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FPSC Classic Product Chat / FPS Creator 1.03 RC2

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Richard Davey
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Posted: 25th Sep 2006 16:15 Edited at: 25th Sep 2006 16:17
Hi all,

Here is Release Candidate 2 of FPS Creator Upgrade 1.03. This fixes a few issues reported with RC1 and introduces a new Crash Test program.



http://files.thegamecreators.com/fpscreator/FPSCreator_103_RC2.zip

If you installed RC1 you'll get a 'Read Only' file error at the end of installing. Ignore it. The final release of 1.03 won't do this.

Cheers,

Rich

"Bite my shiny metal ass" (Futurama)
"Don't ping my cheese with your bandwidth" (Dilbert)
bond1
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Posted: 25th Sep 2006 16:24
Great, I have the entire week free to try this new one out.

----------------------------------------
"Your mom went to college."
My FPSC stuff at http://hyrumark.zftp.com/FPSC/hyrumarkfpsc.htm
LeeBamber
TGC Lead Developer
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Posted: 25th Sep 2006 16:42
If you get a freeze or a crash while running this version, use the new FPSCreatorDumpMem.exe to capture some important data. It will produce a folder, which you can zip up and send to me. If you can also provide a screenshot and a description of what steps you did prior to the crash/freeze I will have a few more clues as to why it does this occasionally.

"Small, smart, and running around the legs of dinosaurs to find enough food to survive, bedroom programmers aren't extinct after all "
Luke314pi
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Posted: 25th Sep 2006 16:59
I will give this a shot tonight when I get home.


Samoz83
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Posted: 25th Sep 2006 18:51
is it me or is the TGC sever going really slow im getting 3.3KB/s

SaM
www.firelightstudio.co.uk
Richard Davey
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Posted: 25th Sep 2006 18:56
It's you, just downloaded at 256kb/s here to test it (and we're in the UK too)

"Bite my shiny metal ass" (Futurama)
"Don't ping my cheese with your bandwidth" (Dilbert)
Samoz83
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Posted: 25th Sep 2006 19:10
ok don't worry its back to normal stupid tiscali is always slowing down

SaM
www.firelightstudio.co.uk
CLiPs
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Location: California
Posted: 25th Sep 2006 21:41
Well I hope it is okay to post your bugs found here...
Just installed the new patch...

As I was setting up in the build section I made changes to the skyback to use the scifi\Mar

And where it is sticking at is ww2\Hil

since it was sticking here I tried several other skybanks and I was getting the same result no matter what I was choosing...

now this is what I see when running my test.... but I will run a sample build and get back to you if this follows through...



Have you downloaded your CLiPs today.
Lukeirado
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Posted: 26th Sep 2006 02:08
Hey, this mirror is a lot better. At filefront it was 4kb per second... Really sssssssssssssssllllllllllllllllooooooooooooooowwwwwwwwwwwwwwwwwwww.........................

Well, at this one I am having 100kb ps..

(\__/)
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(> < ) This is Bunny. Copy Bunny into your signature to help him on his way to world domination!
Silent Thunder
18
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Location: The Ship
Posted: 26th Sep 2006 06:28
Kool, I'm downloading now.
download speed at:
2 kb/s
9 kb/s
60 kb/s
25 kb/s
230 kb/s
160 kb/s
450 kb/s!??!?!?!?!?!?!

Obviously my ISP is unstable,lol.

Take my survey please!
My Upcomming Media Pack
Davy B
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Location: West Berkshire (UK)
Posted: 26th Sep 2006 13:11
Just tested it, its works alrights, none of the badguys came back when i loaded the game up.
Hubdule
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Location: Gundelsheim
Posted: 26th Sep 2006 17:53 Edited at: 26th Sep 2006 17:54
Hi Tested RC2 and added support for FPSCreatorDumpMem.exe to my Bug Report Generator. For more info about it, have a look here:

http://forum.thegamecreators.com/?m=forum_view&t=89457&b=21&p=0

Life is good!
Locrian
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Posted: 27th Sep 2006 19:51
Well I sent in the zip Lee requested but I'm also wondering if anyone has this thing crash their FPSC on start up?

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Zaibatsu
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Location: Lost in Thought
Posted: 28th Sep 2006 07:20
ever since I installed this, "Building Portals" has taked longer

_Ken sent me
tj990
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Location: In a radio shack
Posted: 28th Sep 2006 13:41 Edited at: 28th Sep 2006 13:42
Hi all,

This is MY official bug report.

Firstly I would like to say thankyou to Lee for making this save and load feature.
The save and load works fine but there are some problems.(may be only for me)

-Firstly,The strike of colours through the built game icon.
-And secondly the bad guys come back after I have killed them.

This is a full discription on what happened.

After I installed the save/load feature part 2,
I opened up terrorstrike (to see if it would work).
Next I went to build game.I clicked on new project like Lee had instructed,
And renamed the project to savetest.
(Which if I didn't fpsc would not respond after I click build game exe)


Then after the game building was complete I exited fpsc.
I went into Frogram FilesThe Game CreatorsFPS CreatorMyGamessavetest
(I have multiple drives:C,D,E and F.I like putting all my game making stuff into F drive)
I double clicked on savetest.exe and was then into the Menu.
There were 3 buttons in the menu like there should be.ie:New game,Load game and exit game.

I clicked on new game and waited it to load.

After it had loaded I was at the start marker position in the game.
I got the key and opened the door.Went through the room with the
3 windows on the side.Went through the next room with the stairs and the
switch.Went through the next door and shot all the colonel x's.
Then after they were all dead I remained in that big room with aiko and all the crates.

I then pushed F6 to quick save. I pressed ESCAPE and the menu appeared.
I clicked on load game and selected the top one(which was the quicksaved one)


When the game finished loading ALL THE COLONEL X'S WERE STILL ALIVE!!!!!
And this time it took me even longer to kill the Colonels.Its as if there
hp rose greatly!(which it shouldn't have, last time it only took a few bullets)


I would really appreciate someone's help.

Kind regards

TJ

[/img]
FredP
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Location: Indiana
Posted: 29th Sep 2006 00:46
I have built a level using 1.03 RC2 and so far I have found no problems with it.
When I saved and reloaded the game all of the dead enemies were still dead and all of the weapon,ammo,etc. information was correct as far as I can tell.
It seems like it takes forever for the game to load but that might just me be or my pc.

Zeppelin 37BDF
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Posted: 29th Sep 2006 01:09
I just built a simple game with the new update and it worked like a charm. Save and Load worked great with no problems what so ever.

Now, TGC have oppened up a door of possibilties for the games made with FPSC.

tj990
17
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Posted: 29th Sep 2006 01:10
I didn't install rc1 just rc2
was i supposed to install rc1?
am i doing anything wrong??

Tj

[/img]
Zeppelin 37BDF
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Posted: 29th Sep 2006 01:14
i didn't have RC1 installed, but RC2 worked fine for me.

Lon
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Location: Big Ass Castle
Posted: 29th Sep 2006 16:24 Edited at: 29th Sep 2006 16:53
float_crate.fmp file and steps.txt file for Lee in zipped format. Lee please check your email if you haven't already.

Thanks

Lon

[url=http://webpages.charter.net/lflicking/]

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Lon
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Location: Big Ass Castle
Posted: 29th Sep 2006 21:53 Edited at: 29th Sep 2006 21:56
Would anyone be interested in testing for a showstopper bug in saving I found?

Above in my previous post is a zip file containing an fpm file created with the standard library and a text file containing steps to re-create the problem. The password for the zip file is float

Copy the fpm file into your mapbank folder and follow the directions in the text file. I'm wondering if anyone else can re-produce this situation.

The problem I’m encountering is that if I save a game while boxes are falling in mid-air and re-load the game, the boxes are frozen in the air motionless and all the rest of the boxes on the floor aren’t sensed by the player anymore. I think this error has to do with objects set to re-spawn because even if they are not falling and sitting still and you save, the boxes are still ignored by the player upon a re-loaded game. In any event, if this is re-producable it needs to be fixed.

Lon

[url=http://webpages.charter.net/lflicking/]
MK83
FPSC Reloaded TGC Backer
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Location: Greeneville, TN
Posted: 29th Sep 2006 22:52
I made a test game with terrorstrike, went downstairs killed both guys inside the door, saved the game,exited the game,restarted to the saved location and the enemies were alive instead of dead. Changing the skies and music and backgrounds all worked, and frame rate was good.


http://www.mk83productions.com http://www.freewebs.com/mk83
Lon
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Posted: 29th Sep 2006 23:13
That sounds similar. Did you try my files?

Lon

[url=http://webpages.charter.net/lflicking/]
Conjured Entertainment
AGK Developer
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Location: Nirvana
Posted: 30th Sep 2006 00:29
Are there any conditions other than scancodekeypressed=x that were finished in v1.03?

Are there any additions to the fpi script's conditions/actions in V1.03?

Just wondering because it is so nice to have that scancodekeypressed working now.
That was a nice added bonus to the Save/Load functionality.

THANKS AGAIN LEE & TGC!


Don't forget to visit Conjured Entertainment
DamonV
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Location: Alberta, Canada
Posted: 30th Sep 2006 02:02
Hello Lon, and whomever it may concern,

I have downloaded Lon's file, and followed his steps to the letter. I am saddened to say that the result Lon recieves is the same result that I get. Below is a screenshot of me standing within a crate, looking toward the center, to show the crate in the air, and the other crates.



So this does look like a bug that could cause problems, should players decided to save while physics is being applied to obejcts. Atleast the gravity physics anyways.

Anyways, these are my findings. Good luck.

- Damon
RickV
TGC Development Director
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Posted: 30th Sep 2006 10:14
OK, well Lee will be on the case soon. Thanks for finding the bug and showing how to re-creating it.

Financial Director
TGC Team
[Check out Jed McKenna - http://www.wisefoolpress.com/]
bdgbdg
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Posted: 30th Sep 2006 13:06
This doesn't fix the storyzone bug, does it?

Project FPS - 71%
Wehtam_
User Deleted
Posted: 30th Sep 2006 13:24
Quote: "This doesn't fix the storyzone bug, does it?"


I hope so, it's my only obstacle at the moment, but good things come to those who wait. It's fantastic that FPSC is now recieving more updates and such from Big Boss and co. We're very fortunate to have this much support in the form of great model packs and news updates from those in the know
Juice
User Banned
Posted: 30th Sep 2006 15:21
i'll have a shot at this now. rc1 gave me a bug, when i tried to test the game it said i have to install directX 9.0c and I already have directX 9.1. what happened here?

Wizzkid
AGK Tool Maker
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Posted: 30th Sep 2006 16:00
I installed rc1 and 2 but now when I play the games I make, my enemies go really slow and so does opening doors. The strange thing is everything else is working great and is at normal speed.

Does anyone know how to fix this?

http://www.keep-me-laughing.com Rocks!!!!!!!
bdgbdg
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Posted: 30th Sep 2006 18:07
Try to get back to V1 and then install RC2... otherwise, I have no idea...

Project FPS - 71%
Wizzkid
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Posted: 30th Sep 2006 19:54
thanks I will try
LeeBamber
TGC Lead Developer
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Posted: 30th Sep 2006 23:45
Thanks for the great bug reports. The step by steps and supporting FPM files are just what I need to eliminate these pesky bugs quickly for you. I will do a little tinkering on Sunday on RC3, specifically aimed at the floating crates, the reanimating COLX characters, Ricks 50 zombie slowdown bug and any serious showstoppers reported from RC2. Anyone having any other serious problems with RC2?

"Small, smart, and running around the legs of dinosaurs to find enough food to survive, bedroom programmers aren't extinct after all "
uman
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Posted: 1st Oct 2006 02:15
LeeBamber,

Serious problems Yes though they are have always been FPSC relevant so are relevant to RC2 as well. Not specifically RC2 of course - though show stoppping.

Object map limit has me at stop again after only one week of picking up develoment following a break of around 4 months waiting for updates. Just cant add any further segments and cant remove any unused ones from the library to ease the burden.

Script limit still exists too so same old problems.



"I am and forever will be your friend"
Airslide
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Posted: 1st Oct 2006 04:52
Quote: "rem AI Library Count
if leavegamedataalone=0
dim scriptbank$(100)
aiindexmaster=0
endif"


Can't you just change; dim scriptbank$(100) to dim scriptbank$(900) or something then change any other refrences to the limit to the same

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Lost in Thought
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Posted: 1st Oct 2006 13:32
Why predim it anyway? Why not setup an auto sizing array for everything? I almost always use dim blahbalh(0) and then resize the arrays as needed. Then the only limits will be set by what the machine can handle and what is in the level.

Davy B
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Posted: 1st Oct 2006 13:42
When will the 1.03 RC3 be out, how many more update are they going to make?
uman
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Posted: 1st Oct 2006 15:02
Airslide,

Quote: "Can't you just change; dim scriptbank$(100) to dim scriptbank$(900) or something then change any other refrences to the limit to the same"


No idea I dont work with the source. If it was that easy to amend the limits I would presume Lee would have done so as it was almost a year ago that I first wrote to Lee regarding the limits. He has said he would remove the script limit altogether but it still exists at the moment. I have never been told the Map object limit would be removed though.

I have just bought the ModelPack3 wanting to use some of the segments but cant add any more to complete my levels so FPSC is kind of back on the shelf for the moment at least.

I guess this is a bit off topic and the point is made so wont fill the thread here any further with this.



"I am and forever will be your friend"
LeeBamber
TGC Lead Developer
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Posted: 1st Oct 2006 18:22
Anyone else experience a resource shortfall, where a runtime error reported an array was accessed out of bounds around the same time you added more to your level, or installed a model pack, etc? Thanks.

"Small, smart, and running around the legs of dinosaurs to find enough food to survive, bedroom programmers aren't extinct after all "
Airslide
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Posted: 1st Oct 2006 19:38
@Lost in Thought - You can resize arrays? I've never really looked into that, I guess, but sometimes I'd do something like this:
[/quote]
scriptnum=Preform Checklist for Files()
dim scriptbank$(scriptnum)
[quote]

That doesn't check for things in folders and such but since it loads all AI scripts I would image this is a start.

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LeeBamber
TGC Lead Developer
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Posted: 1st Oct 2006 20:50
Automated expanding array code added for FPI and Segment resources in RC3. Let me know if other resources fall over at high frequencies

"Small, smart, and running around the legs of dinosaurs to find enough food to survive, bedroom programmers aren't extinct after all "
Ninja Venom
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Posted: 1st Oct 2006 20:56
I had update 1.02 - single player mode worked fine. I updated to 1.03 rc2, and now I have this issue - When I click the build game button, fpsc goes through the motions, then dialog box dissapears, then black screen and map never draws back after completion as it used to. Then a crash of the entire program with message. Attached is a screen capture.

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LeeBamber
TGC Lead Developer
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Posted: 1st Oct 2006 21:54
Juice, I would suggest downloading the latest DirectX from microsoft, EVEN if you think you have a sufficient version installed. We are dancing on the very edge of technology, and it always makes sense to keep your drivers updated

"Small, smart, and running around the legs of dinosaurs to find enough food to survive, bedroom programmers aren't extinct after all "
Lost in Thought
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Posted: 2nd Oct 2006 02:44
Quote: "@Lost in Thought - You can resize arrays? I've never really looked into that, I guess, but sometimes I'd do something like this:
"
scriptnum=Preform Checklist for Files()
dim scriptbank$(scriptnum)"


Or just use:

dim scriptbank$(0)

and then just before loading each script add

insert array at bottom scriptbank$(0)
cur_index = array count(scriptbank$(0))
blah$ = scriptbank$(cur_index)

or similar. I did this in my open source engine.

uman
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Posted: 2nd Oct 2006 02:50
Thank you Lee,

now we are motoring



"I am and forever will be your friend"
FredP
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Posted: 2nd Oct 2006 05:16
I know this has been brought up before but being able to take an entity out of a level if you place it and don't like it would be great.
As it stands now you have two choices.
Quit the level and reload it/Quit and restart FPSC and reload the level
or
Keep the entity in the level since once you pick it you can't get it out of the level.
I am aware that you could possibly remove it from a built game but FPSC is touchy about that and it does not always work right.
I have had at least one level that quit working because I had too many entities.
At this point I have to add an entity,run a test game and then quit if the entity doesn't look right in my level.
While this does work at present you can't imagine how much time it would save me and others as well if you could just completely remove an entity,segment,etc. completely from the level.

Thraxas
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Posted: 2nd Oct 2006 05:53
I agree FredP... I think this is essential to FPSC... It makes no sense to not be able to remove something that doesn't look right in a level (and you never know til you've placed it) and have no option to remove it except to quit out and reload...

I don't want to see a FPSC Professional!
Kerithion
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Posted: 2nd Oct 2006 16:19
Just thought I'd let you know - installed the 1.03 RC2, ran FPSCreator, and it appeared to work. Then purchased Model Pack 3 and the Sprite Pack, installed them both, and I've been hit with the "Array out of bounds" error at runtime since, like the one Locrian mentioned in his earlier post.

I uninstalled both packs - ran the application - and it froze me out. Uninstalled 1.03 RC2, ran again - still locked out.

I'm now going through the painful process of reinstalling everything. =(

Hoping it'll work on a fresh install.
Richard Davey
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Posted: 2nd Oct 2006 16:36
Kerithion - installing the model pack would have un-done the fixes that 1.0.3 RC2 provided. Install model pack 3 and THEN install RC2 again, and you'll be back to the start with the fixes intact.

"Bite my shiny metal ass" (Futurama)
"Don't ping my cheese with your bandwidth" (Dilbert)
Kerithion
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Posted: 2nd Oct 2006 16:43
Thanks for the swift response. I was just about to reinstall the fix, then the packs again! Your timing is fantastic. Very much obliged to you. =)

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