A new Trespasser patch/update (Trespasser CE)
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- Draconisaurus
- T-Rex Killer
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Re: A new Trespasser patch/update (Trespasser CE)
Well frak, awesome. In time for various up-and-coming releases. Lee this seems your gift to the Tres 20th Anniversary.
Re: A new Trespasser patch/update (Trespasser CE)
Sounds cool, will check out the map script and let you know if I run into any issues. Thanks for another excellent addition! And of course thank you for the update which fixes the RTJP crash - you've pretty much saved the mod (and probably other future mods as well!). Is there a hard limit to how high I can set MeshHeapSize? And would that limit ever likely be reached in the engine?
Also, what does the ExtraTerrainNodes setting do? I'm going to guess it increase the amount of detailed terrain which can be loaded without the game crashing? If so, tatu and I could probably use that for our Island Mod as well. RTJP's terrain hasn't been poly-reduced yet so it crashes in most places which aren't on the main level route, but I plan on fixing that as the island is developed.
Lastly, just to clarify, was anything changed in the .nut scripts included in the .zip with the map function?
Also, what does the ExtraTerrainNodes setting do? I'm going to guess it increase the amount of detailed terrain which can be loaded without the game crashing? If so, tatu and I could probably use that for our Island Mod as well. RTJP's terrain hasn't been poly-reduced yet so it crashes in most places which aren't on the main level route, but I plan on fixing that as the island is developed.
Lastly, just to clarify, was anything changed in the .nut scripts included in the .zip with the map function?
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- Parasaurolophus
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Re: A new Trespasser patch/update (Trespasser CE)
You can use the MEMLOG console command to see how much mesh heap levels use. You'll see that original levels seem to be somewhere in the range 5 - 10 MB. RTJP around 41. 48 should last for a bit. The theoretical limit is much higher, but other things need memory too so it might not be the best idea to throw hundreds of megs of meshes at it.
ExtraTerrainNodes is related to the structures it builds for terrain data. I don't know exactly how it correlates to detail, just that RTJP ran out of that mem and crashed when I tested with standard FOV. Increasing the value got rid of that. If it's no longer needed after poly-reduction then you can remove it again. The added out of memory log info should help identfiy if a crash is related to that or not.
Yes, the existing nut file files were updated too. I didn't change what was there, but I had to add new functions and vars - in the game script and player script - for the map stuff.
ExtraTerrainNodes is related to the structures it builds for terrain data. I don't know exactly how it correlates to detail, just that RTJP ran out of that mem and crashed when I tested with standard FOV. Increasing the value got rid of that. If it's no longer needed after poly-reduction then you can remove it again. The added out of memory log info should help identfiy if a crash is related to that or not.
Yes, the existing nut file files were updated too. I didn't change what was there, but I had to add new functions and vars - in the game script and player script - for the map stuff.
Re: A new Trespasser patch/update (Trespasser CE)
Okay, that helps to know. There aren't too many meshes left, but I predict I might have to increase that value further in the future as most of them are going to be fairly detailed. I'll have to try and reduce the polycount where I can on some models and clean up my mesh errors as well.You can use the MEMLOG console command to see how much mesh heap levels use. You'll see that original levels seem to be somewhere in the range 5 - 10 MB. RTJP around 41. 48 should last for a bit. The theoretical limit is much higher, but other things need memory too so it might not be the best idea to throw hundreds of megs of meshes at it.
- tatu
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Re: A new Trespasser patch/update (Trespasser CE)
I guess it would also help with your HD mod, specially when it comes to levels like IT and LABTheIdiot wrote:Sounds cool, will check out the map script and let you know if I run into any issues. Thanks for another excellent addition! And of course thank you for the update which fixes the RTJP crash - you've pretty much saved the mod (and probably other future mods as well!). Is there a hard limit to how high I can set MeshHeapSize? And would that limit ever likely be reached in the engine?
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."
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."
- Draconisaurus
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Re: A new Trespasser patch/update (Trespasser CE)
Ludlow: Oh Roland! Roland, Roland! You've probably saved InGen. We lostTheIdiot wrote:Thanks for another excellent addition! And of course thank you for the update which fixes the RTJP crash - you've pretty much saved the mod (and probably other future mods as well!).
everything we came after on this trip. But this animal and it's infant are
going to single-handedly bail us out. Congratulations! You've got your trophy!
Buck only!
Re: A new Trespasser patch/update (Trespasser CE)
I was asked to made a blank file structure template as a quick set-up for CE mods, so I figured that I should post it for everyone to use. I included text files whose names state which files go in each folder to hopefully make things simple, and included a copy of the fm.ini file in its correct place as well. Simply drag-n-drop the contained folder into your FMs directory, rename it to something which fits your mod, set-up the contained fm.ini, and you're ready to rock.
Get it here:
http://www.mediafire.com/file/cot0r69gr ... mplate.zip
Might I request that one of the site managers upload this to the "Editing" section of the main site as well for quick-access and so that it doesn't end up buried?
Get it here:
http://www.mediafire.com/file/cot0r69gr ... mplate.zip
Might I request that one of the site managers upload this to the "Editing" section of the main site as well for quick-access and so that it doesn't end up buried?
- tatu
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Re: A new Trespasser patch/update (Trespasser CE)
I am gonna upload it and place a link to it in the CE download as I don't think people would look in "Editing" unless they are told to.TheIdiot wrote:I was asked to made a blank file structure template as a quick set-up for CE mods, so I figured that I should post it for everyone to use. I included text files whose names state which files go in each folder to hopefully make things simple, and included a copy of the fm.ini file in its correct place as well. Simply drag-n-drop the contained folder into your FMs directory, rename it to something which fits your mod, set-up the contained fm.ini, and you're ready to rock.
Get it here:
http://www.mediafire.com/file/cot0r69gr ... mplate.zip
Might I request that one of the site managers upload this to the "Editing" section of the main site as well for quick-access and so that it doesn't end up buried?
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."
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."
Re: A new Trespasser patch/update (Trespasser CE)
Attaching it to a post in this topic might be easier...
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
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
- Draconisaurus
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Re: A new Trespasser patch/update (Trespasser CE)
machf I was just thinking that. Lee could you edit it into the first post possibly?
Re: A new Trespasser patch/update (Trespasser CE)
I added it to the bottom and directed the link to the TresCom download which tatu uploaded.Draconisaurus wrote:machf I was just thinking that. Lee could you edit it into the first post possibly?
Translation of the game into Russian.
Hello. I'm a Russian-speaking fan of the game. I want to translate it into Russian. I want to ask the CE-patch author to replace ANSI_CHARSET with DEFAULT_CHARSET, wherever possible, especially in the D3DXCreateFontIndirectA function. Because without this the game can not be translated into Russian, since the game incorrectly displays the Cyrillic alphabet. I apologize for my weak English, I use Google translator.
- Mof1234567890
- Stegosaurus
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Re: Translation of the game into Russian.
I don’t think this is a good idea. Especially after “Fargus” horrable translation.Растишка wrote:Hello. I'm a Russian-speaking fan of the game. I want to translate it into Russian. I want to ask the CE-patch author to replace ANSI_CHARSET with DEFAULT_CHARSET, wherever possible, especially in the D3DXCreateFontIndirectA function. Because without this the game can not be translated into Russian, since the game incorrectly displays the Cyrillic alphabet. I apologize for my weak English, I use Google translator.
It’s better play in English with no translation needed.
I believe I've spent enough time in the company of death
Re: Translation of the game into Russian.
Why is this a bad idea? I'm going to make a new translation. I want this game in Russian. So I do not know what's the matter with Fargus. It would be better to help than to write nonsense.Mof1234567890 wrote:I don’t think this is a good idea. Especially after “Fargus” horrable translation.Растишка wrote:Hello. I'm a Russian-speaking fan of the game. I want to translate it into Russian. I want to ask the CE-patch author to replace ANSI_CHARSET with DEFAULT_CHARSET, wherever possible, especially in the D3DXCreateFontIndirectA function. Because without this the game can not be translated into Russian, since the game incorrectly displays the Cyrillic alphabet. I apologize for my weak English, I use Google translator.
It’s better play in English with no translation needed.
Почему это плохая идея? Я собираюсь делать новый перевод. Хочу видеть эту игру на русском. Так что не знаю, при чём тут Фаргус. Лучше помог бы, чем ерунду писать.
- Mof1234567890
- Stegosaurus
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- Joined: Mon May 14, 2018 7:51 pm
- Location: Moscow,Russia
Re: Translation of the game into Russian.
I can help you, but I doubt that Lee will show up here anytime soon. Since he is a busy man I suppose
I believe I've spent enough time in the company of death