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
FredP
Retired Moderator
18
Years of Service
User Offline
Joined: 27th Feb 2006
Location: Indiana
Posted: 21st Mar 2008 05:51
Between the entities/segments getting deleted and the quicker build of the game it probably cuts the waiting time to test build by 75% or so.
I was so happy when they added the remove entities/segments function to the engine.
Remember when Empty's mod ruled because it was the only way you could have save and load in your game?

RIP Floating Skull unknown-2007 we will miss you in FPSC x10
Thraxas
Retired Moderator
18
Years of Service
User Offline
Joined: 8th Feb 2006
Location: The Avenging Axe, Turai
Posted: 21st Mar 2008 06:13
Empty's Mod was so good when it first came out ... ahhh the memories

[center]
Flatlander
FPSC Tool Maker
17
Years of Service
User Offline
Joined: 22nd Jan 2007
Location: The Flatlands
Posted: 21st Mar 2008 09:12
Quote: "I was so happy when they added the remove entities/segments function to the engine."


Is that the right mouse button click you are talking about? I assume it is. I haven't been here that long. Been here since v1.03. I do know that I had some real problems with the deletions not working very well as it seemed to not really delete them and strange things would start to happen. So, through about V1.06, I created a level using the addon method. Creating a portion, then saving it and adding on to that and saving it under a new name. Like Level01a, Level01b and so on. I haven't done it that way in version 1.07 and 1.08. Seems to be working fine now. Just my observation.

Login to post a reply

Server time is: 2024-10-10 21:26:01
Your offset time is: 2024-10-10 21:26:01