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FPSC Classic Product Chat / V105 RC1 (files only)

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Slayer222
17
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Location: Wherever I feel like
Posted: 5th Apr 2007 06:53 Edited at: 5th Apr 2007 06:56
I think if emptys mod and rc2 were combined FPSC would be killer No I'm 99.999% certain that allies don't work in the finished version of V1.04, in early rc's yes they did work.
Slayer_2
P.S. Lee, my request still stands could you please add in the settargetname command? I know you've got your hands full with X10 at the moment and I'm looking forward to that to.
killers
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Posted: 5th Apr 2007 21:22
Nice update! Fixed a few issues.
Airslide
20
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Location: California
Posted: 6th Apr 2007 02:20
He already added settargetname - but I don't know if he had the two 't's in a row.

Also, the global vars, it could be an array. That way, with some modifications to the FPI parsing code, you could have up to 9999 variables. Each array would be either an integer, string, or possibly a real value (with decimal point) if nessasary.

Slayer Simon
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Posted: 6th Apr 2007 23:22
EARTH TO INSPIRE: He already added the settargetname command. You use it like this: settargetname=door (or whetever the entity name is), then you can do something like: rotatetotarget and movetotarget etc.

I'm telling you, it's already in there.

Also, yeah I'm having weird lightmapping issues too. Exactly like you pictured them.

When I turned the quality back up to 50, Whole segments weren't even mapped.
Slayer222
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Posted: 7th Apr 2007 00:48 Edited at: 7th Apr 2007 00:50
Earth to you it's Slayer_2 not Inspire jeez. also if the settargetname command is there it dosn't work for sensei. Only emptys mod has a fully functional settargetname command. Unless you mean its been fixed and added to rc2
Slayer_2
bdgbdg
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Posted: 7th Apr 2007 01:24
Sorry for the spam but...

Lee, PLEASE come out of the FPS Creator X10 cave and bring us another fantastic update, we really need it... Please?

Apart from that, I really like very much this update as we can finally have a playable game. But appart from the lightmapping issues I'm having a strange one: Whenever I save my map for the first time, the program saves it and just freezes, I don't know why and I have to Alt + Ctrl + Del and shut FPSC.

BDG

Project FPS - 71%
Slayer Simon
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Posted: 7th Apr 2007 06:31
@Slayer222: Sorry I must have looked at the post above yours to clear up any confusion.

Quote: "Unless you mean its been fixed and added to rc2"


What's there to fix, unless sensei is integrated into a later update TGC has no responsibility over that because sensei isn't a TGC product. The updates are not designed to accommodate certain user mods.

Well, maybe if Lee was feeling particularly nice sometime...
MK83
FPSC Reloaded TGC Backer
18
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Location: Greeneville, TN
Posted: 7th Apr 2007 10:50
Could someone please tell me the file path to change the light map quality? Or a picture? something?


[http://www.mk83productions.com] [http://www.freewebs.com/mk83]
Inspire
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Location: Rochester, NY
Posted: 7th Apr 2007 11:07
The lightmap quality is somewhere in the setup.ini, I think.

MK83
FPSC Reloaded TGC Backer
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Location: Greeneville, TN
Posted: 7th Apr 2007 11:22
is the setup.ini here C:\The Game Creators\FPS Creator
This one?


[http://www.mk83productions.com] [http://www.freewebs.com/mk83]

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Inspire
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Location: Rochester, NY
Posted: 7th Apr 2007 20:08
I think.

Can anyone tell me anything about the problems with the lightmapper? (see my post about it, it has a picture).

Airslide
20
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Location: California
Posted: 7th Apr 2007 21:03 Edited at: 7th Apr 2007 21:04
For those who are curious - settargetname DOES work in this update. HOWEVER, Sensie does not as it uses a condition called 'TargetActive', which, since it doesn't exist in normal FPSC, is ignored, and Sensie thinks the enemy is dead. By removing that, they can attack and kill the enemy, but will continue to shoot at them even when they are dead. I found if they are set to have their bodies fade away that they will move on to shooting the next character with the same name. Unfortunetly, at the moment there seems to be no way to figure out if the target is dead.

Slayer Simon
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Posted: 7th Apr 2007 21:14
@Airslide: Precisely

@Inspire:Yes, as I said earlier, I'm having the same problem as you are, and has anybody tried using a switch under a light? When the switch changes texture it becomes all dark. As if it wasn't mapped.
Slayer222
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Posted: 7th Apr 2007 22:05
oh ok to bad well the the Target activate command would be good lol
Slayer_2
Slayer Simon
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Posted: 7th Apr 2007 23:54
LOL!

@slayer222: There already is a target activate command as well!

It's called activatetarget=1 (or 0,2,3,etc)

Someone should make up a database of all the commands and conditions so people like Slayer222 don't get confused.
Inspire
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Posted: 8th Apr 2007 01:30
@Slayer Simon:

I'll try the switch under the light thing.

Also, what does the activatetarget command do?

Slayer222
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Posted: 8th Apr 2007 02:48 Edited at: 8th Apr 2007 02:49
Argghh I feel like a noob lol but lots of the commands that came with FPSC were and still are broken.
Slayer_2
P.S. Then why dosn't sensei work!?
Slayer Simon
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Posted: 8th Apr 2007 02:56
@Slayer222: that's totally okay man

@Inspire: activatetarget would set the target entity's activation value to X. If you set a switch as the target with the settargetname command, you can use activate target to turn it on or off.
Airslide
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Posted: 8th Apr 2007 07:11
Slayer Simon - that's not the command needed by Sensie. The command needed is 'targetactive'. It's a condition that checks to see whether or not the target is alive (or maybe just in existance).

Nickydude
Retired Moderator
18
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Location: Look outside...
Posted: 8th Apr 2007 19:19
Quote: "Someone should make up a database of all the commands and conditions so people like Slayer222 don't get confused."


Take a look in my guide, they are all there


Search for "HellHouse" in Showcase.
Snowblind 44
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Location: USA
Posted: 8th Apr 2007 21:02 Edited at: 10th Apr 2007 03:17
In my opinion v.105 is the best update yet.

Slayer Simon
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Posted: 8th Apr 2007 23:18
@airslide: I wasn't talking about sensei

@Nickydude: sweet, ill check it out
Inspire
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Location: Rochester, NY
Posted: 9th Apr 2007 05:56
Quote: "In my opinion FPSC is the best update yet."


What?

Shaka
18
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Joined: 8th Sep 2006
Location: San Diego, CA
Posted: 9th Apr 2007 06:05
So wait im confused. Is the final Version of V105 done? Or is the beta version out?

http://img263.imageshack.us/img263/7822/1175046336j2pta8.png
Slayer Simon
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Posted: 9th Apr 2007 07:11
Only beta for now. I think RC2 is on the second page or something.
bdgbdg
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Posted: 9th Apr 2007 19:05
I have one question:
Does FPSC use drawdistance? If so, is it possible to change it via scripting?

BDG

Project FPS - 71%
Inspire
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Location: Rochester, NY
Posted: 10th Apr 2007 01:29
No it doesn't. I renders the whole level, and that's why it runs so slow on large levels.

Airslide
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Location: California
Posted: 10th Apr 2007 02:52
Actually, it doesn't render the whole level. It divides it up into 'portals', sections of the level that are rendered depending on your position and camera orientation. Unfortunetly, it isn't all that efficent. However, it still does not have a draw distance, so large levels that aren't divided well for the portal system do run slowly.

Inspire
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Posted: 10th Apr 2007 03:51
Hey, I learned something today. So that's what the portals are. I thought they were just doors.

Shaka
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Location: San Diego, CA
Posted: 10th Apr 2007 05:03
Does anyone have an idea when V105 will be out? Im suuuper exited to see this one!!

http://img263.imageshack.us/img263/7822/1175046336j2pta8.png
Airslide
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Posted: 10th Apr 2007 05:19
Inspire - In case you're wondering, the CSG is what cuts through to make the holes for doors

Doggy
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Posted: 10th Apr 2007 16:44
Quote: "Does anyone have an idea when V105 will be out? Im suuuper exited to see this one!!"

Answer is the good old "when it's done". But meanwhile you could download the 1.05RC2, it seems to work just nicely...
Shaka
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Posted: 11th Apr 2007 02:12
Oh ok! Well im kinda scaredto download the beta, only because im hearing alot of things wrong with it. I wouldnt want to mess up my game. But thanks for your help!

http://img263.imageshack.us/img263/7822/1175046336j2pta8.png
Nicholas Primiano
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Posted: 14th Apr 2007 03:14
How do i get the RC1 files to work?
MK83
FPSC Reloaded TGC Backer
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Location: Greeneville, TN
Posted: 14th Apr 2007 03:16 Edited at: 14th Apr 2007 03:21
Heres RC2 and it has an installer if that helpshttp://www.fpscreator.com/betafiles/FPS_Creator_V105_RC2_120307.zip



[http://www.mk83productions.com] [http://www.freewebs.com/mk83]
JBazarra
21
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Posted: 18th Apr 2007 21:40
Why when building a game with 7 or more levels this error does appear?

"The application has encountered a problem and needs to close. Extra Debug Info: 0 0"

If you want to check this: Make a new level and put a prefab room and only add him the player start mark. You save the level with any name and in 'Build Game' goes to 'Level Settings' and you insert that same level 7 times or more and you press on 'Build Game Executable'. Do you have the error?

Thank you
Conjured Entertainment
AGK Developer
19
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Location: Nirvana
Posted: 19th Apr 2007 23:06 Edited at: 19th Apr 2007 23:10
Okay, I finally got the courage to try to install the v105 rc2.
Looks and works great so far!

I will be trying out the SETTARGETNAME thingy now. (I'll keep you guys posted on the progress)
I'm glad I did this, because the new DirectX runtimes improved my system graphics overall.

                                                 

I like your history in the ReadMe file Lee.
There's no mistake about what has been added or changed.
I know exactly what Actions have been added to the FPI.

~ ~
THANKS!

Don't forget to visit Conjured Entertainment
Slayer Simon
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Posted: 20th Apr 2007 22:19
It's been quite a while since RC2, so I have a feeling Lee went back into his X10 cave.
Roger Wilco
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Location: In the Shadow of Chernobyl
Posted: 21st Apr 2007 00:47
Lee, come back right now and feed thine hungry beasts of FPSC! We scream for updates, raawrr!

Or something like that.

"Or perhaps we're just one of god's little jokes?"
xplosys
18
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Playing: FPSC Multiplayer Games
Posted: 21st Apr 2007 19:03
Lee,

When X10 is rolling and you do get back to FPSC, could we please have a usable variable or two. It would open up so many possibilities. empty successfully added a few with his mod, but that only works in V1. Please?

Best.

I'm sorry, my answers are limited. You must ask the right question.

s4real
VIP Member
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Posted: 22nd Apr 2007 06:29
Lee,
Proper vista support would be nice to sort out slower fps than in xp.

Best s4
wizard of id
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Location: Sunny South Africa
Posted: 22nd Apr 2007 09:57
I know this would be a lot to ask Lee but is it possible for the engine to be converted to a 64bit one...!!!!! Please


Pointless Assault RC1 Demo
http://fileho.com/download/534fc0519603/pointless.rar.html
Jeremiah
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Posted: 23rd Apr 2007 07:00
and multithreaded support
MaxxGames
17
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Location: Your backyard!
Posted: 25th Apr 2007 19:59
Nice update it doesnt add to much features tough. But good fixed.

Kewl!
FredP
Retired Moderator
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Posted: 25th Apr 2007 21:58
It is more important to have it working than to add features at this point.
Lee released v1.05 RC1 and RC2 specifically to fix problems.
I am sure when TGC releases the next full upgrade they will add some more features.

puppet
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Location: at my computer
Posted: 26th Apr 2007 22:29
1.05RC1 was a HUGE improvement for my levels. In 1.04 I was constantly crashing upon building ( although it would test fine)sometimes even having to reinstall after a crash to get a level that had previously built to build again after a crash. 1.05RC1 sped things up alot as well. THE ONLY FLAW I found was that characters were spawned TOO BRIGHT. With alevel ambient set at 25 the enemies were in game glowing as if the ambient was at 100. I don't remember tis being a problem in 1.04. Just downloaded 1.05RC2 and can't wait to install. Hopefully that will adress the ( my) problem
MaxxGames
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Posted: 27th Apr 2007 01:28
Quote: "Lee, come back right now and feed thine hungry beasts of FPSC! We scream for updates, raawrr! "

LOL!!!

Lee, i noticed that it is possible to overwrite the trailversion with the V105 RC1 (files only) pack. You may want to fix that.

Kewl!
Slayer Simon
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Posted: 27th Apr 2007 03:12
@puppet: Yeah there seems to be some lighting issues.
puppet
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Posted: 30th Apr 2007 20:48
updated opinion:
after much mucking about with v1.05 and release candidte 1 and 2 ( maybe the same but RC2 has installer)I found I have some other problems. I still maintain that it looks great and runs great but I am having enemy issues.
The feature that keeps entities from falling off the world - some sort of edge collision detection I guess, kinda sucks. I put some rolfy spiders in my game that I want to trigger spawn on a ledge. They spawn fine and in v1.04 would come down and get me but in 1.05 they are stuck. I see their legs moving and they sure want to get me but they can't

enemies sometimes spawn offcenter. Meaning instead of spawning in the hallway they are spawning IN the wall

doorway collision different. enemys can't make it through doorways. the door opens and I hear their footsteps and even see them walk up to the door. they stop but their footsteps sound continues. They're stuck

now these are problems that were not problems when I would load the map with v1.04. Then again the game ran @18fps in v1.04 and 26fps in 1.05 but things are broken. No enemies follow their waypoints either ( yes I have the right script, yes I tried making new paths after the upgrade, yes my computer is on etc etc etc).
I even tried several different DIrect x versions but nothing changed. so I am sticking with the april2007 (newest)

Any advice out there? anyone else with these problems? ANyone know of a Directx version that would take care of these problems?
Slayer222
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Posted: 30th Apr 2007 21:54
Another request for V1.05 can we please have an ammo limit option for guns? 0 could mean it doesnt have to reload (like Quake 2) Please? I think just about everybody could use this.
Slayer_2
Oh and please don't say "but you can control how much ammo you put in you games" There is no way to be sure in a big game. Take quake for example there is thousands of ammo packs throughout the game.

EOT
[img][/img]
Check it out here: http://eliteops.piczo.com/?cr=6&rfm=y

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