A new Trespasser patch/update (Trespasser CE)

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

Post by Melber »

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Please help me? :cry: I do not know anymore. The game did not work without a patch and almost with ATX. Excellent CE patch works but in the second level, the path is at the beginning, from the tram station. I going but right now somewhere on the way the game will fall. At the place indicated in the image. Do not you know somebody what should I do? Do not go around it! :(


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

Post by tatu »

Hm that is weird. Specially if it is not working without a patch. And by the look of the image, draw distance is not set high.

What CE settings are you using? Are you using any of the example ones coming with the download?
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Re: A new Trespasser patch/update (Trespasser CE)

Post by machf »

The only thing I can think of would be some trigger misfiring at that point... but a sound trigger with a missing sound usually doesn't make the game crash.
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Re: A new Trespasser patch/update (Trespasser CE)

Post by Melber »

I used a file that was packaged in the patch (trespasser_dx9.ini) I did not change anything maybe dropped LOD because I have a laptop enough to shit and run it at 35 FPS. But others are original and no trigger is in the place where it falls.

Code: Select all

trespasser.ini
;--------
[General]
;--------

;TimestampScreenshots=True

;EnableQuickSaveKey=True

;EnableDualStow=True

TryIncompleteInstall=True


;---------
[Controls]
;---------

;MouseSensX=1.0
;MouseSensY=1.0


;--------
[Display]
;--------

ScreenBitDepth=32

; if necessary adjust this to match the refresh rate of your display (+1 to give it a small margin)
MaxFramerate=61


;-----------
[DisplayDX9]
;-----------

UseDX9=True

;MultiSamplingLevel=16

;EnableVSync=False

;LimitGpuCommandBuffer=1

;Enable10bitDisplay=False

ScaleModeMenus=1

WaterRefraction=False

ATOCMode=1

EnhancedSky=True


;------
[Sound]
;------

NoSavegameSysSettings=True

MixerFrequency=44100


;------------
[SoundOpenAL]
;------------

UseAL=True

Device=Generic Software

DisableEAX=True


;-------
[Memory]
;-------

SysMemSizeD3D=8192

MemSizeD3D=220

TexPoolSizeD3D=16384

MaxTerrainMem=20000

MaxTerrainDynaShadowMem=12000

ExtraTerrainNodes=10

;ForceManagedMemD3D=False


;-------
[Render]
;-------

32bitHardwareTextures=True


;FOV=75.0

CacheMinDist=50.0

MinCullDistance=40.0
MinCullDistanceShadow=20.0

ObjectCullDistScale=5.0
ObjectCullDistScaleShadow=1.25

CachedObjectCullDistScale=8.0

MinObjectCullDist=100.0
MinObjectCullDistShadow=20.0
MinCachedObjectCullDist=500.0

MinTerrainNodeEvalDist=35

ForceMaxObjectDetail=True

TexFilterD3D=8

ForceNoBlendTrans=True

MipMapMode=2
AutoMipMap=2


;-----------------
[MaxQualityParams]
;-----------------

MinSubdivison=8
AltMinSubdivision=16

DetailReductionScale=8.0

CullDistScale=5.0
CullShadowDistScale=3.0

WaterResScale=3.0

TerrainTexelScale=3.0

TerrainDistanceScale=3.0

PixelTolAdj=0.25

ResolutionScale=2.0
Image

Obviously my notebook does not like TRS. It's hard today to run it when it game was created on Win95 :no:
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Re: A new Trespasser patch/update (Trespasser CE)

Post by TheIdiot »

That line you're crossing seems to be the trigger where Hammond says "An idea brought me awake one morning in New York...". But it really shouldn't be crashing there.
Obviously my notebook does not like TRS. It's hard today to run it when it game was created on Win95 :no:
It really shouldn't be hard to run, since CE is meant to make it more compatible with modern systems. It's possible something is wrong with the Trespasser.ini, but I don't see anything that looks wrong.
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Re: A new Trespasser patch/update (Trespasser CE)

Post by tatu »

As far as I can tell, I see no issue with your trespasser.ini file. As for 35 FPS, that is still pretty good in any case. CE does make it run better, but it is not a solution to bring 60 FPS.

Could you try one thing? In your Trespasser.ini file, at the top, before [General] section), add this:

Code: Select all

;------
[Debug]
;------

SysLog=2

SilentAssert=1

LogDevInfo=100

EnableInstanceNames=1
With this on, play the level again until it crashes. Then upload the content of the "trespasser.txt" file that is created (not the ini, the txt one). It could contain some useful info of what is causing the crash, or at least, I have some experience with understanding that one :P
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Re: A new Trespasser patch/update (Trespasser CE)

Post by Melber »

here it is trespasser.txt ->
crash.dmp was also created but I will not open it

Code: Select all

PID: 2288
CPU: arch=x86 , fam=586 , cpus=2
SIMD: SSE=3 , 3DNow=0
OS Version: 6.1.7601 Service Pack 1
Desktop resolution: 1360 x 768
Virtual desktop resolution: 1360 x 768
-----------------------------------------------------------
CWD: C:\Users\Melber\Desktop\Soubory-Michal\Trespasser
-----------------------------------------------------------
Version: Trespasser CE 1.0.132
Target Processor: Intel Pentium Pro / Pentium II
---------------------- user options -----------------------
General::TryIncompleteInstall=True
Sound::NoSavegameSysSettings=True
Memory::SysMemSizeD3D=8192
Memory::MemSizeD3D=220
Memory::TexPoolSizeD3D=16384
Memory::MaxTerrainMem=20000
Memory::MaxTerrainDynaShadowMem=12000
Memory::ExtraTerrainNodes=10
Display::ScreenBitDepth=32
Display::MaxFramerate=60
DisplayDX9::UseDX9=True
DisplayDX9::ScaleModeMenus=1
DisplayDX9::WaterRefraction=True
DisplayDX9::ATOCMode=1
DisplayDX9::EnhancedSky=True
Render::CacheMinDist=60.0
Render::MinCullDistance=50.0
Render::MinCullDistanceShadow=20.0
Render::ObjectCullDistScale=5.0
Render::ObjectCullDistScaleShadow=1.25
Render::CachedObjectCullDistScale=8.0
Render::MinObjectCullDist=100.0
Render::MinObjectCullDistShadow=20.0
Render::MinCachedObjectCullDist=500.0
Render::MinTerrainNodeEvalDist=35
Render::ForceMaxObjectDetail=True
Render::32bitHardwareTextures=True
Render::TexFilterD3D=8
Render::MipMapMode=2
Render::AutoMipMap=2
Render::ForceNoBlendTrans=True
MaxQualityParams::MinSubdivison=8
MaxQualityParams::AltMinSubdivision=16
MaxQualityParams::DetailReductionScale=8.0
MaxQualityParams::CullDistScale=5.0
MaxQualityParams::CullShadowDistScale=3.0
MaxQualityParams::WaterResScale=3.0
MaxQualityParams::TerrainTexelScale=3.0
MaxQualityParams::TerrainDistanceScale=3.0
MaxQualityParams::PixelTolAdj=0.25
MaxQualityParams::ResolutionScale=2.0
Sound::MixerFrequency=44100
SoundOpenAL::UseAL=True

Installed Directory=C:\Users\Melber\Desktop\Soubory-Michal\Trespasser\
Data Drive=C:\Users\Melber\Desktop\Soubory-Michal\Trespasser
Installed=1
Registry Init=1
Auto Settings=1

Use D3D=1
Width=1360
Height=768
XView=0
YView=0
Dither=0
Max Recommended Tex Dim=128
Triple Buffer=0
Page Managed=0
Hardware Water=1

MasterVolume=100
PlaySFX=-1
PlayAmbient=-1
PlayVoiceOver=-1
PlayMusic=-1
UseSubTitles=-1
AudioEnable3D=-1

RenderQuality=4
Gore=1
SwapSpaceMb=200
-----------------------------------------------------------
** Enumerating D3D9 Adapters (1)...
Adapter 0
	device name: \\.\DISPLAY1
	driver     : igdumdx32.dll
	descr      : Mobile Intel(R) 4 Series Express Chipset Family
	driver ver : 0x0008000F-000A089A
	vendor id  : 0x00008086
	device id  : 0x00002A42
	subsys id  : 0x3A0217AA
	device guid: D7B78E66-6902-11CF-807C-081AA9C2
	desktop res: 1360 x 768
	non-POT tex: limited support
	Modes
		640 x 480 x 32
		800 x 600 x 32
		1024 x 768 x 32
		1280 x 600 x 32
		1280 x 720 x 32
		1280 x 768 x 32
		1360 x 768 x 32
		1366 x 768 x 32
** Enumerating D3D9 Adapters Done

** OpenAL Init...
OpenAL32.dll: 6.14.357.22
wrap_oal.dll: 2.1.8.1
Default device: Generic Software
Enumerating basic device names...
	Device: Generic Software
found 1 device(s)
Enumerating extended device names...
	Device: Generic Software on Reproduktory (Conexant High Definition SmartAudio 221)
found 1 device(s)
Opening user defined OpenAL device "Generic Software"...
	Device 0 (default)
		name       : Generic Software
		version    : 1.1
		version str: 1.1
		vendor     : Creative Labs Inc.
		renderer   : Software
		3D sources : 248
		2D sources : 8
		EFX        : 1
		EAX2       : 1
		EAX3       : 0
		EAX4       : 0
		EAX5       : 0
Opened device 'Generic Software'
EFX reverb support enabled
** OpenAL Init Done.

Selected D3D9 Adapter 0 (Mobile Intel(R) 4 Series Express Chipset Family)

CreateDevice: res = D3D_OK ; 1360x768 fmt=22 zfmt=75 cnt=1 ms=0 swap=1 fs=1 hz=0 pres=1 flags=2
Enumerating supported display modes...
	640 x 480 x 32
	800 x 600 x 32
	1024 x 768 x 32
	1280 x 600 x 32
	1280 x 720 x 32
	1280 x 768 x 32
	1360 x 768 x 32
	1366 x 768 x 32

DEV: Loaded audio database ".\Effects.tpa"
DEV: Loaded audio database ".\Stream.tpa"
DEV: Loaded audio database ".\Ambient.tpa"
** RenderShell CreateScreen(640 x 480 x 32, vram 1)...
Main screen created (640 x 480 x 32, fs 1, vram 1)
Creating renderer (32-bit screen)
** RenderShell CreateScreen Done.

DEV: Loaded audio database ".\menu.tpa"
** RenderShell CreateScreen(1360 x 768 x 32, vram 1)...
Main screen created (1360 x 768 x 32, fs 1, vram 1)
Creating renderer (32-bit screen)
** RenderShell CreateScreen Done.

DEV: Loaded audio database ".\Effects.tpa"
DEV: Loaded audio database ".\Stream.tpa"
DEV: Loaded audio database ".\Ambient.tpa"
DEV: Loading ".\SAVEGAME.000"...

DEV: Loading GROFF file(s)...
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Re: A new Trespasser patch/update (Trespasser CE)

Post by Melber »

I guess I figured out what the problem is. :o
Probably the problem with the stegosaurus behind the hill

Image
Probably inactive AI of Stegosaurus ??? :nerd:

Image
Two seconds later, after activation AI, the game crash (but if I look at it!) when I turn my back I can approach him but then it will crash anyway. Maybe that's the problem? I do not know? But why is this happening to me ???
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Re: A new Trespasser patch/update (Trespasser CE)

Post by Lee Arbuco »

Melber wrote:the game crash
Can you post the file named "crash.dmp", found in your trespasser directory? With a bit of luck I might be able to see why it crashes or at least what subsystem the crash is related to.

I don't know if you can attach files to posts, if not maybe you can use sendspace.com, or if you have some other site for sharing files.
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Re: A new Trespasser patch/update (Trespasser CE)

Post by Melber »

it's no problem uploading it to my site.
here is crash.dmp ->
http://media1.webgarden.cz/files/media1 ... /crash.dmp
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Re: A new Trespasser patch/update (Trespasser CE)

Post by Lee Arbuco »

It's crashing somewhere in the rendering code, when setting textures. I have to look some more to see if there's any hint as to why.

Meanwhile, you could try setting

Code: Select all

PixelShaderBump=False
in the "[DisplayDX9]" section of trespasser.ini and see if that makes any difference.
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Re: A new Trespasser patch/update (Trespasser CE)

Post by Melber »

PixelShaderBump=False

Yes it really works! :yum: the game has not crash. Thank you very much!

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

Post by Draconisaurus »

So that particular Stego is something of a rogue... Not only does he open gates to Stegoland, but his tail texture has a non-power-of-two size dimension. I'm not in a position to do so but someone could pack up a TPM of the stego with correct textures and send it your way.
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Re: A new Trespasser patch/update (Trespasser CE)

Post by Lee Arbuco »

Draconisaurus wrote:but his tail texture has a non-power-of-two size dimension
Thanks for that tip. That might explain it since Melber's GPU, according to the log, doesn't have full support for non-power-of-two textures.

Code: Select all

   non-POT tex: limited support
Ideally it shouldn't crash, and I'll see if I can fix that.
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Re: A new Trespasser patch/update (Trespasser CE)

Post by machf »

Hmmm, I think this is the first time I've heard of Trespasser crashing because of that...
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