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FPSC Classic Product Chat / V111 BETA - Public Test

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LeeBamber
TGC Lead Developer
24
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Joined: 21st Jan 2000
Location: England
Posted: 15th Jun 2008 03:41 Edited at: 2nd Jul 2008 18:11
Hello Fellow Game Makers,

Find a new beta uploaded for V111, which continues the world of V110:

http://www.fpscreator.com/betafiles/FPS_Creator_V110_BETA6.zip
http://www.fpscreator.com/betafiles/FPS_Creator_V111_BETA1.zip
http://www.fpscreator.com/betafiles/FPS_Creator_V111_BETA2.zip
http://www.fpscreator.com/betafiles/FPS_Creator_V111_BETA3.zip
http://www.fpscreator.com/betafiles/FPS_Creator_V111_BETA4.zip
http://www.fpscreator.com/betafiles/FPS_Creator_V111_BETA5.zip
http://www.fpscreator.com/betafiles/FPS_Creator_V111_BETA6.zip
http://www.fpscreator.com/betafiles/FPS_Creator_V111_BETA7.zip
http://www.fpscreator.com/betafiles/FPS_Creator_V111_BETA8.zip

Here is a log of the changes for this version:

V1.1.1 BETA 8 - 02/07/08
------------------------

* Fixed collision issues in some import models (scale in non-bone anim data)
* Modified COWARD10.FPI so they will stop during a waypoint traversal if shot

V1.1.1 BETA 7 - 01/07/08
------------------------

* Further modified object alignment and scaling to allow for more import types
* Modified character Y alignment to negate pre-scaled object collision center
* Modified entity start-up Y alignment to allow for entities with scale specified

V1.1.1 BETA 6 - 01/07/08
------------------------

* Increased melee range so some models do not 'push' player around (50 to 60)
* Above applies to all 'close based' MELEE scripts in update
* Updated build to use October 2006 DirectX, not March 2008 DirectX

V1.1.1 BETA 5 - 30/06/08
------------------------

* Fixed interface bug causing store download status not to be updated properly
* Fixed alignment bug introduced in B3 and B4 (reset only if animdata present)

V1.1.1 BETA 4 - 24/06/08
------------------------

* Fixed floating character bug introduced in BETA3 (part of bound box recode)
* Changed boundbox calculation code to take scale from animdata, not frame comb
* Above fix to MapEditor and Game means bound boxes / object sizes more accurate
* Above fix also solves some entities have very large highlight shrouds
* Overridden HSRMODE flag in SETUP.INI with new mode 2 (FULL PORTAL RECURSION)
* Above addition restores portal traversal performance (set flag to 1 for full)

V1.1.1 BETA 3 - 23/06/08
------------------------

* Fixed Large and Small Wall segments so they do not get clipped out of universe
* Fixed PLAYERDROP command so the item is placed on the floor not floating
* Added new pickupcandrop.fpi script which can drop the item by pressing H key
* Updated Interface with new code for handling Music Preview in store

V1.1.1 BETA 2 - 16/06/08
------------------------

* Fixed potential crash caused by JPGs being reduced for fast build game time
* Modified Image code so JPG textures managed, rather than deposited in videomem
* Added clean exit code if imageblock is too big for heap (64MB allowed initally)
* Amended build portals so it detects tall static entities before extending higher
* Modified PICKUPSLIPPY.FPI to add note (must set Physics Always Active ON)

V1.1.1 BETA 1 - 14/06/08
------------------------

* Added manifest files to main executables (Vista assist)
* Reduced universe clip height from 550 to 150 (speed up build portals)
* Removed registry based serial code write (interferes with X10 installation)
* Corrected interface title so it reports 'non free' when build game present
* Corrects serial code if accidently manually entered a lower case letter (V)
* Amended code so increased frame rate cap (38fps) does not de-sync weapons
* Prevent entities from spreading out if entity is only unit to be spawned
* Adds new portal culling code back in, but allowing for shared meshgroups
* Above tweak hopes to increase FPS (V109 results) & retaining large area renders
* Added version number to start-up splash from the main version.ini file

"Small, smart and running around the legs of dinosaurs to find enough food to survive, bedroom coders aren't extinct after all "
Zdrok
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Location: Pittsburgh
Posted: 15th Jun 2008 03:44
First post, whoo-hoo! Will download and test immediately, Lee.

Urlforce Studios
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Posted: 15th Jun 2008 03:48
Nice job Lee. I'm checking this right now.

Rampage
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Location: New Zealand
Posted: 15th Jun 2008 03:52
Wow same! Great job Lee!


Visual Game Studio Express Lead Programmer.
Slayer222
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Location: Wherever I feel like
Posted: 15th Jun 2008 03:54
Cool, now when do we get rag-doll?

JK, JK, wouldn't want to bring the spaz police down on me

[img]
[/img] Official Airmod fanboy. Member of the Airlside fan club
Aertic
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Location: United Kingdom
Posted: 15th Jun 2008 04:04
Woow, that was fast? were going quickly, We`ll have v2 in a hour if you are going that fast, seriously.
I'll give it a shwirl lee, and promise to find them "bugs".


Rampage
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Posted: 15th Jun 2008 04:04 Edited at: 15th Jun 2008 04:19
Building Portals is still really long.


Visual Game Studio Express Lead Programmer.
Aertic
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Posted: 15th Jun 2008 04:05
realy? he said he cutted it down?


107295
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Posted: 15th Jun 2008 04:15 Edited at: 15th Jun 2008 04:23
I STILL dont have a "Build Game Function"..


Are you telling me I have to BUY FPSC AGAIN?

One day, I threw a potato... AND IT HIT THE CEILING, like, HOW AWESOME
RedneckRambo
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Location: Worst state in USA... California
Posted: 15th Jun 2008 04:25 Edited at: 15th Jun 2008 04:30
Quote: "Building Portals is still really long."

Building portals was horrible for me in v110. I'm going to try out this one and see if it works.

[edit] Building portals is much quicker for me now but still seems a bit long. But much better. Nice update Lee.


Rampage
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Posted: 15th Jun 2008 04:26
Dunno...Maybe its just me and my computer? But then other people are getting it also...


Visual Game Studio Express Lead Programmer.
Flatlander
FPSC Tool Maker
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Location: The Flatlands
Posted: 15th Jun 2008 04:45 Edited at: 15th Jun 2008 06:35
Sgt R. I think part of it might be your computer. Here are my test results for simple.fpm.

v1.10 - overall build time 3 minutes. "Building Portal" a good 1 minute.

V1.11 - overall build time was 1 minute 15 seconds.


EDIT: changed "load" to "build"

** We are not Alone **
Zdrok
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Location: Pittsburgh
Posted: 15th Jun 2008 05:00
My MP9/10 weapons' reload sounds are still out of sync. Eh, I'll try reinstalling them.

Satchmo
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Posted: 15th Jun 2008 05:02
Quote: "I STILL dont have a "Build Game Function"..


Are you telling me I have to BUY FPSC AGAIN?"


Your serial code isn't correct. Check it.

Rampage
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Location: New Zealand
Posted: 15th Jun 2008 05:23
Um, in version 1.07 I couldn't even see building portals it was so fast. But it faster for me in version 1.11 but still takes a while. Simple.fpm does not take that long to build portals but meh, its bearable.


Visual Game Studio Express Lead Programmer.
Plystire
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Location: Staring into the digital ether
Posted: 15th Jun 2008 05:34
Nice job on the quick release, Lee.

If this has not already been implemented, do you think we could have the old "loading system" for Test Games? Since it's much faster, I think having the Test Game use the old method would be a better option, considering people test a game far more than they build one.


@Sgt Rampage:

Well, considering the quality of the builds is going up, and we're getting faster load times for our built games, I'd think that the MUCH slower building times is more than bearable for the better end product. My main concern with the earlier versions of FPSC was how long it took to load a level in a built game. No body wants to wait so long for small levels. I mean, the compiler should have done all of the hard work so that the engine wouldn't have to do so much once the product was finished.

I think 3 minutes to build a decently sized level is definitally acceptable if the loading time of that same level (while playing the built game) is faster. After all... FPSC-Game.exe takes around 5 minutes to compile, lol.

I guess we can consider ourselves lucky that the building time didn't INCREASE.



The one and only,


Jo Jo Monkey
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Posted: 15th Jun 2008 07:19
I've upgraded to V1.11 and I still can't test a level. I get either close to end of mapping light objects, or to initialising physics before I get an error message that says it failed to work: Extra Debug Info: 0 0.

The level loaded in the editor (top down view) also disappears into the black abyss right before the error message pops up. I have to click close and fps creator exits.
Cyborg ART
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Location: Sweden - Sthlm
Posted: 15th Jun 2008 09:06
Wow... Lee, you are like a machine with these updates
Thanks!

107295
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Posted: 15th Jun 2008 09:19
How would I check my Serial Code? I forgot

One day, I threw a potato... AND IT HIT THE CEILING, like, HOW AWESOME
Rampage
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Posted: 15th Jun 2008 09:20
I think you go to your fpsc place and look in user-details.ini or something like that


Visual Game Studio Express Lead Programmer.
Flatlander
FPSC Tool Maker
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Location: The Flatlands
Posted: 15th Jun 2008 09:48
Sgt Rampage is correct. You find it in the root directory of FPSC. One correction however, there is no hyphen. It's userdetails.fpi However, Sarge, you were close enough to win a cigar.

Open it up in Notepad. The first line is [PERSONAL DATA] and the serial code is the second line below that. Your name is first.

And if it wasn't for Sarge, I wouldn't have added this because I had no idea where it was either.

** We are not Alone **
djmaster
User Banned
Posted: 15th Jun 2008 10:07
ehm only one question,why isnt there any full v110 release???

Current FPSC Projects:
Lion 3D (Wolf3D remake)10% done
Unknown World 25% done
Aertic
17
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Location: United Kingdom
Posted: 15th Jun 2008 10:21
because there skipping the gun on v10 and working on v11 instead.


Aaagreen
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Location: City 17
Posted: 15th Jun 2008 11:12 Edited at: 15th Jun 2008 11:16
that seems pointless, but ok! Downloading now, hope it works..

Please check out my WWII Media Pack 1 FPSC thread... http://forum.thegamecreators.com/?m=forum_view&t=131014&b=3&p=0
107295
17
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Posted: 15th Jun 2008 13:49
ARGH when I open the userdetails.ini I get this:

[PERSONAL DATA]
YourName=
YourSerialCode=
YourFullPath=

[LOCALIZATION]
language=english

I enter my name + serial, what do I do with YourFullPath=?

One day, I threw a potato... AND IT HIT THE CEILING, like, HOW AWESOME
Jaeg
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Location: Indiana
Posted: 15th Jun 2008 15:12 Edited at: 15th Jun 2008 15:26
You put the path of the FPSC.
Chances are it is: Crogram FilesThe Game CreatorsFPS Creator

EDIT -
They did release 1.10 use FPSC update function. They stated before that you get the official updates that way.

If you get mad and want to type something nasty about another person do this-Type what you want to say in the box then press ctrl-a and hit delete then type what you should say.
Shadow Blade
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Location: United Kingdom
Posted: 15th Jun 2008 15:31
Now your just throwing them at us! good work will install later.

Scurvy Lobster
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Location: Denmark
Posted: 15th Jun 2008 16:01 Edited at: 15th Jun 2008 20:43
When I build my game Kill the avatars with v1.10 or v1.11 I get much lower framerate than I get with v1.09. I don't know if it is a portal thing. V1.09 has a steady 38 FPS but newer version are down to 18-29 FPS.

What can be the cause of this and how can it be fixed?

If I remember correctly Kill the avatars was built designed on V1.08 and shortly after completion upgraded to v1.09. It was the move to newer versions that caused slowdowns.
Jo Jo Monkey
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Posted: 15th Jun 2008 16:34
I've been trimming down the level to see if there's an entity or lighting or something that has been causing the test game crash, to no avail.

When testing a level by pushing the little green buttton, I get the crash "This application needs to close Debug: 0 0". Previous times it has crashed at the building portals, building lighting, initialising physics stage, just now it crashed at the static geometry part. If anyone can help, I need help.
Zdrok
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Location: Pittsburgh
Posted: 15th Jun 2008 18:02
Alright, tested a select few MP9/10 weapons (MCS870, AKM, M9 & .44COMBAT), fired and reloaded them. The firing sounds are okay, as well as the pumping sound for the MCS870, but the only guns that have a problem with reload sounds are the AKM and the revolver. The reload sounds for those two weapons (as well as other rifles and revolvers) are out of sync. What do I do? And by the way, this is after reinstalling, weapon sounds are default.

daarboven
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Location: right over there, see?
Posted: 15th Jun 2008 18:14
Quote: "Reduced universe clip height from 550 to 150 (speed up build portals)"


Will this clip of the taller entities again if no segment is placed in higher places? If so, is this the only workaround for taller entity geometry to show up in otherwise "flat" levels?

I am Jacks complete lack of surprise.
uman
Retired Moderator
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Posted: 15th Jun 2008 18:55
My fps still fluctuating between 8fps and 38fps in different levels. In complex levels the fps now not above 30 with lows of 8.



RedneckRambo
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Location: Worst state in USA... California
Posted: 15th Jun 2008 22:21
I just realized I can't build my game with this update. It shows that I'm using the FPSC Free version but I'm clearly not lol. This is going to need a major fix if I'm going to enter this MP level competition.


Flatlander
FPSC Tool Maker
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Posted: 15th Jun 2008 22:41
@ Jenkins

You accidentally downloaded and installed the "FREE" version from the "FPS Creator Free - Public Test" thread. Only way you could have done it. See the attached image. If this is what you see then that is what you had done. Download v1.11 beta 1 from this thread found in Lee's first post and install it. Hopefully it will simply install this version on top of the free version replacing all the necessary files and you should be ok. If not contact TGC or Lee.

** We are not Alone **

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LeeBamber
TGC Lead Developer
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Posted: 15th Jun 2008 23:45
If anyone sees FREE in their titlebar, it means V111 cannot find your serial code which means it was wiped out at some point. You can solve this easily by making a backup of your important files then reinstalling FPSC. If you prefer to solve this manually, find your serial code from the FPSC CD case and enter it exactly in the USERDETAILS.INI file where indicated. If it still does not work, email me at lee@thegamecreators.com and I will investigate.

"Small, smart and running around the legs of dinosaurs to find enough food to survive, bedroom coders aren't extinct after all "
Plystire
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Posted: 16th Jun 2008 00:02
Also, remember that it's case sensitive, so entering a capital "V" might make a difference.


The one and only,


Aertic
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Posted: 16th Jun 2008 00:08
Quote: "if anyone sees FREE in their titlebar, it means V111 cannot find your serial code which means it was wiped out at some point. You can solve this easily by making a backup of your important files then reinstalling FPSC."


Oh thank you lee, now I know what to do hate fpscf, limited me alot.
hope the whiping out gets sorted by the next beta.


LeeBamber
TGC Lead Developer
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Posted: 16th Jun 2008 00:13
Working on V111 BETA2 now...

JO JO MONKEY : Try reinstalling V1 to ensure your FPSC works okay on your PC. During your reinstall make backups so you do not lose your work, and then immediately apply V111 BETA1 and try the SIMPLE.FPM level and let me know if test game and build game works on it.

Scurvy Lobster : Send me your level that was 38fps in V109 and 18fps in V111 as that is a significant performance drop I want to investigate, thanks.

American Infantry : I will check it out. Are you sure the sync problem for the mentioned guns did not exist in V109? The fix works across all the guns in the same way making them 32fps based animation speeds again.

UMAN : Remind me which level you sent me, which shows an FPS drop from V109 in V111-1, or if I do not have the level please zip up the particulars and email me so I can take another look.

"Small, smart and running around the legs of dinosaurs to find enough food to survive, bedroom coders aren't extinct after all "
jeffhuys
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Location: No cheesy line here.
Posted: 16th Jun 2008 01:14
I don't know if this is the place for suggestions, but oh well:

How about a trigger that triggers when the player is looking at it? If anyone played F.E.A.R., you'll see what I mean, like you're walking in an alley, and when you look back, you'll see some guy running towards you and vanish. If you replay that section, and wait 10 sec longer, and then turn around, you'll see the same, you understand? Thanks,

Jeff



You're the 'th to view this signature!
RedneckRambo
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Posted: 16th Jun 2008 01:17
Quote: "You accidentally downloaded and installed the "FREE" version from the "FPS Creator Free - Public Test" thread. Only way you could have done it. See the attached image. If this is what you see then that is what you had done. Download v1.11 beta 1 from this thread found in Lee's first post and install it. Hopefully it will simply install this version on top of the free version replacing all the necessary files and you should be ok. If not contact TGC or Lee."

Lol, I can assure you I didn't do that.

Quote: "If anyone sees FREE in their titlebar, it means V111 cannot find your serial code which means it was wiped out at some point. You can solve this easily by making a backup of your important files then reinstalling FPSC. If you prefer to solve this manually, find your serial code from the FPSC CD case and enter it exactly in the USERDETAILS.INI file where indicated. If it still does not work, email me at lee@thegamecreators.com and I will investigate."

I tried that and it worked. Thanks for the help Lee. This update was great then.


107295
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Posted: 16th Jun 2008 01:50
By reinstall do you mean "Repair" or "Uninstall then Reinstall"?

One day, I threw a potato... AND IT HIT THE CEILING, like, HOW AWESOME
Zdrok
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Location: Pittsburgh
Posted: 16th Jun 2008 01:57 Edited at: 16th Jun 2008 01:57
Quote: "Are you sure the sync problem for the mentioned guns did not exist in V109"

It occured when I first got 'em (v1.07 or v1.08). And it kept doing it up to this current point.

uman
Retired Moderator
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Posted: 16th Jun 2008 02:03
Lee,

Level you have is called West1 - its the same level with no change.

In V1.09 my non rendering portals masked the fps issues with me.



Thraxas
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Posted: 16th Jun 2008 02:27
Why does test game load assets for scripts that are not used in the level? Or is it that engine by default loads all assets for scripts in the scriptbank folder, which won't be a problem with a built game as it won't have the scripts?

[center]
Flatlander
FPSC Tool Maker
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Posted: 16th Jun 2008 05:35
Jenkins, I guess I need to quit suggesting possibilities and just go right to what I really want to say and thats . . . Contact Lee. I'll just go have a cup of coffee instead.

** We are not Alone **
RedneckRambo
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Posted: 16th Jun 2008 05:45
Quote: "Jenkins, I guess I need to quit suggesting possibilities and just go right to what I really want to say and thats"

Lol no it was a good suggestion because if I had downloaded the free version, Lee's post saying to put in my serial code manually would have followed right up with it.


Jo Jo Monkey
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Posted: 16th Jun 2008 07:37
Lee, uninstalling v11, reinstalling v1, then updating to v11 worked. Thanks!!!
107295
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Posted: 16th Jun 2008 13:09
When I uninstall, I get a box saying "Catastrophic Faliure" HELP!

One day, I threw a potato... AND IT HIT THE CEILING, like, HOW AWESOME
LeeBamber
TGC Lead Developer
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Posted: 16th Jun 2008 13:54
BETA2 uploaded. Enjoy!

107295 : Sounds like your PC is having a bad day. Reset your machine, and try a fresh un-install procedure. Ensure no other applications or background tasks are running and that you are not running FPSC at the time. If the same error occurs, take a full desktop screenshot and send it as a JPG to lee@thegamecreators.com so I can get a handle on this issue, thanks.

"Small, smart and running around the legs of dinosaurs to find enough food to survive, bedroom coders aren't extinct after all "
107295
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Posted: 16th Jun 2008 13:57
I'll Do that now, thanks.

One day, I threw a potato... AND IT HIT THE CEILING, like, HOW AWESOME

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