A new Trespasser patch/update (Trespasser CE)

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

Post by rms »

I'm delighted another person has discovered the joys of Trespasser. It's been a thing of wonder to me since the demo first appeared, and a nice retail Big Box & printed Brady guide are still prized possessions of mine :) And you're right: the voiceovers (and to a lesser extent the brief musical passages) are breathtaking.
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Re: A new Trespasser patch/update (Trespasser CE)

Post by darren_r_w »

rms wrote:I'm delighted another person has discovered the joys of Trespasser. It's been a thing of wonder to me since the demo first appeared, and a nice retail Big Box & printed Brady guide are still prized possessions of mine :) And you're right: the voiceovers (and to a lesser extent the brief musical passages) are breathtaking.
It's more to do with the fact that I really like Richard Attenborough as an actor and I'm a proponent to single player adventure games where to reach the next floor of a house for something hidden that you need requires stacking boxes in real-time using a physics engine.
Then you have music by John Williams and a great outdoors sound space feeling as if it were planted directly inside your head.

Why hasn't this been duplicated in other games;
Probably because 30,000 species on Earth are missing and nobody cares about that anymore.

It is fun to shoot the dinosaurs though, but I do feel pretty bad about it.
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Re: A new Trespasser patch/update (Trespasser CE)

Post by TheIdiot »

darren, the music in this game isn't actually by John Williams, but rather Bill Brown. I'd love to hear the game re-scored with the John Willams JP/TLW soundtracks...would be a very interesting re-experience.
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Re: A new Trespasser patch/update (Trespasser CE)

Post by Draconisaurus »

TheIdiot wrote:darren, the music in this game isn't actually by John Williams, but rather Bill Brown. I'd love to hear the game re-scored with the John Willams JP/TLW soundtracks...would be a very interesting re-experience.
Huh I've never heard this idea, sounds interesting.
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Re: A new Trespasser patch/update (Trespasser CE)

Post by Draconisaurus »

So uhhh. Important question - what is the key sequence for dual-item-stow? I know that it must be a hip and a back item, to be two, but I can't find a description of which buttons to press in the documentation from the download. Anyone?
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Re: A new Trespasser patch/update (Trespasser CE)

Post by rms »

Wow I don't think I ever heard of dual-item stow; you had to stow each weapon separately with the (default) E key
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Re: A new Trespasser patch/update (Trespasser CE)

Post by TrespasserGuy »

There should be an ;EnableDualStow=True in the trespasser.ini file in the Tres CE folder. Just get rid of the ; that precedes it and you should be able to dual stow weapons by pressing both the E and shift key
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Re: A new Trespasser patch/update (Trespasser CE)

Post by Draconisaurus »

E + shift, see that's what was missing from the documentation, thanks!
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Re: A new Trespasser patch/update (Trespasser CE)

Post by TheIdiot »

Alright, soooo...my game is kinda screwed. I think my trespasser.ini has something wrong, but I don't know what. I can't play some levels, and other levels will get to a certain point and then spit out exceptions, including Runtime Errors. I have a feeling it has to do with the [Memory] section of my .ini, but I can't figure out how to fix it. Right now I've got issues with all sorts of things which I've never seen before, such as performance tanking whenever a dinosaur is active to crashes due to triggers firing. I can't use the default .ini settings because the terrain textures blur out, and I'm unable to figure out better settings which work.

My .ini:
Spoiler: show

Code: Select all

[DisplayDX9]
EnableVSync=True
MultiSamplingLevel=8
ATOCMode=2
WaterRefraction=True
TexFilterWater=True
PixelShaderBump=True
TexFilterBump=True
DisableSafeMode=1
UseDX9=True
Enable10bitDisplay=False
LimitGpuCommandBuffer=0
ScaleModeMenus=3
EnhancedSky=True

[Controls]
MouseSensX=1.0
MouseSensY=1.0

[Display]
MaxFramerate=0
ScreenBitDepth=32

[Render]
32bitHardwareTextures=True
MinTerrainNodeEvalDist=35
CacheMinDist=15.0
MaxCullDistance=4000.0
CachedObjectCullDistScale=2.0
HWTextureOverrides=True
TexFilterD3D=16
ForceNoBlendTrans=False
MipMapMode=2
AutoMipMap=2
FOV=90.0

[General]
SavesShotsDirs=True
TryIncompleteInstall=True
EnableQuickSaveKey=True
EnableDualStow=True
DisableSimpleLevelRestart=True
UseDummyForMissingTextures=True

[Game]
EnableAiActivityEx=-1
EnableWoodSapParticles=3

[Sound]
NoSavegameSysSettings=True
MixerFrequency=44100
SpeakerConfig=6

[SoundOpenAL]
UseAL=True
Device=Generic Software
MaxChannels2D=32

[Memory]
SysMemSize=4000000
SysMemSizeD3D=4000000
MemSizeD3D=512
MemCachePercentD3D=40
TexPoolSizeD3D=8192
MaxTerrainMem=100000
MaxTerrainDynaShadowMem=100000
ExtraTerrainNodes=512
ForceManagedMemD3D=False
MeshHeapSize=48

[Debug]
LogDevInfo=4
SysLog=1
The Memory section is heavily modified, with everything increased massively. While this fixes the terrain issues, it doesn't seem to help with anything else. In fact, it seems to make most things worse.

Any help? Perhaps someone else could offer their .ini file for me to try?
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Re: A new Trespasser patch/update (Trespasser CE)

Post by tatu »

I haven't experimented much with the .ini options. Do you still get the crashes and issues if you use default memory settings?

Here is my .ini just in case. While most is default settings found in one of the default ones. I think the settings is much lower compared to yours.
Spoiler: show

Code: Select all

;------
[Debug]
;------
SysLog=2
SilentAssert=1
LogDevInfo=100000
EnableInstanceNames=1
DisableSafeMode=1
FlyCheatSpeed=4.0

;--------
[General]
;--------
;Language=twd
TimestampScreenshots=True
SavesShotsDirs=True
;EnableQuickSaveKey=True
EnableDualStow=True
TryIncompleteInstall=True


;---------
[Controls]
;---------
;MouseSensX=1.0
;MouseSensY=1.0

;-----
[Game]
;-----
EnableAiActivityEx=-1
EnableWoodSapParticles=3
MaxAiActivateOnRenderDist=300


;--------
[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=2
;EnableVSync=True
;LimitGpuCommandBuffer=1
Enable10bitDisplay=False
ScaleModeMenus=2
;PixelShaderBump=True
;TexFilterBump=True
WaterRefraction=True
ATOCMode=0
EnhancedSky=False


;------
[Sound]
;------
NoSavegameSysSettings=True
MixerFrequency=44100


;------------
[SoundOpenAL]
;------------
UseAL=True
Device=Generic Software
;DisableEAX=True


;-------
[Memory]
;-------
SysMemSize=12288
SysMemSizeD3D=8192
;SysMemSizeD3D=8192
MemSizeD3D=2048
;MemSizeD3D=220
;MemCachePercentD3D=140
TexPoolSizeD3D=24000
MaxTerrainMem=30000
MaxTerrainDynaShadowMem=24000
ExtraTerrainNodes=120
ForceManagedMemD3D=True
MeshHeapSize=14800


;-------
[Render]
;-------
32bitHardwareTextures=True
HWTextureOverrides=False
;FOV=80.0
CacheMinDist=60.0
;MaxCullDistance=500.0
MinCullDistance=100.0
MinCullDistanceShadow=30.0
ObjectCullDistScale=5.0
ObjectCullDistScaleShadow=1.25
CachedObjectCullDistScale=10.0
MinObjectCullDist=100.0
MinObjectCullDistShadow=20.0
MinCachedObjectCullDist=500.0
MinTerrainNodeEvalDist=35
ForceMaxObjectDetail=True
TexFilterD3D=8
ForceNoBlendTrans=True
;MipMapMode=0
;AutoMipMap=0

;-----------------
[MaxQualityParams]
;-----------------
MinSubdivison=8
AltMinSubdivision=16
DetailReductionScale=12.0
CullDistScale=12.0
CullShadowDistScale=4.0
WaterResScale=3.0
TerrainTexelScale=3.0
TerrainDistanceScale=3.0
PixelTolAdj=0.25
ResolutionScale=2.0
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."
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Re: A new Trespasser patch/update (Trespasser CE)

Post by TheIdiot »

Hmm, tatu, your .ini file gives me an Access Violation when I run a level.

Anyway, I've solved it for now at least...had to do a lot of testing to get the memory settings right as well as the MaxQualityParams, but everything seems to be working as well as it was a month ago. I must have changed some setting and forgotten about it.
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Re: A new Trespasser patch/update (Trespasser CE)

Post by Draconisaurus »

Hmm weird.
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Re: A new Trespasser patch/update (Trespasser CE)

Post by tatu »

TheIdiot wrote:Hmm, tatu, your .ini file gives me an Access Violation when I run a level.

Anyway, I've solved it for now at least...had to do a lot of testing to get the memory settings right as well as the MaxQualityParams, but everything seems to be working as well as it was a month ago. I must have changed some setting and forgotten about it.
Lol that is weird. It works fine for me. Could it be related to where you've installed it? I run it on my secondary hard drive and have not installed the game (portable). :)
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."
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Re: A new Trespasser patch/update (Trespasser CE)

Post by TheIdiot »

It's a portable install on my internal SSHD, though I have five other hard drives that I've run it off of and never had a problem with any of them.

I've got a feeling the memory settings probably weren't compatible between systems as that seems to be the main kicker when it comes to breaking your .ini file.
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Re: A new Trespasser patch/update (Trespasser CE)

Post by Draconisaurus »

As a note... I was just fiddling around with "dual stow" and can attest that at least THREE items are possible to be stowed at once, PLUS one in-hand. There was one on my back and two at my hip, a key and a gun. :| During that time, if I had just the 2 at-hip and 1 on-back and empty-hand, the standard swap-item key would alternate giving you the two hip items back and forth; one of those had to be dropped to the ground in order to access the back-item. Pretty slick and very helpful when you need both a keycard and a pistol-sized weapon.
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