Sorry your browser is not supported!

You are using an outdated browser that does not support modern web technologies, in order to use this site please update to a new browser.

Browsers supported include Chrome, FireFox, Safari, Opera, Internet Explorer 10+ or Microsoft Edge.

FPSC Classic Product Chat / V108 BETA - Public Test

Author
Message
xplosys
18
Years of Service
User Offline
Joined: 5th Jan 2006
Playing: FPSC Multiplayer Games
Posted: 15th Mar 2008 20:41 Edited at: 15th Mar 2008 20:42
I wonder if, when we get some variables, we might get some usable operators too? = + - * / That would be sweet.

best.

CoffeeGrunt
17
Years of Service
User Offline
Joined: 5th Oct 2007
Location: England
Posted: 15th Mar 2008 20:46
What are usable operators?

<a href="http://gunn3rgames.net/forum/index.php?action=forum"><img src="http://i148.photobucket.com/albums/s36/coffeegrunt/indexphp.gif"></a>
xplosys
18
Years of Service
User Offline
Joined: 5th Jan 2006
Playing: FPSC Multiplayer Games
Posted: 15th Mar 2008 21:02
Quote: "= + - * /"


For instance, we now have the variable health, but the only access we have to it is the command plraddhealth=. With that command, we can add or subtract from the value of health.

But if we wanted to do something like:

$bonus = $health * $lives
$score = $score + $bonus

we would need operators.

Best.

Plystire
21
Years of Service
User Offline
Joined: 18th Feb 2003
Location: Staring into the digital ether
Posted: 15th Mar 2008 23:16
@xplosys:

My mod brings all of that functionality and more. (In V1.03, soon to be released)

Ex. (Where $PH is Player Health and $PL is Player Lives)

setvar=bonus $PH (bonus = health)
mulvar=bonus $PL (bonus = bonus * lives)

addvar=score %bonus (score = score + bonus)

Tada!

And, as I've already said, Lee has my Mod on hold for when he does the migration code. If all goes well, it will have this functionality implemented as well.


The one and only,
~PlystirE~

CoffeeGrunt
17
Years of Service
User Offline
Joined: 5th Oct 2007
Location: England
Posted: 15th Mar 2008 23:23
@Plystire

I'm already finishing a new shop script....where the player can buy healthpacks, endurance tonics, and weapons in return for money....

Also, the healthoacks and Endurance tonics can be held onto to use at will, rather than being used instantly,(i made them into global variables, see... )

xplosys
18
Years of Service
User Offline
Joined: 5th Jan 2006
Playing: FPSC Multiplayer Games
Posted: 15th Mar 2008 23:49
Plystire,

That's great news. I knew you had done it, but I wanted to stay with the TGC version. If I'm ever going to get a game done, I need a version with some kind of shelf life. I probably won't take Below any further until the migration version, whatever that turns out to be. I can only remake it so many times before I give up. LOL

Best.

Plystire
21
Years of Service
User Offline
Joined: 18th Feb 2003
Location: Staring into the digital ether
Posted: 16th Mar 2008 00:12
@CG:

That sounds awesome! Kinda like the F.E.A.R. health packs? That sounds sweet


@xplosys:

Don't give up on your game. Heck, my Cyber Wars game has killed 2 of my computers (being lost with each one), and just recently when I started to remake it... my power supply blew a capacitor. But, here I am still working on it, regardless. (I must be stupid for not looking at the signs being given to me that this game is EVIL! lmao)


The one and only,
~PlystirE~

CoffeeGrunt
17
Years of Service
User Offline
Joined: 5th Oct 2007
Location: England
Posted: 16th Mar 2008 00:33
Quote: "That sounds awesome! Kinda like the F.E.A.R. health packs? That sounds sweet "


Thanks! The game I'm planning will have near-no healthpacks available in it's combat theaters, so they'll become pretty essential,(like Potions in Pokemon... )....

GAME MAKER ITALIA
18
Years of Service
User Offline
Joined: 28th Oct 2006
Location: ITALY -Milano
Posted: 16th Mar 2008 02:12
what is g2 tga and g tga ..sry 4 the question..

SETTIMO TUDOR EUGEN C.
Woolfman
17
Years of Service
User Offline
Joined: 19th Sep 2007
Location: Cave
Posted: 16th Mar 2008 03:42 Edited at: 16th Mar 2008 03:42
GAME MAKER ITALIA It was just a missed typed texture that got fixed.
Toasty Fresh
17
Years of Service
User Offline
Joined: 10th Jun 2007
Location: In my office, making poly-eating models.
Posted: 16th Mar 2008 09:16
Quote: "Let's set the value to negative, piss off some prople."


Lol!

4125
16
Years of Service
User Offline
Joined: 3rd Feb 2008
Location: Bronx, New York
Posted: 16th Mar 2008 10:01
Am not going for another V108 beta again. i just got rid of the 7th beta because I had a ton of errors.

1.All doors cannot open from one side.
2.Multiplayer dosen't work on another machine
3.Some models from Model pack 8 & 12 dosen't apper and shows a debug error when I use its eneities.
4.Full Shadder effects makes most models blocky.

I have already went back to V107 after Installing Vista for X10. I hope the final version gets fixed soon. I need some FPS increse without any other problems. But thanks Lee for all your work!

Using Nvida Geforce 8600 GT 512MB and Running Vista Ulimate Now...
Duplex
User Banned
Posted: 16th Mar 2008 10:22
I get this error. (attached)

Attachments

Login to view attachments
Zdrok
17
Years of Service
User Offline
Joined: 19th Dec 2006
Location: Pittsburgh
Posted: 16th Mar 2008 15:34
Doubt that's an error, you must have waaay to many entities.

Woolfman
17
Years of Service
User Offline
Joined: 19th Sep 2007
Location: Cave
Posted: 16th Mar 2008 16:01 Edited at: 16th Mar 2008 16:43
1.All doors cannot open from one side.
??? I just tried to open a few doors from either side and they can open. They still swing open from one direction, but they all open from either side.

2.Multiplayer dosen't work on another machine
Update Direct X9.

3.Some models from Model pack 8 & 12 dosen't apper and shows a debug error when I use its eneities.
Don't have it so I wouldn't know.

4.Full Shadder effects makes most models blocky.
I don't think that was even touched in the beta's.
CoffeeGrunt
17
Years of Service
User Offline
Joined: 5th Oct 2007
Location: England
Posted: 16th Mar 2008 16:31
Shader effects are well known for being buggy and pretty broken....

Your friends machine is probably to blame, he may not have the very latest Direct X.....

MP 12, is widely accepted as part of the scamming-5 packs, made by Arteria Games, they're extremely low quality, as can be seen y the price...

Pride
16
Years of Service
User Offline
Joined: 22nd Dec 2007
Location: Eastern USA
Posted: 16th Mar 2008 17:24 Edited at: 16th Mar 2008 20:30
2.Multiplayer dosen't work on another machine:

Yeah, it doesn't work here, either. Even when my friend updated his DX9 fully, we still couldn't get it to work. But we both got into the menu, but it gave us the "Waiting to join" message FOREVER...

4.Full Shadder effects makes most models blocky.


Yeah, FPSC will do that. Deal, kay? Not a beta problem or anything, 1.08 is fully stable AND AWESOME!

I dunno WHAT The Powerful Lee did, but performance works GREAT! I put a bunch of dynamic planks and crates and barrels in one room and still max FPS. Not to mention headshots

Attachments

Login to view attachments
FredP
Retired Moderator
18
Years of Service
User Offline
Joined: 27th Feb 2006
Location: Indiana
Posted: 16th Mar 2008 20:44 Edited at: 16th Mar 2008 20:49
Quote: "Doubt that's an error, you must have waaay to many entities."

Only your machine and common sense dictate how many entities you can have in a level.If there was a level cap for entities it has been removed several versions ago.I have built levels with over 100 entities in them before.

Shaders have always been an issue with FPSC and I would assume that (to a point) sooner or later Lee will address this.
All my doors open from both sides (they only open one way of course but that is the nature of doors).
I still have not had a problem hosting or joining a multiplayer game but it's not like we have MP games running around the clock.
The latest version of v1.08 fixed the missing texture for fake doors.
There is still some problem with enemy AI and the efficiency of which affects the engine.I am sure that when they do the migration they are going to improve on that.
Possibly Dark AI.DarkPhysics would be cool as well but that is still up for debate.
One thing for sure is the physics need some work.Enemies falling through or running through walls or floating in the air when they die instead of falling to the ground.See attached pic.


I can't wait for the migration to be done.FPSC is shaping up to be one nice piece of game creation software.Once again I say the folks at TGC deserve a beer so here you go...
BTW you are lucky.In Indiana they don't sell carry out liquor on Sunday...but it's okay to go to a restaraunt and drink all you want.The probelm is then someone has to drive home and that person is drunk...lol.
It would make more sense to me if they let you buy carry out and not let you go to a bar and drink.At least that should cut down on the drinking and driving.



Please have mercy and use the search function.
Zdrok
17
Years of Service
User Offline
Joined: 19th Dec 2006
Location: Pittsburgh
Posted: 16th Mar 2008 20:45 Edited at: 16th Mar 2008 20:47
The attached pic isn't there, Fred.

EDIT: This error came up when I tried to view the pic:
Quote: "Invalid Message ID given. No file to view."


FredP
Retired Moderator
18
Years of Service
User Offline
Joined: 27th Feb 2006
Location: Indiana
Posted: 16th Mar 2008 20:50
I am sure you can see the pic now.The first time I tried to attach it something weird happened so I decided to go to plan B...

Please have mercy and use the search function.
Pride
16
Years of Service
User Offline
Joined: 22nd Dec 2007
Location: Eastern USA
Posted: 16th Mar 2008 20:56 Edited at: 16th Mar 2008 20:58
Yeah, and that black blood could be an issue, too

In DC, drinking is fine anywhere, anytime. I can chug a keg anytime I want, I just can't drive while I am. Especially with the Shamrock Fest and St. Patrick's day.
[/off topic]

I can't wait till the migration! My hernia is EXPLODING with excitement/anticipation!!!

FredP
Retired Moderator
18
Years of Service
User Offline
Joined: 27th Feb 2006
Location: Indiana
Posted: 16th Mar 2008 20:58
The black blood is a lightmapping issue.If there is no lighting the blood is red.If you partially lightmap a level the blood will be black under the lighting but red in the non lighted part.
As a matter of fact I am going to look into that right now.

Please have mercy and use the search function.
CoffeeGrunt
17
Years of Service
User Offline
Joined: 5th Oct 2007
Location: England
Posted: 16th Mar 2008 21:13
@FredP

I think part of the problem with going through walls is that the standard LEAVECORPSE death script uses COLOFF, removing the engine's ability to stop it going through walls, doors, other entities, etc.....

Ehetyz
17
Years of Service
User Offline
Joined: 26th Feb 2007
Location: The house by the cemetery
Posted: 16th Mar 2008 21:27
Ok, I tried this on my game, since I've been having framerate problems with it, and...
Well, not sure whether it helped at all, maybe there was an increase of a frame or two, but it never went over 30fps.
I'm running on AMD athlon 64 1ghz, GE7300LE and 3gb RAM. So it's not exactly a powerhouse. It seems like the worst slowdown occurs when going through portals (i.e. doors), that's when the framerate dips as low as 18-20fps.



-Astek Games Developer-
FredP
Retired Moderator
18
Years of Service
User Offline
Joined: 27th Feb 2006
Location: Indiana
Posted: 16th Mar 2008 22:28
Quote: "I think part of the problem with going through walls is that the standard LEAVECORPSE death script uses COLOFF, removing the engine's ability to stop it going through walls, doors, other entities, etc....."

I removed to coloff command.I would collide with the enemy but I could push him through a wall so I took out the suspend command as well.
It works...except for FPSC's collision detection.Seems that the enemy will stop for a wall...however it registers collision at the actual skeleton of the enemy and the center of the wall.
That means the enemy won't go all the way through the wall...just kind of sink into it.
But it's better than what I had.
That doesn't explain how the enemies sometimes come after you through walls and such but it was helpful.Thanks for the tip,CG.
As far as the black blood goes I think that is a lightmapping issue and Lee would have to address that.
If I set the ambience at default the blood shows up red.Any attempt at lowering the ambience causes the blood to get darker.
Static lighting,while increasing the light level in general,doesn't seem to affect the blood,leving it black.
I am going to play with dynamic lighting later and see if it does any good.

Please have mercy and use the search function.
4125
16
Years of Service
User Offline
Joined: 3rd Feb 2008
Location: Bronx, New York
Posted: 16th Mar 2008 22:44
Quote: "1.All doors cannot open from one side.
??? I just tried to open a few doors from either side and they can open. They still swing open from one direction, but they all open from either side."


It happens to me even with scifi doors. The doors looks open from the outside but you cannot go though WTF!!

Quote: "2.Multiplayer dosen't work on another machine
Update Direct X9."


One of my friends is using Windows vista and has an nvida 8500 GTS with March 2008 DirectX 9.0 Installed.

Another one of my computers has an Nvida Gefocre 7800 GT and Windows XP also has the March 2008 update. The error shows "FPSC-Game.exe needs to close". Or something the same.

Quote: "3.Some models from Model pack 8 & 12 dosen't apper and shows a debug error when I use its eneities.
Don't have it so I wouldn't know."


Oh sorry thats the only models plus MP9 I have

Quote: "4.Full Shadder effects makes most models blocky.
I don't think that was even touched in the beta's. "


Your right but it got wosre. The WW2 Doors has blocked Knobs and shows no sound when its closed. The "Press Enter to open" dosen't apper. But I dont need Full Shaders any way.

But it dosen't matter now, Am using V107 and got no problems besides FPS issues. Thanks for your Information guys. And Best of Luck!
4125
16
Years of Service
User Offline
Joined: 3rd Feb 2008
Location: Bronx, New York
Posted: 16th Mar 2008 22:56
Quote: "2.Multiplayer dosen't work on another machine:

Yeah, it doesn't work here, either. Even when my friend updated his DX9 fully, we still couldn't get it to work. But we both got into the menu, but it gave us the "Waiting to join" message FOREVER..."


That i can help. It's your firewall. You must unblock your game FULLY. I use Norton IS 2007 and I have to unblock all Multiplayer FPSC games to fix this. I have a WLAN and 7 Computers hooked to up to a server in my apatment buliding.
Woolfman
17
Years of Service
User Offline
Joined: 19th Sep 2007
Location: Cave
Posted: 17th Mar 2008 03:29
Wow sorry to hear that 4125. I don't have any of your probs so I don't know what to say other then I hope the next update helps you out.
Loyal Servant of The Emperor
17
Years of Service
User Offline
Joined: 17th Apr 2007
Location: A long time ago in a galaxy far far away
Posted: 18th Mar 2008 15:35 Edited at: 18th Mar 2008 15:41
Has anyone else had a problem with the installer. It says that it can't open the exe file for writing and then fpsc stops working until I download V107 and repair.
EDIT
I just tried repairing with V107 and it says the exe is a locked file and crashes my computer. Please someone help, I have to finish a game by next friday and can't afford to waste time with this.

Jo Jo Monkey
16
Years of Service
User Offline
Joined: 27th Dec 2007
Location:
Posted: 18th Mar 2008 15:55
I have a Pentium 4 Processor 3 ghz cpu with 2 gb of ram and a geforce 6800 ultra agp in my computer. I upgraded to 1.08 the other night and found that all my slow-down problems were gone. I am now running at a constant 30 frames a second. Lee kicks butt.
incense
19
Years of Service
User Offline
Joined: 25th Nov 2005
Location:
Posted: 20th Mar 2008 07:12 Edited at: 20th Mar 2008 07:17
I noticed a marginal increase in frame rate. That is better than a kick in the pants.





Patience and tolerance are the keys to the passage of knowledge. Even the ones that know the most started with many questions.
Zdrok
17
Years of Service
User Offline
Joined: 19th Dec 2006
Location: Pittsburgh
Posted: 20th Mar 2008 14:29
I've got an FPS of 38 uncapped. Unfortunately, the weapons from MP 9/10's reload sounds are a bit off, but that's not a problem. Maybe you could implement a timer-based system into v1.09, Lee? Not much to ask for, right?

LeeBamber
TGC Lead Developer
24
Years of Service
User Offline
Joined: 21st Jan 2000
Location: England
Posted: 20th Mar 2008 15:14
The official V108 is now available from the FPSC update webpage, so thanks to everyone who helped bash it into shape and ensure it did not break V107 functionality. Work now continues on V109 which will be detailed in a neighboring thread, but will focus on around 10 features requested by vote earlier in the year, plus additions we feel should go into V109 also. Here is a glimpse of what is already in V109:

* Added 'RAISEFACTOR' to entity FPE fields to allow model to be raised to correct model alignments
* Added new MELEE10.FPI script in PEOPLE folder to allow basic melee characters
* Added new MELEEBITE10.FPI script for a close quarters version of above
* Added new MELEECLOSE10.FPI script for a close quarters version of above
* Added new MOVER10.FPI script in PEOPLE folder to allow characters to PUSH the player
* Added MONSTER voice art into audiobank for new monster character type
* Added new MISC\MELEE.WAV and BITE.WAV into AUDIOBANK for generic melee attack sound
* New COLLISIONMODE value for FPE which can switch off all collision but one limb (1000+solidlimbindex)
* WARNING: Do not use above feature to create large grass coverage with individual grass blades
* Added extra code to TIMESTAMP log file generation so it does not reported failed objects as loaded

Watch out for the dedicated V109 thread to start soon!

"Small, smart, and running around the legs of dinosaurs to find enough food to survive, bedroom programmers aren't extinct after all "
Zdrok
17
Years of Service
User Offline
Joined: 19th Dec 2006
Location: Pittsburgh
Posted: 20th Mar 2008 15:16 Edited at: 20th Mar 2008 15:18
Thanks a bunch, Lee. The melee thing: are you able to have the enemies use, say, the fists weapon from MP 9/10?

PS: Do I have to reinstall MP3 for v108?

xplosys
18
Years of Service
User Offline
Joined: 5th Jan 2006
Playing: FPSC Multiplayer Games
Posted: 20th Mar 2008 15:33
Quote: "Added 'RAISEFACTOR' to entity FPE fields to allow model to be raised to correct model alignments"


Hey, that's a great addition/fix for some problem characters. Sounds good.

Best.

Urlforce Studios
18
Years of Service
User Offline
Joined: 16th Oct 2006
Location:
Posted: 20th Mar 2008 18:25
Quote: "* WARNING: Do not use above feature to create large grass coverage with individual grass blades
"


That was so random it made me giggle.

107295
17
Years of Service
User Offline
Joined: 26th May 2007
Location:
Posted: 20th Mar 2008 18:38
Now all we need is ragdoll physics.

So a Shepard said to his flock; "Thou shalt be confuseth!" and so they were.
107295
17
Years of Service
User Offline
Joined: 26th May 2007
Location:
Posted: 20th Mar 2008 18:38
Now all we need is ragdoll physics, and water. Lets not forget that.

So a Shepard said to his flock; "Thou shalt be confuseth!" and so they were.
Zdrok
17
Years of Service
User Offline
Joined: 19th Dec 2006
Location: Pittsburgh
Posted: 20th Mar 2008 19:13
Once again, I need an answer to this question before upgrading to v108: Do I need to reinstall MP3? Sorry if I seem to "spamming", I just need to know.

Pride
16
Years of Service
User Offline
Joined: 22nd Dec 2007
Location: Eastern USA
Posted: 20th Mar 2008 19:32
No, model packs should be fine, all of mine are.

"I hope all of you go straight to heaven so I don't have to deal with you again in hell!"
--MeZoFoRtE
Zdrok
17
Years of Service
User Offline
Joined: 19th Dec 2006
Location: Pittsburgh
Posted: 20th Mar 2008 19:35
All right, that's all I neede to know.

xplosys
18
Years of Service
User Offline
Joined: 5th Jan 2006
Playing: FPSC Multiplayer Games
Posted: 20th Mar 2008 19:46
Model packs 3 and 5 were updated a while back. If you don't have the latest versions, you should uninstall and reinstall the latest versions per the TGC website.

Best.

107295
17
Years of Service
User Offline
Joined: 26th May 2007
Location:
Posted: 20th Mar 2008 23:02
When will Ragdolls be added?

So a Shepard said to his flock; "Thou shalt be confuseth!" and so they were.
shadow651
17
Years of Service
User Offline
Joined: 15th Apr 2007
Location: kicking it with my hommie darth V
Posted: 21st Mar 2008 02:05
Quote: "When will Ragdolls be added?"

one thing at a time


Operation Black Mesa Developer-Story Editor
[url]Operationblackmesa.vossey.net[/url]
AaronG
18
Years of Service
User Offline
Joined: 28th Oct 2006
Location: Millstone, NJ
Posted: 21st Mar 2008 02:09
Wow, lots of new updates. I love it, haha!

I'm on Vista Home Premium, and haven't gotten any errors...lol.

How hard would bloom be to implement?


8800 640mb GTS, 4gb RAM, 500gb HDD, Vista Home Premium, 3 Dual Panel Casing Fans
Plystire
21
Years of Service
User Offline
Joined: 18th Feb 2003
Location: Staring into the digital ether
Posted: 21st Mar 2008 03:19
This is not a request thread guys.

Also, let's make one thing clear. Lee's working on V109 now, NOT THE X10 MIGRATION! So stop asking about Water, Bloom, Ragdolls, etc until then. Thank you!


The one and only,
~PlystirE~

Zdrok
17
Years of Service
User Offline
Joined: 19th Dec 2006
Location: Pittsburgh
Posted: 21st Mar 2008 03:36
A question: what exactly will v1.09 have?

FredP
Retired Moderator
18
Years of Service
User Offline
Joined: 27th Feb 2006
Location: Indiana
Posted: 21st Mar 2008 03:42
FPSC 1.08 has been officially released.So this thread has served its purpose.
Requests for features belong in the proper forum and TGC,Plystire,myself and half the east coast of the US knows you want bloom,water and all that good stuff.We all do...you all want to be a bunch of bloom abusers...lol.
Features like this are coming sooner or later.Bugging people about stuff only makes them go slower.
And give Lee and company a little break.In all probablility anybody who is serious about a team project would have more people than TGC does working on it and these things take time and rushing things out the door means bugs...lots of bugs.
And you are going to have to accept the fact that some things are just not going to work with x9 the way they do with x10...like GPU instancing (I believe that's what it's called).Works differently in x10.
And...you have to consider performance issues as well.These new features you might want (notably bloom) eat up your resources.
You turn everything on you are going to be playing a slide show...just like v1.0...only prettier.
I am sure that Lee and the homebrew folks like the Lemur team are doing everything they can do to fill your requests.But take it from me...you have to add one thing at a time...slowly ...and extensively test it to make sure it doesn't break the engine when you run it.It's a pain in the old backside.
I'd love to have a bunch of extra features and cool stuff but I am worried about making games not about getting fancy.Addressing issue with performance is more important to me than extra features.
Hopefully a year from now or even sooner we can say...remember when FPSC didn't have [insert feature here].
Some you can already use
save/load
a good lightmapper
fog
any way to erase entities/segments out of your game level.
a way to test build a level in less than 10 minutes.
We have come a long way.
Lee has already posted that he will start a new thread about x9 so this thread has served its purpose.

RIP Floating Skull unknown-2007 we will miss you in FPSC x10
Zdrok
17
Years of Service
User Offline
Joined: 19th Dec 2006
Location: Pittsburgh
Posted: 21st Mar 2008 03:48
Yes, FPSC has come a long way, and there are not many bugs to speak of (FPSC wasn't the most stable thing in its day).

Thraxas
Retired Moderator
18
Years of Service
User Offline
Joined: 8th Feb 2006
Location: The Avenging Axe, Turai
Posted: 21st Mar 2008 05:45 Edited at: 21st Mar 2008 05:47
Quote: "any way to erase entities/segments out of your game level."


This is my favourite thing that has been added so far... I used to make a level add something in and then much later decide I didn't want it... meaning I have numerous saved maps with the offending entity/segment...

So I would have to create the level again... it didn't take long as I already knew where I was putting everything etc... but it sure was annoying...

And not having to leave the computer on overnight to check out lightmapping is awesome sauce (obviously this is a slight exaggeration but if you have ever used FPSC with the original lightmapper you'll know what I mean... there used to be many, many posts from people thinking it had crashed at the lightmapping part it took so long)

[center]

Login to post a reply

Server time is: 2024-11-27 21:52:08
Your offset time is: 2024-11-27 21:52:08