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FPSC Classic Product Chat / Report your bugs now for a more complete unoffcial.

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s4real
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Posted: 7th Apr 2014 18:13 Edited at: 3rd May 2014 18:34
OK I have a bit of time and will be looking into some of the final issues people need fixing.

As you can see I've already started updating the unoffcial but we do need a sort of last bug report.

Latest version :- v1.20.19_beta_v1.17
===================================================================


Bugs list :-
2. - When you Save and then Reload, it has the location correct, but you always lose 100 Health.
4. - Dark Ai slide instead of doing walk animation.
6.- extremely long load times.
7.- torch, does not work with segments that use shaders


Bugs fixed :-
1. - The latest version (v1.20.19_beta_v1.13) disables non dark ai characters. They just stand there doing nothing even when shot.

2. - In the latest version (v1.20.19_beta_v1.13) dark ai characters perform a half sitting animation when reloading and stay like that forever. If the player crouches, the character bows down a bit. If the player jumps, the character looks up.

3. - Jumping into air when standing still

4. Dark AI characters run through static and dynamic entities.

5. Shader issues with German char's.(use compatable shader.)
===================================================================

New features you like to see :-

1:- To allow AI shooting to check for collisions with dynamic entities.

===================================================================
This list will be updated when people report them.

Once a bug is fixed it will be on the new bug fixed list.

I will try and look at all bug reports on this thread but please note depending on time some bugs that have workarounds will be put on the bottom of the list.

This does not mean they should not be fixed but that more important fixes should come first if these have workarounds to fix the problem.

Please only report issues with the latest unoffical version of fpsc any other version will be dismissed.

Dark ai issues :-

Dark ai is messed up a lot and needs a lot of work so please report the issues but these may not be fixed at this time depending on time.

When reporting a bug:-

give as much info as possible
try to add a screeenshot.
upload a map with the problem and any script you using.
what version of windows you using.




Thanks for your time

Best s4real

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A dude
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Posted: 7th Apr 2014 21:40
- Dark AI characters run through static and dynamic entities.

- The latest version (v1.20.19_beta_v1.13) disables non dark ai characters. They just stand there doing nothing even when shot.

- In the latest version (v1.20.19_beta_v1.13) dark ai characters perform a half sitting animation when reloading and stay like that forever. If the player crouches, the character bows down a bit. If the player jumps, the character looks up.

Don't waste your life
s4real
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Posted: 7th Apr 2014 21:59
@A dude :- Thanks for the report yes I broken all the ai in this version will get a new one up asap.

Thanks for the report.


best s4real

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s4real
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Posted: 8th Apr 2014 00:29
New version now on the unoffcial thread the first thread now has bug list and bugs fixed.

You can now check the first post to see what version is the latest version.

If you working with classic and don't speak up now you might never get your game fixed.

I'm taken a few new small featues you feel you need as well now.

My time is limited so the faster you reply the more chance they get fixed or features are added.


Best s4real

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Avenging Eagle
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Posted: 8th Apr 2014 01:15
camrotationon=x doesn't work as it should when the camera is attached to an entity. When x = 1, the camera should move with the entity but allow me to use mouse-look, when x=0, the camera rotation should be locked to the rotation of the entity.

Instead, currently when x=1, the camera rotation is locked to that of the entity, while when x=0, the camera doesn't rotate at all, remaining fixed regardless of the orientation of the player.

I also had to revert back to 1.20.17 to get shaders to work on segments as 1.20.19j didn't seem to be able to cope with them.

AE
s4real
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Posted: 8th Apr 2014 12:31 Edited at: 8th Apr 2014 12:34
@Avengin eagle :- Please use the latest version then report your bugs as 1.20.19j is an old unoffcial as I said in the first post any old version issues will be dismissed.

The latest is v1.20.19_beta_v1.14 with shader fixes and other fixes.

If you still have the problems with that version then I will add it to the buglist but I don't want to be wasting time looking at bugs that may already be fixed thats why its important to be using the most upto date version.

COuld you include a test map with the problem and any scripts.


Thanks for your report.

Best s4real

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s4real
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Posted: 8th Apr 2014 16:43
Quote: "camrotationon=x doesn't work as it should when the camera is attached to an entity. When x = 1, the camera should move with the entity but allow me to use mouse-look, when x=0, the camera rotation should be locked to the rotation of the entity.

Instead, currently when x=1, the camera rotation is locked to that of the entity, while when x=0, the camera doesn't rotate at all, remaining fixed regardless of the orientation of the player."


I looked into this and is not programmed to do what you say it should do so it is indeed working as programmed.
The source is programed to
X = 0 – camera rotation is fixed to that of the entity
X = 1 – camera rotation is linked to the mouse movement.

So this is not a bug as far as I can see.

best s4real

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Corno_1
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Posted: 8th Apr 2014 17:19
Sent you a mail

Games make the world better
Nomad Soul
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Posted: 9th Apr 2014 00:31
@s4real

This isn't a bug as FPSC is designed to work this way for performance reasons but I would really appreciate if you could add an option in the setup.ini or something to allow AI shooting to check for collisions with dynamic entities.

This would mean Dark AI cannot shoot the player through closed doors which I think would be a real improvement from a gameplay perspective. At least it would be nice to have the option to switch this on.

If you could allow this to be done for dynamic enities labelled doors then hopefully we could allow this without having to check with every dynamic entity as a compromise.

s4real
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Posted: 9th Apr 2014 18:42
Quote: "If you could allow this to be done for dynamic enities labelled doors then hopefully we could allow this without having to check with every dynamic entity as a compromise."


I am looking at dark ai when it first went in as it seems to be very broken but will look into this as well.


Thanks for your report

best s4real

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ReFure
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Posted: 10th Apr 2014 16:55
When any character shoots, gets hurt or dies in a ragdoll the blue bar goes to the top at the bottom of the screen and the fps goes down to 3. (mostly happens with DAI)

- Nic

http://www.niclauke.com
s4real
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Posted: 11th Apr 2014 11:41
Quote: "When any character shoots, gets hurt or dies in a ragdoll the blue bar goes to the top at the bottom of the screen and the fps goes down to 3. (mostly happens with DAI)

- Nic"


I've tested tf341,viral and custom ragdoll and not seen this problem at all.

I would need a map or a built game with the issue to see the problem.

Best s4real

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s4real
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Posted: 13th Apr 2014 14:17
Quote: "When any character shoots, gets hurt or dies in a ragdoll the blue bar goes to the top at the bottom of the screen and the fps goes down to 3. (mostly happens with DAI)"


I'm going to not add this as a bug due to the fact you not replied with any proof off the issue and can not replicate the issue myself.

This is the final few days for bugs as time limit for myself is up again.

Seems we getting close to a more stable version apart from Dark ai has a few issues.

best s4real

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ReFure
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Posted: 14th Apr 2014 20:18
Sorry, I forgot all about this post. It mostly happens with 4 or more enemies in a level with alot of static objects.
Here is a video of it:

https://www.youtube.com/watch?v=1e10-b-En_g&feature=youtu.be

- Nic

http://www.niclauke.com
s4real
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Posted: 14th Apr 2014 21:46 Edited at: 15th Apr 2014 12:49
@Niclauke :- Thanks for the report will look into it.

I noticed that you using an older version of the unoffcial and there been more fixes since then.

Please try the latest version and see if you still have the issue.

I'm having problems to get any maps to do this so if you still having this problem then please give more details if you using custom script and a example map.


best s4real

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cds1234
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Posted: 16th Apr 2014 04:38
Thank you for looking into the Save/Load Inventory issue.
It also automatically loads the first item in inventory when you enter a new level, meaning that when you enter a winzone, when the next level begins, you will automatically be holding the first slot inventory item again.
Also, finding extremely long load times.
Load time compared to others more than double.

Thanks so much.
s4real
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Posted: 16th Apr 2014 13:08
@cds1234 :- Thanks for the report if you could send a test map with the long loading times and what the time was before and where the loading time is taken so long.


The loading time near the end and has been like this for a long time because of the Dark ai checks.

The problem is the dark ai checks are still done even if Dark ai is not in the map. so the bigger your map becomes the longer the map will take to load near the end.

Also some Dark ai fixes have added loading time.

Dark ai needs to be looked at in more detail for faster loading.



best s4real

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cds1234
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Posted: 18th Apr 2014 06:18
Hi s4real,

Thank you for your reply.
The levels I am testing are mostly custom, but your description of what is happening is accurate.
The load takes the longest towards the end of the load.
I started with two very large levels and have broken it into three.
It is a search/adventure type game with a lot of lighting and details and not a lot of characters.
What I am currently testing has no characters at all.
If the Dark ai seems to slow down larger levels, I am sure it is what you are describing.
What exactly does the dark ai effect?
And, is it possible to make a fast load variation of the other items you are fixing?
Also, out of curiosity, I have gone back and tested every official and unofficial exe that I have from 2011 to present, and they all seem to have the inventory loading issue.
I truly hope it is something you are able to fix.
One last thing, if it is helpful to you, I believe that the issue of getting injured when reloading a level increases with the number of floors in a level.
For instance, if you made a level with only one floor, you might just reload holding your inventory item.
If you make a level with two floors, you might lose 30 health, if on the lower floor.
If you make a level with five floors, you might lose 100 health.
this is true with many different exe's.
I hope this is useful.
Thank you for everything you are doing.
s4real
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Posted: 18th Apr 2014 14:06
cds1234 :- Dark ai has to check all static and dynamic items in a map but the problem is it still does it when there no dark ai items.

I'm thinking that a new way needs to be done so it only checks when there dark ai.

thanks for the repot

best s4real

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Comby
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Posted: 18th Apr 2014 23:31
I can't tell you if these are V1.20 bugs (and I'm still using the outdated beta 17 + beta 19I) or are related to weapon-coding but anyway:

- Grenades sound "pullpin.wav" plays twice when you throw them.

- The /modernday Python also plays the sound "fire.wav" twice, yet only if you aren't aiming down sights...

- Using EAI's M249, "bullethidemod" (gunspec command) doesn't work and FPSC crashes.
cds1234
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Posted: 19th Apr 2014 07:14
Hi s4real,

I wanted to let you know that the Dark ai/long load issue is not as bad as when I first reported.
After experimenting with a lot of video settings, doing a rebuild, clearing temp, and a reboot, it is only a few seconds longer than previous loads.
So, the big issues are the health hurt on reload and #1 slot in inventory when loading a new level and loading from a saved game.
s4real
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Posted: 20th Apr 2014 14:09 Edited at: 20th Apr 2014 14:10
Quote: "I can't tell you if these are V1.20 bugs (and I'm still using the outdated beta 17 + beta 19I)"


This is a thread to report bugs in the latest unoffcial please use the latest to see if these bugs are fixed.

If the bugs are still there then please report it again.

Thanks for the report but I'm only interested in bugs in the latest version.

I like to remind people that I'm not interested in bugs in older versions if you have a problem then test it the latest version before posting.

I have limited time so thats why I'm only interested in the latest beta.

@cds1234 :- thanks for the report

Best s4real

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Tax 78
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Posted: 28th Apr 2014 17:37
Hi S4real

I wanted to alert you that the torch, does not work with segments that use shaders, see sci-fi segments
Confirm this thing?

Tax

Sorry but I use a translator
s4real
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Posted: 29th Apr 2014 15:03
Quote: "I wanted to alert you that the torch, does not work with segments that use shaders, see sci-fi segments
Confirm this thing?
"


Did these used to work with walls ?

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ncmako
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Posted: 29th Apr 2014 16:10
If you mean the built in "flashlight", then no. To my knowledge
it never worked with walls using shaders. I asked Scene Commander
once and he was aware of it and not much he could do to fix it at the time. It was around the time when the "shadow blob" came back
in V120.

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s4real
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Posted: 29th Apr 2014 21:19
Quote: "If you mean the built in "flashlight", then no. To my knowledge
it never worked with walls using shaders. I asked Scene Commander
once and he was aware of it and not much he could do to fix it at the time. It was around the time when the "shadow blob" came back
in V120.
"


Thanks fors the reply I mean did they work in any version and was the shadow blob removed at some point
?

best s4real

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Tax 78
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Posted: 29th Apr 2014 21:45 Edited at: 29th Apr 2014 21:46
Shader on:




Shader off:


Tax

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s4real
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Posted: 29th Apr 2014 21:58
Hi tax :- could you send me the map built and send me a link please and I look into it.

Thanks for the report

Best s4real

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JC LEON
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Posted: 29th Apr 2014 23:04
I think Nomad Soul is working on unified dynamic lightning for v120 and myabe that can solve the problem..

I asked him in private but I have not received any response...
ncmako
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Posted: 30th Apr 2014 07:32
S4real
I found the old posting from Scene Commander about the internal "flashlight" problem.
http://forum.thegamecreators.com/?m=forum_view&t=197293&b=21&p=19
About the 12th post down, 4th of Jan. I'm not sure if it ever
worked or can be fixed?

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Tax 78
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Posted: 30th Apr 2014 10:34
@S4real

I sent you an email with the attached file. Fpm

Best Tax

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s4real
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Posted: 30th Apr 2014 10:54 Edited at: 30th Apr 2014 10:56
@Tax 78 Thanks for the fpm . After looking into this some more there is in fact a fix bond1 did.

The issue not the flashlight but the shaders themself.

You can get the new shaders here :-

http://forum.thegamecreators.com/?m=forum_view&t=185499&b=24

Best s4real

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Tax 78
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Posted: 30th Apr 2014 14:24
@ S4real : Thanks for the link information for the new Shader.
I downloaded and applied to the file .Fps I still can not operate the lighting.

I would like to know if other users are able to illumination new shaders.

Info:
I deleted the old files .dbo And .bin
Use the v1.20.19_beta_v1.16

Best, Tax

Sorry but I use a translator
JC LEON
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Posted: 30th Apr 2014 15:51 Edited at: 30th Apr 2014 15:51
Quote: "@ S4real : Thanks for the link information for the new Shader.
I downloaded and applied to the file .Fps I still can not operate the lighting.

I would like to know if other users are able to illumination new shaders.

Info:
I deleted the old files .dbo And .bin
Use the v1.20.19_beta_v1.16 "


made the same but dynamc lightning and flashlight doesnt work with segments shaders...
ncmako
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Posted: 30th Apr 2014 17:39
Also confirm, updated Bond1 shaders do not work for "flashlight".

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Tax 78
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Posted: 30th Apr 2014 18:14 Edited at: 30th Apr 2014 18:15
ok, JC leon and ncmako, thanks

Tax

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s4real
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Posted: 30th Apr 2014 22:17
Tested works a treat you must make sure that ever fx for the segments have been changed not just the first section.

Segments are made of many parts so everyone has to have the fx changed.

best s4real

Screenshot attached from tax78 demo map with flashlight working.

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JC LEON
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Posted: 30th Apr 2014 23:56
Quote: "Tested works a treat you must make sure that ever fx for the segments have been changed not just the first section.

Segments are made of many parts so everyone has to have the fx changed.

best s4real

Screenshot attached from tax78 demo map with flashlight working.
"


I noticed that I had bond1 shader fix in my fps creator directory installed yet..
b
ut is not sufficent simply replace the shader into the fpsc shader folder and rename it with name of the previuos to have shaders to work??
Susysyay
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Posted: 1st May 2014 02:04
I'm using 1.20 Beta 1.17 and I've noticed that some sound zones and character sounds are WAY quieter than before. For example, when I step into a soundzone where there's a voice queue sound effect, I used to be able to hear it loud and clear. Now, it's still there, but really quiet and hard to hear. Similarly, some of the characters gunfire is much quieter too. When they fire, the gunshot sound is super quiet where as it USED to be loud.

Anyone else able to confirm?

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s4real
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Posted: 1st May 2014 17:01
To make the shaders work you have to edit all the fpi's of the shaders.

remb this shader is a ps3.0 shader and not a ps2.0 shader.


best s4real

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ncmako
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Posted: 1st May 2014 20:25
S4real
Beat 1.17 Very nice update. The editor seems very responsive for me now. Feels stable. The ps_3_0 shaders are working great for me.
All post-process shaders working. Builds are still nice and low.

As for the "flashlight" I always prefer use the hud type, like the
one you made sometime ago. They seem to work/look better.
But the "built-in" flashlight does not work for me on shaders?
If there are specific settings, let us know. But I can live without it as I hardly use it.
best

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Tax 78
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Posted: 1st May 2014 21:35
Hi,

I still can not get it to work ......

1) I have modified the file. Fps replacing all. Fx with this: (Laboratory Low)

effect0 = effectbank\ps_3_0\segments\old version without dynamic lighting-fog\norm_spec_tangentbasis.fx

effect1 = effectbank\ps_3_0\segments\old version without dynamic lighting-fog\norm_spec_tangentbasis.fx

effect2 = effectbank\ps_3_0\segments\old version without dynamic lighting-fog\norm_spec_tangentbasis.fx

and so on....

2) deleted the files .dbo and .bin
3) open FPSCreator
4) created room for the modified segment .Fx new
5) was added to the script to make the torch and dark environment
6) test
7) does not work, the torch is activated but can not see anything

Can you pass your file .Fps for pillowcases if I have done everything right? thanks

Sorry, Tax

Sorry but I use a translator
s4real
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Posted: 1st May 2014 22:19 Edited at: 1st May 2014 22:30
Sent you an email Tax

You using the old shader not the new one in that example you just shown me.

Best s4real

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Tax 78
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Posted: 1st May 2014 22:44
Ok, thanks for the file. Fps

With that shader (norm_spec_tangentbasis) the torch works perfectly, but the segment loses lighting that made the previous shader, you can not fix this thing?
And then also lose the feeling of metal that had before.

In summary:
The torch can be used with segments that do not use the guise of metal and lighting, such as ww2, you confirm that? otherwise you have to use the effect mentioned above and edit files. fps

Thanks again, Tax

Sorry but I use a translator
s4real
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Posted: 2nd May 2014 19:02
@Tax 78 :- The reason the flashlight does not work is because of the shaders.

If you re-write the shaders to work with dynamic lights then they would work.

I will look into the flashlight code and see if we can have the flashlight work a bit diffrent.#

Thanks everyone for there report on this

best s4real

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Tax 78
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Posted: 2nd May 2014 21:10
ok, thanks for your time for us

Tax

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JC LEON
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Posted: 3rd May 2014 17:41 Edited at: 3rd May 2014 17:48
@ s4real

try to ask to Nomad Soul.. He has the right shader working.. I'm sure..


thanks ..for your time...
ncmako
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Posted: 5th May 2014 00:32 Edited at: 5th May 2014 19:24
S4real
Using v1.20.19_beta_v1.17
Just started to noticed a sound problem with triggered sounds.
"sound=x" but not with so much with "plrsound=x". Also with
a characters gunfire sound? Will try one of the earlier beta's
and see if same problem exists.

Tested all beta's 1.20 beta1.14 beta1.17. The sound problem seems to happen with V1.20 beta1.16. Characters gunfire is playing a file but not the "gun fire" Strange? And the triggered sound files play but are very muffled, barely can hear them.

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Posted: 12th May 2014 17:05
Hello, compiled games under 1.20.15 seems to crash randomly towards the end of them ( in my case, my games crashes at level 6 ( of a total of 7 ).


I'm using Win7 Home Basic 64bit and FPSC v1.20.15

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s4real
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17
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Joined: 22nd Jul 2006
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Posted: 12th May 2014 18:54
Please report bugs using the latest unoffcial please 1.20.15 is an old version and many bugs have been fixed since then.

If you still have the issue with the latest version then we will look into it.

many thanks for the report.

best s4real

Amd fx4100,6gb ram,geforce 450

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