FPSC Chat / FPS Creator 1.03 RC1 here |
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Richard Davey
TGC Alumna ![]() Joined: Tue Apr 30th 2002 Location: On the Jupiter Probe |
Hi all, File Now Deleted - Get RC2 instead Attached is FPS Creator 1.03 RC1. This includes the following fixes, and also introduces load/save. Please test it out and post your feedback here. The feedback should be about what the upgrade does, not what it *should* do (i.e. this isn't the place for 'feature requests', it's the place to report bugs with it) + Code Snippet (I'm not sure why the readme only says about 'internal' load/save mechanisms, it's present in the actual games too. Weird, needs updating I guess) Cheers, Rich "Bite my shiny metal ass" (Futurama) "Don't ping my cheese with your bandwidth" (Dilbert) |
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KeithC
FPSC Moderator ![]() ![]() Joined: Thu Oct 27th 2005 Location: Michigan |
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bdgbdg
User Joined: Sun Jul 30th 2006 Location: Cyberspace |
So, the Storyzone bug it's still in there... Anyway, I'll wait for others to test it before I try it myself. Project FPS - 71% |
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Benjamin A
BOTB Developer ![]() Joined: Mon Oct 31st 2005 Location: The Netherlands |
I've got to go now, but I'll test later this evening or this weeked. I'm glad you've called it RC1 now, for those of you who don't know what it stands for, it's Release Candidate 1. It means we can test it, but it may not be the final version. Give my comments once I've tried it. http://www.gamefun4u.nl/index.html GameFun4U, the ultimate funtainment. Cool Games and Resources for your own games. |
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DJ Professor K
User Joined: Mon Dec 19th 2005 Location: Somwhr in front of a brokn kyboard..... |
great, all i need now is to get home I'll gladly test it out, i'm not afraid of patches My love is seperated in 2 parts, 1 of them is 3ds Max 7, the other; FPSC. |
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bond1
Valued Member ![]() Joined: Thu Oct 27th 2005 Location: Cyberspace |
Great I'm on vacation now but I'll test as soon as I'm back home! But can anyone explain this one, I'm not sure what this means to end users: "Fixed material system so it can now handle materials 11-99 properly" ---------------------------------------- "Your mom went to college." My FPSC stuff at http://hyrumark.zftp.com/FPSC/hyrumarkfpsc.htm |
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uman
FPSC Moderator ![]() Joined: Fri Oct 22nd 2004 Location: UK |
I have installed this new 1.03RC1 Update using the supplied .exe installer of course. Open level in FPSC test run compile - everything seems fine. Exit back to editor - build compile final game.exe and exit FPSC. Run final game.exe. I see no sign of Save/Load. All I have is the Single Player V1 interface and program. Using the F6 key for intstance in game does not Save Game - it does nothing. Pressing Esc in game Does not return to the Options menu Showing Save/Load options as it should. They obviously do not exist. Not sure if this is just due to my stupidity - but I have done nothing other than what one should as far as I can tell. Its Not Rocket Science is it? i.e. Install compile game and run. If there are special things a user must do in setting this up to work correctly then one would think there would be a supplied document to tell users how to do so? There is no advice or documentation supplied regarding either installation or set up if such advice or guidance is needed. In the editor Build game dialogue box - choose the setup.ini for the game and the Menu Exit and Contiunue buttons are available for choosing or changing by the user - However I dont see any new Save or Load menu button idicators - where are they? Should this installation not have updated the editor in some way. It does not seem to have updated FPSC with the Save/Load feature at all. Hopefully others may have better luck than I. "I am and forever will be your friend" |
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bdgbdg
User Joined: Sun Jul 30th 2006 Location: Cyberspace |
Now I don't understand a bit... What changed? Is the save/load in the patch or not? Have TGC gone mad? (Sorry for this one). Anyone can clear it out? Project FPS - 71% |
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uman
FPSC Moderator ![]() Joined: Fri Oct 22nd 2004 Location: UK |
Quote: "It does not seem to have updated FPSC with the Save/Load feature at all."
Its may be there but not compiling correctly. Either that or I am just a complete Wally and thats quite possible. Really I cant make it much clearer than that. Please try and keep this thread for reporting findings or bugs as Rich asked or its going to get out of hand. "I am and forever will be your friend" |
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Airslide
User ![]() Joined: Mon Oct 18th 2004 Location: Cyberspace |
It works! Well, the screen comes up anyway. You CANNOT edit the menu in the editor if you want save/load to stay, you have to edit it by a text file. It replaces the orignal mygame fpi files, so you have to make a new project to get it to work or copy over the title page. My Apps: Decal Maker |
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bond1
Valued Member ![]() Joined: Thu Oct 27th 2005 Location: Cyberspace |
Well these are Lee's words: "Added internal mechanisms for SAVE/LOAD feature (to be supplimented seperate to these fixes)" "To be supplemented seperate to these fixes" I know that Richard Davey said otherwise, but it sounds like in fact save/load will be a separate update. ---------------------------------------- "Your mom went to college." My FPSC stuff at http://hyrumark.zftp.com/FPSC/hyrumarkfpsc.htm |
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xplosys
User ![]() Joined: Thu Jan 5th 2006 Location: Atlanta, GA |
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Airslide
User ![]() Joined: Mon Oct 18th 2004 Location: Cyberspace |
It's in the mygame project file! If you installed it, make a short level and use the standard mygame project file, then compile. IT WORKS! I saved and loaded and its AWSOME! Some bugs, but nothing serouis - I was standing on a weapon and it got offset (well, not on, just close) and a dead enemy dissapeared but that's all acceptable My Apps: Decal Maker |
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Airslide
User ![]() Joined: Mon Oct 18th 2004 Location: Cyberspace |
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xplosys
User ![]() Joined: Thu Jan 5th 2006 Location: Atlanta, GA |
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Zizaco
User Joined: Mon Apr 17th 2006 Location: Brazil |
What about the source? Sorry for my bad inglish! ![]() |
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bdgbdg
User Joined: Sun Jul 30th 2006 Location: Cyberspace |
Quote: " What about the source? "
I don't think you'll get it untill the final version of V 1.03 is out. Project FPS - 71% |
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Zizaco
User Joined: Mon Apr 17th 2006 Location: Brazil |
Ok... i hope it happen soon Sorry for my bad inglish! ![]() |
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mrniceguy
User Joined: Wed Oct 5th 2005 Location: Cyberspace |
It works but some few points. When pressing F6 the last saved game is always slot 1. It's better to take the next unoccupied slot. When loading a game with F9 there isn't a progressbar during loading. |
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Dark Eternity
User Joined: Sat Jul 10th 2004 Location: Vana Diel |
I have some problems: on the installer when it asks for your name and serial you cant press back (me being fussy and also i found that the ai starts and cuts out (i made a map with 25 characters near you shooting you at once and they all did until i shot one of them then they all stayed where they were just crouching while two guys at the side desided to stay shooting but missed also the enemies cant aim AT ALL they need more of a guideline because in the 25 man demo i lost 7 health and had tons of bullets sprayed everywhere but at me (they had the default sci-fi assault rifle) the entity management was bugging up for me, while ingame i could walk on a corpse and as i started to pass it all of a sudden it disappeared. DE Scorched Skies is waiting,can you help ![]() AMDAthlonFX-62,NvidiaGeforce7900 512MB X2,RAM4GB |
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Google Ad
AdBot Joined: Aug 26th 2002 Location: Everywhere |
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DJ Professor K
User Joined: Mon Dec 19th 2005 Location: Somwhr in front of a brokn kyboard..... |
F6 should be like quick save, thats why it uses slot1 My love is seperated in 2 parts, 1 of them is 3ds Max 7, the other; FPSC. |
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LeeBamber
TGC Lead Developer ![]() Joined: Thu Aug 21st 2003 Location: England |
Hi Guys, V103 is by no means meant to be a bug fixing patch. It merely slightly extends the multi-material handling to allow Model Pack 3 textures to survivde, fixes some very small bugs that just happened to be easy to fix and adds the SAVE/LOAD feature much requested by the community. A proper bug fixing patch will come later. To use the SAVE/LOAD feature, simply go to BUILD GAME and then click the NEW button to create a new game project. You can then re-specify your levels used in your game and then go and build the executable. This was done so the feature would not mess up your existing projects, but also allow you to easily use the new save/load feature if you wished. "Small, smart, and running around the legs of dinosaurs to find enough food to survive, bedroom programmers aren't extinct after all |
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ctm
User ![]() Joined: Fri Feb 25th 2005 Location: Cyberspace |
It works, thanks for the new feature But there is a problem with some physic objects when loading a savegame. On these screenshots you can see that the barrels get a kick when loading the level. Before saving: ![]() And after loading the savegame: |
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Connor Higgins
User Joined: Tue Apr 18th 2006 Location: you really want to know eh?! |
Thanks Guys it works fine for me super cool timmy turner has fairy godparents and i am not a mad science teacher i am a real boy so FAIRIES!!!!!!!!!!!!!!! |
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FredP
FPSC Moderator ![]() Joined: Mon Feb 27th 2006 Location: Indiana |
Pardon me for being dense but exactly what button do you push to save your game? I got the load game screen but I can't figure out which button to push to save it |
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ctm
User ![]() Joined: Fri Feb 25th 2005 Location: Cyberspace |
It is F6 for quicksave and F9 for quickload. Or escape for the save/load menue. |
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xplosys
User ![]() Joined: Thu Jan 5th 2006 Location: Atlanta, GA |
Quote: "To use the SAVE/LOAD feature, simply go to BUILD GAME and then click the NEW button to create a new game project. You can then re-specify your levels used in your game and then go and build the executable."
That worked for me as well, but there are obviously going to be issues (such as with dynamic objects) that are going to be out of our control. Is it or could it be possible to make auto-save points in-game and call the "save" automatically. ( like a save zone ) Then we could decide where the save would take place in case we have some area/s that cause issues or are not good save areas? If we can do that, an auto-save message for a few seconds would be nice. |
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Darth Valtar
User Joined: Mon May 22nd 2006 Location: Cyberspace |
FPS Creator 1.03 RC1.exe has bad compression type. I downloaded it with PKZip and it could not be opened. |
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FredP
FPSC Moderator ![]() Joined: Mon Feb 27th 2006 Location: Indiana |
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SpyDaniel
User Joined: Sat Feb 4th 2006 Location: United Kingdom, England, Liverpool |
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DamonV
User Joined: Fri Aug 18th 2006 Location: Alberta, Canada |
Hello, Well, I have tried to download the update several times now, however it keeps cutting out on me at 1.2 megabytes, or 23% done. Is there any other location where I can download the update? Thank you. - Damon |
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Dark Eternity
User Joined: Sat Jul 10th 2004 Location: Vana Diel |
if more people are having these problems i will upload to my server? Scorched Skies is waiting,can you help ![]() AMDAthlonFX-62,NvidiaGeforce7900 512MB X2,RAM4GB |
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Candle_
User ![]() Joined: Mon May 29th 2006 Location: kindergarten |
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DamonV
User Joined: Fri Aug 18th 2006 Location: Alberta, Canada |
Many thanks to you Candles Games, from your link I was able to fully download the patch, and am now in the process of updating. Thanks again. - Damon |
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Benjamin A
BOTB Developer ![]() Joined: Mon Oct 31st 2005 Location: The Netherlands |
Well, I've been able to conduct my first test. I'm impressed.... a lot. I tried it with my latest game (uses all new items and segments, every thing textured by me) and it runs smooth. That's a great relieve for sure, since with patch v1.01 & 1.02 it hardly did run anymore. But most impressed I'm with the saving and loading. It works and even looks good. So my first impression about this patch is very positive, but I'm not done testing yet Here's already the first request..... AUTOSAVE! When you walk through a trigger it autosaves the game. Also the loading/saving items have not been edit to the build game options so we can edit them (choose which pictures and positions we want), I'm assuming this will happen in the final version? I've located all of the items already, so I can customize it, but doing it throught the build game options will be much easier. flexible and quicker. Lee, thank you so much for working on these great features, I'm wishing you much luck in also being able to speed up FPSC which failed in the previous patches. Next patch suggestion..... pump up the framerate to at least 50fps without me needing to buy a new pc to achieve that kind of speed http://www.gamefun4u.nl/index.html GameFun4U, the ultimate funtainment. Cool Games and Resources for your own games. |
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Grim Reaper
User Joined: Thu Feb 9th 2006 Location: worcestershire, UK |
Just installed latest update (1.03 RC1) and can report that the speed problem created by the last two updates has been rectified, however my original problem of character entities (aiko, AI, colonalX) losing their textures (post build) and appearing as just black figures has returned. Anyway, it's getting late, so I'm off to bed and i'll have a proper look at everything tomorrow. Ours is not to reason why, ours is but to do or die. |
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traynor
User Joined: Sat Nov 5th 2005 Location: Skelmersdale, UK |
Quote: "Its working great, thanks Lee.
I have found a graphical error, not ingame, but on the exe icon, it has a static line through it. Image attached:" yes! save and load actually works and ive noticed the same graphical error. And i dnt get framerate problems anymore stays at 33 fps instead of dropping to like 14 fps! thank you very much Visit my site -http://www.magnuimsoftware.co.uk |
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Lon
User Joined: Thu Feb 12th 2004 Location: Big Ass Castle |
I have encountered an error in saving. Here's the situation: I have tnt boxes that blow up if you shoot them. They automatically re-spawn upon them being destroyed. I saved just as the boxes were falling through the air and in motion the boxes on the floor were also in motion. When I loaded my game the box that was falling just hung in the air motionless and the ones on the floor are no longer sensed by the player, I can walk through them. It looks like dynamic physics objects that are in motion during a save get ignored by the engine physics and collision wise upon re-loading a game. See attached pic. The box in the air just sits there. Edit: Weird, upon looking at my screenshot, I noticed that the boxes that are behind my see-thru ghost enemies are invisible, but only what's behind the ghost Hmmmmm. |
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=ChrisB=
User Joined: Thu Jun 23rd 2005 Location: starring into a viewfinder |
Thanks TGC!!! I'll defenetly be DLing this asap when I get home |
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Airslide
User ![]() Joined: Mon Oct 18th 2004 Location: Cyberspace |
To all those who wanted an 'onkey': Quote: "scancodekeypressed="
That's about the same, just use a number like empty's mod. My Apps: Decal Maker |
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