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FPSC Classic Product Chat / Official FPSC Migration Discussion Thread

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Flatlander
FPSC Tool Maker
17
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Joined: 22nd Jan 2007
Location: The Flatlands
Posted: 14th Jul 2010 22:07
@Pirate Myke

Your welcome. I'm, glad your able to get it to work. Strange you have to have a SDK from MS. But if that's what it takes . . . Speaking of "coffee in my veins". I am now on a 24/7 regimen I.V. of pure coffee.

Pirate Myke
14
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Joined: 31st May 2010
Location: El Dorado, Ca
Posted: 14th Jul 2010 22:16
I might have had to disable it for video editing or some other thing I was doing. This is media center xp 2005. I have streamlined it to work with video editing the best. Never gaming. But all is well.

Coffee rules, I recomend for all.

Nothing but coffee in my veins
Nilloc
15
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Joined: 14th Nov 2009
Location:
Posted: 14th Jul 2010 22:45
Coffee makes you stop growing! I say eat sugar

Who da man?!
cram
17
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Joined: 27th Jan 2007
Location: Belgium
Posted: 14th Jul 2010 22:46
Beta 4 tested and I remove it immediately.If I want to test a level you just get a black screen
RXcdeath
14
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Joined: 12th Mar 2010
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Posted: 14th Jul 2010 22:58
can someone tell me how to turn off the bloom and all the other memory eater quality things so i can get more than 7 fps.... my computers crap and i cant afford a new one so i need crappy graphics while testing...1ghz proccesor 512 ram and a nvidia 5300 lol
Pirate Myke
14
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Joined: 31st May 2010
Location: El Dorado, Ca
Posted: 14th Jul 2010 22:59
@Nilloc:

At 46 I quit growing a while ago.

Nothing but coffee in my veins
RoxasXIII
16
Years of Service
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Joined: 9th Aug 2008
Location: Where ever you are not.
Posted: 14th Jul 2010 23:02
@RXcdeath
Open Setup.ini and change postprocessing to 0.

Too much to do with too little time.
creator of zombies
18
Years of Service
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Joined: 16th Feb 2006
Location: UK: West Wales
Posted: 14th Jul 2010 23:06
Just tested the latest beta...everything is working great and running at 70fps (apart from when you extensively use your weapon or apply ragdoll then the fps drops); but am I the only person who has noticed that the AI cannot travel up/down stairs, which is rather a major flaw in the AI system and ruins the firefights.

CoZ

-Demon Sun: Lead Developer-
Dead Man's Cradle: Lead Developer
RXcdeath
14
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Joined: 12th Mar 2010
Location:
Posted: 14th Jul 2010 23:08
bloom didnt turn off roxas but thanks anyway i guess...
4125
16
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Joined: 3rd Feb 2008
Location: Bronx, New York
Posted: 14th Jul 2010 23:11
None of the beta are giving me issues. Besides most of my projects hitting over a 1.85GB limit. When the cap is off. The game screen stays blue and pretty much frezzes there. But with the cap on and with the levels that not hitting the 1.85GB limit. Everything is perfect other here.

Computer Specs: Intel Core 2 Duo E7400 2.80GHz @ 1066Mhz FSB 3MB Cache, Dual Channel 8192MB DDR2 PC6400 800MHz RAM, XFX Nvidia Geforce 9800 GTX+ 512MB, XFX 780i SLI Motherboard
veer
14
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Joined: 3rd Mar 2010
Location:
Posted: 14th Jul 2010 23:12
Quote: "can someone tell me how to turn off the bloom and all the other memory eater quality things so i can get more than 7 fps.... my computers crap and i cant afford a new one so i need crappy graphics while testing...1ghz proccesor 512 ram and a nvidia 5300 lol"


turn the post processing to 0 in setup file

it would be better if you increase your ram
RXcdeath
14
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Joined: 12th Mar 2010
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Posted: 14th Jul 2010 23:15 Edited at: 14th Jul 2010 23:30
i also said in the thing veer that i have no money....

also will 27 dollars canadian get me a gig of ram....lol retorical questions are awesome
RoxasXIII
16
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Joined: 9th Aug 2008
Location: Where ever you are not.
Posted: 14th Jul 2010 23:21
Over here in New Zealand, 2GB of ram is about $30 NZ. I expect it would be cheaper out your way.

Too much to do with too little time.
RXcdeath
14
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Joined: 12th Mar 2010
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Posted: 14th Jul 2010 23:23 Edited at: 14th Jul 2010 23:25
holy crap 30 bucks!!!! here 1 gig can cost up to 60
if you have a job you should send me some ram through the mail it would be much appreciated
RoxasXIII
16
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Joined: 9th Aug 2008
Location: Where ever you are not.
Posted: 14th Jul 2010 23:27 Edited at: 14th Jul 2010 23:31
Well, I might have thought about it, but I have no money, or a job for that matter. You should edit out your age in that post before a mod sees it.

Edit: I did a bit of surfing and found this site - http://www.canadacomputers.com/index.php?cPath=24 Have a look on it.

Too much to do with too little time.
RXcdeath
14
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Joined: 12th Mar 2010
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Posted: 14th Jul 2010 23:31 Edited at: 14th Jul 2010 23:37
also i fix computers so i might be able to save up enough money to buy more just to make a game. lol and a new graphics card
RoxasXIII
16
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Joined: 9th Aug 2008
Location: Where ever you are not.
Posted: 14th Jul 2010 23:35
-Offtopic-RXcdeath, you did.

-OnTopic- Anyone know what shaders I should use for weapons?

Too much to do with too little time.
Bigsnake
15
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Joined: 7th Apr 2009
Location: England
Posted: 15th Jul 2010 00:06 Edited at: 15th Jul 2010 00:08
Quote: "Beta 4 tested and I remove it immediately.If I want to test a level you just get a black screen"


Mine works fine

Quote: "Over here in New Zealand, 2GB of ram is about $30 NZ. I expect it would be cheaper out your way."


My 4GB of memory cost £20, rly cheep to buy in the UK for some reason :\

Windows 7, Amd Athlon 7750 Black Editon (64 bit,3ghz + Dual Core), ATI Readon HD 4870 1gb Edition, 4gb Ram.
RoxasXIII
16
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Location: Where ever you are not.
Posted: 15th Jul 2010 00:20
Everything is expensive here. Even stuff that's made here. Milk from New Zealand is cheaper in the UK than it is here. It's a messed up economy.

Too much to do with too little time.
DarkFrost
15
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Joined: 3rd May 2009
Location: ON, Canada
Posted: 15th Jul 2010 02:06 Edited at: 15th Jul 2010 02:17
I need some assistance here.

With the latest Beta 4 I've noticed a bug where the segments are invisible. I have all settings maxed out and yes shaders are turned on. Any ideas as to why these new PS 2 segments are giving me this error?

EDIT: Alright so the segment appears now, but when I add a light only one side of the segment shows up.

[img][/img]
Soviet176
15
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Joined: 19th Sep 2009
Location: Volgograd
Posted: 15th Jul 2010 05:01
I am getting a weird bug where sometimes the guns turn black :/

Crazy Acorn
15
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Joined: 16th Mar 2009
Location: Stalking people...
Posted: 15th Jul 2010 05:09
My characters turn black when shaders are on and they have a d2 texture...

- Gorlock
Plystire
21
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Joined: 18th Feb 2003
Location: Staring into the digital ether
Posted: 15th Jul 2010 05:13
An object turning invisible is typically a shader related error. Perhaps the shader did not have everything necessary to properly render that side of the segment?


The one and only,


Soviet176
15
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Location: Volgograd
Posted: 15th Jul 2010 05:23
I seriously think there is a shader error.

Nilloc
15
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Joined: 14th Nov 2009
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Posted: 15th Jul 2010 05:29
Im having segments walls disapering along with floors and black characters also

Who da man?!
veer
14
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Joined: 3rd Mar 2010
Location:
Posted: 15th Jul 2010 05:35
Quote: "Im having segments walls disapering along with floors and black characters also"



for black character you need to change/add effect in there setting .take an look at other character effect file

wall disappearing....it happen to me before with 1.16...replace the wall with other....run fpscleaner....
Nilloc
15
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Joined: 14th Nov 2009
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Posted: 15th Jul 2010 05:41
No its only with one segment and thats the one with bonds 1 shader i made i dont think it likes bonds shader

Who da man?!
TheCoolGuy
14
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Joined: 9th Apr 2010
Location: Australia
Posted: 15th Jul 2010 05:44
Great news on Lee's twitter page.

Quote: "V117; Very occasionally you get a monster slow-down from the targeting AI. This has been fixed for the forthcoming BETA5"
Soviet176
15
Years of Service
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Joined: 19th Sep 2009
Location: Volgograd
Posted: 15th Jul 2010 05:55
Quote: ""V117; Very occasionally you get a monster slow-down from the targeting AI. This has been fixed for the forthcoming BETA5""


Whoo now just the shader problem :/

Nilloc
15
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Joined: 14th Nov 2009
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Posted: 15th Jul 2010 06:06
Well till the shader problem is fixed I recomend going to

file\prefences

and turning shaders off

Who da man?!
TheCoolGuy
14
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Joined: 9th Apr 2010
Location: Australia
Posted: 15th Jul 2010 06:11
Shaders are all working fine for me :S
s4real
VIP Member
18
Years of Service
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Joined: 22nd Jul 2006
Location:
Posted: 15th Jul 2010 06:31
These betas are coming out thick and fast.

I have to install it and see whats it like.

best s4real



Pack ya games with vishnu fpsc packer its free.
Bugsy
15
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Joined: 24th Nov 2008
Location: another place in time
Posted: 15th Jul 2010 06:36
I had this problem with even normal segments in v1.16.18

the textures HAVE to be .png or .dds. NOTHING ELSE.

imageflock.com/img/1272671763.jpg[/img]
skype = isaacpreston. I want to talk to YOU
veer
14
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Joined: 3rd Mar 2010
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Posted: 15th Jul 2010 07:32
waiting for new weapon animation
Plystire
21
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Joined: 18th Feb 2003
Location: Staring into the digital ether
Posted: 15th Jul 2010 07:40
@veer:

Why? Go make your own?


The one and only,


veer
14
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Joined: 3rd Mar 2010
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Posted: 15th Jul 2010 07:55
@Plystire

i mean

Quote: "Water - IN PROGRESS
Dynamic Shadows - IN PROGRESS
New Weapon Animation Additions - IN PROGRESS"
Naxone
14
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Joined: 23rd May 2010
Location: Chile
Posted: 15th Jul 2010 07:56
Does anyone know what means "Depth of Field"?

If it is to deepen the level ground ... How do I do?
Errant AI
18
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Joined: 24th Aug 2006
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Posted: 15th Jul 2010 08:13 Edited at: 15th Jul 2010 08:23
Quote: "but am I the only person who has noticed that the AI cannot travel up/down stairs, which is rather a major flaw in the AI system and ruins the firefights."


AI will travel up/down stairs just fine but you must place waypoint (at the top and bottom) when you want AI to be able to traverse between layers.

Quote: "waiting for new weapon animation "


To clarify, No new anims are being added. This is only to support more animations related to AirMod (and eventually Fenix Mod).
Zay
14
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Joined: 2nd Dec 2009
Location: sLOVEina
Posted: 15th Jul 2010 10:14
I'm so glad everything works form me.
But the ragdoll could be more responsive.

Contact me in Skype,name- nejcplan
TheCoolGuy
14
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Joined: 9th Apr 2010
Location: Australia
Posted: 15th Jul 2010 10:51
Yeah, the ragdoll is really stiff and slow.
Pirate Myke
14
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Joined: 31st May 2010
Location: El Dorado, Ca
Posted: 15th Jul 2010 10:58 Edited at: 15th Jul 2010 11:03
@Naxone:

Depth of field - The area within the depth of field appears sharp, whilst the areas in front of and beyond the depth of field appear blurry.

EX
Cam --Blur foreground --- Focused object --- Blur in distance.

Here is wikipedias definition:

http://en.wikipedia.org/wiki/Depth_of_field

In the setup.ini file these apply:
newblossershaders=1 - turns on bloom. 0 for off
postprocessing=0 controls which post effect for now.
0 = none
1 = Bloom
2 = Depth of Field

Hope that helped

Nothing but coffee in my veins
AbdulAhad
14
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Joined: 1st Feb 2010
Location: Karachi, Pakistan
Posted: 15th Jul 2010 12:22
I don't know if anyone else is encountering this problem but my serial isn't working with the beta 4.

It isn't working on beta 2 or 4 but works on beta 3. Anyone else encountering this problem?

Abdul Ahad
Defy
FPSC BOTB Developer
VBOTB Developer '09
17
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Joined: 20th Aug 2007
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Posted: 15th Jul 2010 12:55
Quote: "Quote: "but am I the only person who has noticed that the AI cannot travel up/down stairs, which is rather a major flaw in the AI system and ruins the firefights."

AI will travel up/down stairs just fine but you must place waypoint (at the top and bottom) when you want AI to be able to traverse between layers."


@Errant, is this referring to the DarkAI addition for AI? And is this meaning during combat or just in general format of AI?
I only ask, as I was able to have AI travel between layers via stairs etc. in combat using v1.15 and not using waypoints. Maybe I'll have to take a look at this AI soon.
Errant AI
18
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Posted: 15th Jul 2010 14:48 Edited at: 15th Jul 2010 14:49
Defy, This only refers to DAI. If not bridged with a waypoint line, they see the opening as a hole and the pathfinding system will avoid it. Old AI just moves foreward towards the target. So if there were stairs they would go down them and if there was a hole between they would just stand on the other side looking at the plr and maybe slide around it eventually. However, DAI will go around if there is an alternate route.

Developers and artists should also be aware thet DAI wont go through a cut opening in a segment wall unless the CSG Punch name starts with "door". Otherwise it gets passed over by the pathfinding system. Most doors I've tested seem to work OK with exception of the metro theater double doors but changing the CSG name/fpe will fix it.
DarkFrost
15
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Joined: 3rd May 2009
Location: ON, Canada
Posted: 15th Jul 2010 17:44
After some trial and error with the segment bug that was occurring I seemed to have fixed it for now. Meaning the current beta is now bug-free for me

On another note thanks Pirate Myke for the info, I had no clue how to get DOF on before.

[img][/img]
Flatlander
FPSC Tool Maker
17
Years of Service
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Joined: 22nd Jan 2007
Location: The Flatlands
Posted: 15th Jul 2010 21:07
Quote: "Due to user requests, set LOADREPORT to one will restore old baseline debug information in test game"


This will be in Beta 5. So for those who don't like the bars . . .

Bugsy
15
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Joined: 24th Nov 2008
Location: another place in time
Posted: 15th Jul 2010 21:32
I love the bars, but can you put a "P: xxxxxx" next to one?

imageflock.com/img/1272671763.jpg[/img]
skype = isaacpreston. I want to talk to YOU
Flatlander
FPSC Tool Maker
17
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Joined: 22nd Jan 2007
Location: The Flatlands
Posted: 16th Jul 2010 00:06
It looks like it will be an either/or.

I should think that the LOADREPORT will be in the setup.ini file with a default of 0. Setting it to one will show the old baseline debug info instead.

The Grunge Guy
14
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Joined: 25th May 2010
Location: Stalking The Mods.....
Posted: 16th Jul 2010 00:12
There's No Zombie Talker, conker talker, ai talker or skeleton talker?

Nilloc
15
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Joined: 14th Nov 2009
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Posted: 16th Jul 2010 00:24
Quote: "There's No Zombie Talker, conker talker, ai talker or skeleton talker?"



Nope but.......a better qustion is....

How are we supposed to ridge every character that we want to talk thats going to be a pain

Who da man?!

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