduce uncertainty. Either the trigger works fully or it doesn't (and I provide other solutions like script to make it work), and the way it works is 100% reliable.


I did play that level portion today, and I must say I'm quite fond of how populated/alive and tense it feels with the additional raptors coming in. Especially with CE's ability to have more of them active. This just make the decision much harder :?


Top
 Profile  
 
PostPosted: Mon Jan 29, 2018 3:33 am 
Offline
T-Rex Killer
T-Rex Killer
User avatar

Joined: Mon Dec 06, 2004 5:21 pm
Posts: 10990
Location: Portland, OR
Lee, an external optional fix sounds like the solution, then, to not interfere with preexisting scripts.

TI, 24 bit bmps appear fine for me, as well, including the HD beach textures you made earlier.

_________________
Image
Image Image T-Script Reference / Trespasser Twilight / JP Dark Secrets / Tres File Box


Top
 Profile  
 
PostPosted: Mon Jan 29, 2018 4:23 am 
Offline
T-Rex Killer
T-Rex Killer
User avatar

Joined: Thu Apr 24, 2003 11:20 pm
Posts: 10847
Location: Lima, Peru
Lee Arbuco wrote:
This just make the decision much harder :?

Decisions, decisions...

Out of curiosity, does build 117 (demo executable, patched retail or retail in languages other than English) fix that behavior?

_________________
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


Top
 Profile  
 
PostPosted: Mon Jan 29, 2018 5:29 am 
Offline
Albertosaurus
Albertosaurus
User avatar

Joined: Thu Feb 20, 2014 9:13 pm
Posts: 2440
Location: Canada, eh?
Quote:
I have a handful of 24-bit BMP replacements that I always load, as a way to monitor that stuff works, and haven't seen any problems. Maybe it's something specific to the type of BMP you're using. As the "LevelAuthorReadme.txt" doc states

That's a possibility, I'll take a look. Can't remember where I got the pack I was having problems with, or I'd provide a link.

Quote:
TI, 24 bit bmps appear fine for me, as well, including the HD beach textures you made earlier.

Those aren't BMPs, they're DDS textures..? Is there another texture pack you're using?

_________________
Image

My currently active projects:
Return to Jurassic Park: A Trespasser Mod - Forum or ModDB | Trespasser HD: Beach (Released!) / Jungle Road | TheIdiot's release thread


Top
 Profile  
 
PostPosted: Mon Jan 29, 2018 5:52 am 
Offline
-=TresCom Website Manager=-
-=TresCom Website Manager=-
User avatar

Joined: Fri Jun 24, 2005 9:40 pm
Posts: 3303
Location: Sweden
About Trespasser's bug testing: They did have a few people testing it full time. However, it should be worth noting that I think the only way the testers would find that "EvaluateAll" thing would be if they knew about it and specifically tested it to begin with. And it is very possible the devs knew about the bug but never got around to fix it as they had to release it by their deadline.

Personally I would rather see it fixed without having to enable it anywhere as I see it as a bug. Does a fan level include it to this point anyway? In any case, it would be easier to include fixed .scn and .grf files for IJ modified to work as it does with the script fixed.
Having it as a .ini option might be a bit messy imo, specially for new people and those who doesn't want to go through everything just for that. Someone should write a config program where you can edit the .ini file that contain comparison images etc :P

_________________
"...there used to be more benches, but InGen's workers removed them during the evacuation in the name of framerate."

"The main laboratory and administrative buildings. This is where we made our work, where the real magic trick happen. When they are in need of height fixing, they'll come here." - Hammond


Top
 Profile  
 
PostPosted: Mon Jan 29, 2018 10:33 am 
Offline
Parasaurolophus
Parasaurolophus

Joined: Tue Aug 05, 2014 7:09 pm
Posts: 268
tatu wrote:
However, it should be worth noting that I think the only way the testers would find that "EvaluateAll" thing would be if they knew about it and specifically tested it to begin with.

That's looking at it a bit from the wrong angle IMHO. It's not relevant for the testers to know how the author meant for that trigger to work. What's relevant is them playing that part of the level and enjoying/approving the resulting gameplay. The argument being that assuming that both testers and the level author played the level, they seemingly were good with how it played.

Let's hypothetically say that EvaluateAll did work, that could've then resulted in them turning off EvaluateAll after having play tested because they liked that better. The level as it actually played out is what got the stamp of approval*.

(* yes I know that the wording is a stretch considering all areas that it fell short of their goals and short on time they were)


machf wrote:
Out of curiosity, does build 117 (demo executable, patched retail or retail in languages other than English) fix that behavior?

I haven't looked at that, but based on how the trigger code looks I can't imagine that ever having worked. It's not a bug in the code, it's that the code doesn't use EvaluteAll at all, it would have to be structured differently. Also the EvaluteNow function that does use it, had such a fundamental bug that it's clear that it was originally written this way but never tested a single time.


Top
 Profile  
 
PostPosted: Fri Feb 23, 2018 1:00 am 
Offline
Parasaurolophus
Parasaurolophus

Joined: Tue Aug 05, 2014 7:09 pm
Posts: 268
I just tried to attach the files for the new CE update to the first post, but keep getting a server error each time I try

"413 Request Entity Too Large".

The file size is more or less identical to the previously attached files (+/- ~10kb). Is this some temporary issue or did something change on the forum server?


Top
 Profile  
 
PostPosted: Fri Feb 23, 2018 1:35 am 
Offline
T-Rex Killer
T-Rex Killer
User avatar

Joined: Thu Apr 24, 2003 11:20 pm
Posts: 10847
Location: Lima, Peru
I've been experiencing the same issues during the past days.
Did you delete the earlier attachments first? It may be that the total size of all the attachments is exceeding some limit...

_________________
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


Top
 Profile  
 
PostPosted: Fri Feb 23, 2018 1:44 am 
Offline
Albertosaurus
Albertosaurus
User avatar

Joined: Thu Feb 20, 2014 9:13 pm
Posts: 2440
Location: Canada, eh?
Hey, Lee - once you get the files uploaded, where would I find the changelog and list of features/fixes added to the latest version?

Additonally, I tried to upload a simple .zip file with a 1x1 pixel .jpg image file inside as an attachment to test out this bug you guys seem to be experiencing, and I also got the "413 Request..." error. No idea what it could be, though.

_________________
Image

My currently active projects:
Return to Jurassic Park: A Trespasser Mod - Forum or ModDB | Trespasser HD: Beach (Released!) / Jungle Road | TheIdiot's release thread


Top
 Profile  
 
PostPosted: Fri Feb 23, 2018 1:51 am 
Offline
T-Rex Killer
T-Rex Killer
User avatar

Joined: Thu Apr 24, 2003 11:20 pm
Posts: 10847
Location: Lima, Peru
Hmmm... maybe we've reached the server's attachment limit (3GB in total for all forum posts).

_________________
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


Top
 Profile  
 
PostPosted: Fri Feb 23, 2018 1:54 am 
Offline
Albertosaurus
Albertosaurus
User avatar

Joined: Thu Feb 20, 2014 9:13 pm
Posts: 2440
Location: Canada, eh?
machf wrote:
Hmmm... maybe we've reached the server's attachment limit (3GB in total for all forum posts).

That seems likely, if you say that the limit is 3GB. All this stuff piling up over the years is bound to hit the limit eventually.

_________________
Image

My currently active projects:
Return to Jurassic Park: A Trespasser Mod - Forum or ModDB | Trespasser HD: Beach (Released!) / Jungle Road | TheIdiot's release thread


Top
 Profile  
 
PostPosted: Fri Feb 23, 2018 2:08 am 
Offline
T-Rex Killer
T-Rex Killer
User avatar

Joined: Thu Apr 24, 2003 11:20 pm
Posts: 10847
Location: Lima, Peru
Let's try now...

_________________
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


Top
 Profile  
 
PostPosted: Fri Feb 23, 2018 7:55 am 
Offline
Albertosaurus
Albertosaurus
User avatar

Joined: Thu Feb 20, 2014 9:13 pm
Posts: 2440
Location: Canada, eh?
machf wrote:
Let's try now...

Whatever you've done, it seems to have fixed it. :)

_________________
Image

My currently active projects:
Return to Jurassic Park: A Trespasser Mod - Forum or ModDB | Trespasser HD: Beach (Released!) / Jungle Road | TheIdiot's release thread


Top
 Profile  
 
PostPosted: Fri Feb 23, 2018 10:04 am 
Offline
Parasaurolophus
Parasaurolophus

Joined: Tue Aug 05, 2014 7:09 pm
Posts: 268
machf wrote:
Did you delete the earlier attachments first? It may be that the total size of all the attachments is exceeding some limit...

Yes I deleted both attachments first. The total size of all my current attachments is below 3.5 Mb.

I tried a couple of times again now, and unfortunately I'm still getting the same error (or a connection reset sometimes).

What I found on the error was https://www.cyberciti.biz/faq/linux-uni ... too-large/ (nginx is what it says on the error page here), and seems to be some kind of server config? Even though a 1x1 jpg should be so tiny that it doesn't quite fit the description on that page.

TheIdiot wrote:
where would I find the changelog and list of features/fixes added to the latest version?

"release_notes.txt" in the zip has a changelog for each version.


Top
 Profile  
 
PostPosted: Fri Feb 23, 2018 2:26 pm 
Offline
-=TresCom Website Manager=-
-=TresCom Website Manager=-
User avatar

Joined: Fri Jun 24, 2005 9:40 pm
Posts: 3303
Location: Sweden
There seem to be some issues present at the moment. I have written to Madpipper about it.

It appears only files below 1MB is allowed to be uploaded at the moment.

_________________
"...there used to be more benches, but InGen's workers removed them during the evacuation in the name of framerate."

"The main laboratory and administrative buildings. This is where we made our work, where the real magic trick happen. When they are in need of height fixing, they'll come here." - Hammond


Top
 Profile  
 
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 1091 posts ]  Go to page Previous  1 ... 59, 60, 61, 62, 63, 64, 65 ... 73  Next

All times are UTC


Who is online

Users browsing this forum: TrespasserGuy and 2 guests


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  

Powered by phpBB® Forum Software © phpBB Group