v1.0.123 beta3 (pure)
Pre-release
Pre-release
·
3 commits
to hardcore
since this release
Changes since v1.0.118
Gameplay / modding
- Hardcore difficulty mode (
Difficulty=3): dino revive system (escalating 10/15/20s respawn timers, 50% HP, upright physics reset, scaled 1.5x/2x/2.5x damage per revive), kill-heal (+20 HP per dino kill), water-only HP regen (20 HP/s), instant death (no struggle animation), +50% damage taken, max active dinos 4→8, AI 2x faster (20 Hz), wake distance 3x, damage causes anger. - Ammo randomization on weapon pickup (25–150%, persistent after first pickup).
- Jump/physics stability: 150ms jump input buffer (fixes the high-FPS one-shot race and the vanilla
Pelvis_Jump_Voluntarynever-cleared bug), NaN bailouts in constraint loops, velocity cap raised 13→20 m/s. - Cheats:
JUMP <mult>(variable jump scale, clamped to 15),FAST(1.5x speed),FASTER(2x speed): all with 3x jump + no fall damage. Per-cheat state so SLOMO/FAST/FASTER can't corrupt each other;JUMPwith no value = clean off-switch. - Arcade jump feel: relaxed jump gate (any walkable surface, ~57°) + latch-until-landing (press in air, fires on landing: ATX/CE behavior).
legacyjump=1/legacyjumpgate=1restore vanilla behavior.
Audio
- Background music: DirectSound player, clean-room CRI ADX decoder (type 2/3, dynamic coefficients), IMA ADPCM decoder (CAU + WAV), M3U playlist support, track-by-track playback with deferred start. Formats tried in order:
.cau→.adx→.wav. - Override directory system (
override\): replace whole TPAs (Stream.tpaetc.), loose per-sound.cau/.wav/.adxfiles, SRT subtitles (UTF-8, timed), GRF level replacement, BGM overrides. - Multi-language subtitles/audio: per-language override files:
Language=<code>(any ISO code, e.g.Pl,Jp; empty = English) makes the game try<name>.<code>.*first, then the base file. - tpz subtitle/audio archive: stored-ZIP overrides + in-memory SRT parsing.
- Two-line caption stacking: overlapping subtitles on stable rows + 1s overlap buffer.
- UTF-8 font:
HackGenConsoleNF-Regular.ttfauto-loaded (AddFontResourceExW), falls back to Arial.
Graphics / "see further"
DrawDistance=<float>: far object-cull distance (default 800, no more silent 900 cap).ObjectClarityDrawDistance=<float>: the real ATX "draw distance" knob (object render-cache distance, default 15; stops objects swapping to pictures/low-poly up close).- ATX-style fog override:
OverrideGameFogValues=1+FogHalfForcedValue(default 0.9) +FogPowerForcedValue(default 2.0): forced absolute fog so you actually see further.
Bug fixes
- "Insert the Trespasser CD" loop fixed: config is now exe-relative, working dir pinned to the exe folder,
[TrespasserPlus] DataPath=override, single failure dialog instead of infinite retry. - "Cannot create local swap file" crash (Terminal Error 1004) on level load: fixed.
- Empty-path loader out-of-bounds read (
szFile[-1]when config key absent): fixed at all 6 sites; caused menu/save loaders to fail silently on fresh configs. - 64-bit disk-free-space checks (
GetDiskFreeSpaceEx): no more spurious "not enough disk space" on large disks. - Logging consolidation: one toggle (
Debug=1), everything goes toDebugLog.txt; singleDataPathpath key.
Misc
- ASCII source cleanup (
©→(C): the byte was hiding files from grep as "binary"). - One-command build system (
build.shdebug/release) with MSDEV-dialog watchdog.
What's included
trespass.exe: v1.0.123 release build (2.8 MB, /O1 stripped)trespass.cfg,classic.cfg,classic.cmd: configsdsound.dll+dsoal-aldrv.dll: DSOAL wrapper (DirectSound3D → OpenAL)SMACKW32.DLL: Smacker video runtimealsoft.ini: OpenAL Soft configHackGenConsoleNF-Regular.ttf: UTF-8 subtitle fontdata/menu.adx: menu background musicoverride/Stream.tpz: subtitle/audio archiveoverride/Menu/: menu sound overrides
Requirements
- v1.0 retail game data files (original 1998 CD)
- On modern systems, wrap DirectX6 with dgVoodoo2 (D3DImm.dll, DDraw.dll)
Known issues
- v1.0 engine: v1.1 patched data files cause class table mismatches
- Rare crash jumping onto roofs/big rocks is a pre-existing vanilla bug (STL null-deref at RVA 0x5c628), made more reachable by super jumps
- ADX occasional scratch at sample boundaries (parked)