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 / Official FPSC Migration Discussion Thread

Author
Message
Shadowtroid
14
Years of Service
User Offline
Joined: 23rd Dec 2009
Location: nope
Posted: 17th Jul 2010 02:59
Actually, for games the most important part in terms of speed is the GPU.

Upgrading your GPU can easily give you 60 FPS. I used a 9800GT and got a constant 60 FPS.

My new computer does that too, but with a GTX 480 I'm not sure how fair the playing field is.

The Grunge Guy
14
Years of Service
User Offline
Joined: 25th May 2010
Location: Stalking The Mods.....
Posted: 17th Jul 2010 03:15
I have to reinstall the beta because apparently, in the setup file, even thoe i repaired it all to normal, i've screwed it up and none of the new graphical features seem to work anymore.

ethan game
14
Years of Service
User Offline
Joined: 16th Mar 2010
Location:
Posted: 17th Jul 2010 03:30
the serial is not working Help me

freak of nature 64
15
Years of Service
User Offline
Joined: 19th Jan 2009
Location: Look in your car...
Posted: 17th Jul 2010 05:02
I will try to download a beta and by the time it's finished there's like 20 more betas! I'm with Conjured, I'll wait for beta 22. I think I will have a cup of coffee while I wait.

Conjured Entertainment
AGK Developer
19
Years of Service
User Offline
Joined: 12th Sep 2005
Location: Nirvana
Posted: 17th Jul 2010 05:54 Edited at: 17th Jul 2010 05:58
Quote: " I'm with Conjured, I'll wait for beta 22. I think I will have a cup of coffee while I wait."

I couldn't make it...I installed beta 5! LOL

And I loaded my biggest map (1400+mb) and it looked awesome.
A couple models were missing and the skybox was that default gas thing.
I set it to the night skybox in the build settings but it still showed the gas.
I loaded and built a smaller level again setting the skybox, but even in the built game it defaulted back to the gas.
Then I crashed and the next run hung on "...checking your files for you..."
Then it hung again, then it made it through after a cancel.

Then I noticed something about the editor... the segment box was showing when I selected the entities tab.
I selected the segment tab and I had no segment box.

I close FPSC and ran it again, and this is what I got with the tabs being backwards or something.... (see attached video)

P.S.
That big map was the entire map in an outdoor level loaded with tons of crap, and I was running at 59 FPS!!!

   Conjured Entertainment

 WARNING: Intense Madness

Attachments

Login to view attachments
RoxasXIII
16
Years of Service
User Offline
Joined: 9th Aug 2008
Location: Where ever you are not.
Posted: 17th Jul 2010 06:07
Just click 'Add New Segment' or 'Add New Entity' to fix that.

Too much to do with too little time.
Conjured Entertainment
AGK Developer
19
Years of Service
User Offline
Joined: 12th Sep 2005
Location: Nirvana
Posted: 17th Jul 2010 06:52
Yeah, I see now that it sorts itself out after you place something, but it used to sort itself out when you hit another tab.

I got my skybox working after forcing it with a save of a new map, but I realized I had a bigger map than the other one I had tested. (1760mb)
I loaded it and had missing sounds (I checked and the files are there and the script is set up right), and when I hit my second cutscene it hangs with a black screen.
I checked the video and it is still the same and plays like it used to, except in FPSC.
I don't know if the map was too big or what, but I am going to try these sounds and scripts in a smaller map to see if they still work.

   Conjured Entertainment

 WARNING: Intense Madness
bond1
19
Years of Service
User Offline
Joined: 27th Oct 2005
Location:
Posted: 17th Jul 2010 07:02
Quote: "Cool. Do they support _R and _cube yet like weapons do? Hope Lee gets those installed soon, or better yet an _R that needs no _cube. Realtime environment mapping FTW. "


I've hijacked the _S texture to work as a cubemap texture on segments while experimenting. But there is a glaring problem. With FPSC's grid based system, the cubemap reflection TILES across the segments, which is not what you want. Each floor or wall section would need to be one continuous mesh for the reflections to look correct. It would be cool though for advanced users who build their levels in an external 3d program to import into FPSC.

----------------------------------------
"bond1 - You see this name, you think dirty."
Bugsy
15
Years of Service
User Offline
Joined: 24th Nov 2008
Location: another place in time
Posted: 17th Jul 2010 07:58
Quote: "I got about 14-22 frames per second which is pretty good for my processer."


funny, I have about 200 more megahertz per core than you and have never lagged ever. I think you have to worry about your graphics card.

imageflock.com/img/1272671763.jpg[/img]
skype = isaacpreston. I want to talk to YOU
Pirate Myke
14
Years of Service
User Offline
Joined: 31st May 2010
Location: El Dorado, Ca
Posted: 17th Jul 2010 09:24
Bond1 you rule.

I can except making custom floor segment for reflections.

Nothing but coffee in my veins
JaredxD
14
Years of Service
User Offline
Joined: 13th Dec 2009
Location: Australia
Posted: 17th Jul 2010 10:49
So is this an update for FPSC x9 as well?

I use x9, can I DL this BETA 5 version and will it work?

Just making sure
Evil Stalker
15
Years of Service
User Offline
Joined: 24th Jun 2009
Location: Lisboa, Portugal
Posted: 17th Jul 2010 14:32
@JaredxD

Yes this is an update for FPSC x9, the best ever made.
And yes you can Download the BETA 5 it works (for me)

---

Evil Stalker
Mehzeb
15
Years of Service
User Offline
Joined: 30th Dec 2008
Location: Cryogenic Nightmare
Posted: 17th Jul 2010 14:40
Any updates as to what Lee has in mind for the Bloom, Skybox, Water effects to be changed in the Editor? The whole individual file editing methods is a bit of drag.

I've been a huge fan of the sliders of the X10 engine, so I recommend it, but I believe Lee once said that he has something even better in mind. Anybody have any ideas what it may be?

<---------------/\/\ess \/\/1TH THE BE$T-----------------
--------------------D1E L1KE THE RE$T--------------------->
JaredxD
14
Years of Service
User Offline
Joined: 13th Dec 2009
Location: Australia
Posted: 17th Jul 2010 15:27
Ok, I downloaded it, and got a problem straight away when I tried to test a game with just 4 segments...

The problem is that I place the Player Start marker, and When I test level, the player start marker appears to be a normal entity, and you don't start where the marker is. Pic attached to show what I mean :/

I installed the update to my FPS Creator folder.
Please help!

Attachments

Login to view attachments
da2020
14
Years of Service
User Offline
Joined: 26th Dec 2009
Location: C:\\Program Files\\
Posted: 17th Jul 2010 15:32
@JaredxD try reinstalling the update without adding anything from your directory not even a mod, run fpsc cleaner and start fpsc.Hope it helps.
cram
17
Years of Service
User Offline
Joined: 27th Jan 2007
Location: Belgium
Posted: 17th Jul 2010 15:38 Edited at: 17th Jul 2010 15:40
After installing beta 5.
I get this when starting the program.
da2020
14
Years of Service
User Offline
Joined: 26th Dec 2009
Location: C:\\Program Files\\
Posted: 17th Jul 2010 15:46
@cram turn the word called 'systemmemorycapoff' from your setup.ini to 0 and if it doesn't work then I have no idea whats causing your problem
cram
17
Years of Service
User Offline
Joined: 27th Jan 2007
Location: Belgium
Posted: 17th Jul 2010 16:32 Edited at: 17th Jul 2010 16:44
Nvidia Geforce 9600 Gt

I turned Emisoft Anti-Malware off,And the program starts up without problems.
But if I do a test level,Everything turn black.Except the background.
Problems started from beta 4.

I have a Nvidia Geforce 9600 Gt
DirectX 11
AMD Athlon(tm) 64 X2 Dual Core 5000+ (2CPUs) 2.6 GHZ
2046MB Ram
Windows Vista

Beta 1-3 no problem's
Beta 4 and 5 problem's
zeza
16
Years of Service
User Offline
Joined: 27th Jun 2008
Location:
Posted: 17th Jul 2010 17:43
@Jared, I had the same problem, I fixed it by re-downloading the update and restarting my computer.

I'd change the world, but I don't have the source code
Conjured Entertainment
AGK Developer
19
Years of Service
User Offline
Joined: 12th Sep 2005
Location: Nirvana
Posted: 17th Jul 2010 19:49 Edited at: 17th Jul 2010 19:51
Update on my cutscene bug... (entire open map of 1768 mb running at 59 fps)

If I stop my first cutscene with the space bar, then my second cutscene causes a crash.

However, if I let the first cutscene play out entirely, then all other cutscenes play without a crash even if I stop any or all of them with the space bar.

It is only by stopping the first cutscene that I have the second cutscene crash bug.

Can anyone else confirm this or is it just on my end?

I hope this helps for the next Beta.

   Conjured Entertainment

 WARNING: Intense Madness
ctm
19
Years of Service
User Offline
Joined: 25th Feb 2005
Location:
Posted: 17th Jul 2010 20:00 Edited at: 17th Jul 2010 20:03
Installed the beta today.

Runs very smooth on my old PC.
The GS13-PS2ShadedScifi.fpm runs with 50-60 fps with bloom only and 44-60 fps with all shaders:

AMD Sempron 3100+ (1.8 Ghz) single core cpu
2 GB RAM
GeForce 7600 GS
Win XP

Tried the KI and was happy to see that they are able to get around static crates and barrels

PS 2 shaders work on static entitys...tested it with my starship:



There is one problem with this beta...when i load old maps everything is ok.
But when i make a new testmap/ room and test it i am starting in the middle of nowhere, hanging in the air...not at the startmarker.

Attachments

Login to view attachments
Marc Steene
FPSC Master
18
Years of Service
User Offline
Joined: 27th Mar 2006
Location: Bahrain
Posted: 17th Jul 2010 20:22
Quote: "The GS13-PS2ShadedScifi.fpm runs with 50-60 fps with bloom only and 44-60 fps with all shaders"


That's incredible considering the hardware! Can't wait to see what kind of performance we'll get when it's combined with Project Blue.


[b]FPSC MIGRATION: http://forum.thegamecreators.com/?m=forum_view&t=142497&b=21
freak of nature 64
15
Years of Service
User Offline
Joined: 19th Jan 2009
Location: Look in your car...
Posted: 17th Jul 2010 23:32
@CTM
Wha? My specs are
And I don't have very good performance like you.

freak of nature 64
15
Years of Service
User Offline
Joined: 19th Jan 2009
Location: Look in your car...
Posted: 18th Jul 2010 00:03
Ok, it keeps giving an error along the lines of "Cannot load sound at line blablabla" at building fragments. I reverted to beta 4 and same thing. Before I installed beta 5 it worked and now its messed up.

Bugsy
15
Years of Service
User Offline
Joined: 24th Nov 2008
Location: another place in time
Posted: 18th Jul 2010 00:09
he's got a nicer graphics card than you that can handle shaders a bit better. also the map looks smaller.

imageflock.com/img/1272671763.jpg[/img]
skype = isaacpreston. I want to talk to YOU
DarkJames
15
Years of Service
User Offline
Joined: 11th Aug 2009
Location:
Posted: 18th Jul 2010 00:37
Where did you got The GS13-PS2ShadedScifi.fpm

-James
RoxasXIII
16
Years of Service
User Offline
Joined: 9th Aug 2008
Location: Where ever you are not.
Posted: 18th Jul 2010 00:56
@DarkJames
It's in Mapbank\Sample

@Cram
An nVidia GeForce 9600 GT CANNOT run DX 11.

Too much to do with too little time.
ctm
19
Years of Service
User Offline
Joined: 25th Feb 2005
Location:
Posted: 18th Jul 2010 02:19 Edited at: 18th Jul 2010 02:33
@ freak of nature 64

I think it's your grafics card.

The GF 7400 GO has 4 pipelines for pixel shaders and 3 for vertex shaders.
The GF 7600 GS has 12 for for pixel shaders and 5 for vertex shaders.

Marc Steene wrote
Quote: "That's incredible considering the hardware!"


Was a nice surprise
When i started this map i expected to see a diashow (slideshow in english?).
Fortunately it wasnt one
cram
17
Years of Service
User Offline
Joined: 27th Jan 2007
Location: Belgium
Posted: 18th Jul 2010 03:30
Quote: "@Cram
An nVidia GeForce 9600 GT CANNOT run DX 11."


So this directX has nothing to do with directx from my card
Mehzeb
15
Years of Service
User Offline
Joined: 30th Dec 2008
Location: Cryogenic Nightmare
Posted: 18th Jul 2010 03:33
Looks like Lee's gone on a short holiday. We'll have to wait for updates until the next week at least.

My Rig: Intel Core i7 930 2.8ghz (OC'd 3.8ghz), Asus P6X58D-E Motherboard, 12 GB Corsair DDR3 1600Mhz Ram, ATI 5970 2Gb X2 Crossfire, 2TB 7200RPM HDD, Bluray DVD/RW Combo.
cram
17
Years of Service
User Offline
Joined: 27th Jan 2007
Location: Belgium
Posted: 18th Jul 2010 04:01
I fear that I should buy a new card,when the final update is there.
RoxasXIII
16
Years of Service
User Offline
Joined: 9th Aug 2008
Location: Where ever you are not.
Posted: 18th Jul 2010 04:22 Edited at: 18th Jul 2010 04:27
Yes, that is correct. If you want to find your actual DIrect X version, you need to go to your graphics card's Control Panel.


Too much to do with too little time.
cram
17
Years of Service
User Offline
Joined: 27th Jan 2007
Location: Belgium
Posted: 18th Jul 2010 04:46
Okay I do not know what I did,but if by magic, everything works now
freak of nature 64
15
Years of Service
User Offline
Joined: 19th Jan 2009
Location: Look in your car...
Posted: 18th Jul 2010 05:41
Can someone help me?
Quote: "Runtime Error 3002 - Could not load sound at line 32342"
at [299] Loading fragments.. (485MB used)

Zay
14
Years of Service
User Offline
Joined: 2nd Dec 2009
Location: sLOVEina
Posted: 18th Jul 2010 10:32
ethan game,the reason it doesn't work for you is because you might have a pirated FPSC and it won't work after the 1.09 update.
I've seen this countless times on the forums.

Contact me in Skype,name- nejcplan
xhogan89x
14
Years of Service
User Offline
Joined: 3rd Jul 2010
Location: italy
Posted: 18th Jul 2010 12:33
Quote: "
FPSC Web (Play games in a web browser) - REMOVED (V1.17)"


removed temporary or definitively?
Rampage
16
Years of Service
User Offline
Joined: 4th Feb 2008
Location: New Zealand
Posted: 18th Jul 2010 12:50
Anyone else noticed that the new source is titled:

'FIRST PERSON GAME CREATOR GAME ENGINE - V1.20'

Looks like the version info has been reset for the new FPGC
And so ends the long and brilliant saga of the beloved First Person Shooter Creator


Eidos!
Zay
14
Years of Service
User Offline
Joined: 2nd Dec 2009
Location: sLOVEina
Posted: 18th Jul 2010 13:15
Rampage,where did you see that??

Contact me in Skype,name- nejcplan
creator of zombies
18
Years of Service
User Offline
Joined: 16th Feb 2006
Location: UK: West Wales
Posted: 18th Jul 2010 13:25 Edited at: 18th Jul 2010 14:36
BETA 5 works well, although I'm somewhat at a loss regarding the repeated claims concerning amazing performance. I'm running on a fiarly high-end rig, but as soon as you introduce about 4 Dark AI characters (2 on each team + myself), my fps is about 30-40; granted I'm running with shaders and bloom enabled, but it's not exactly a difficult task for the hardware considering the current gen games I play.
This brings me to my next point concerning the AI. Whilst testing a short level using Bond 1's containment room segment, the allies on my team (Aiko shotgun), seemed to be able to pass through walls instead of passing through the door (Yes, the door was labled "door" to fit in with the pathfinding system). This problem has occured with several characters when using Dark AI behavior; mirroring a problem that Airslide encountered when incorperating Dark AI into the Airmod V2 BETA's etc.
My 3rd and final point regarding the AI (this may seem rather harsh considering the work that has been put in by all involved), is thwe fact that I'm sure that Dark AI in capable of so much more, but it's just not being used correctly. Frequently during tests, I encounter the enemies/allies staring at walls during combat or looking the other way until hit. This coupled with the fact that during combat, no sense of urgency is seen from the enemies..they seem to walk slowly towards you shooting instead of perhaps running for cover or moving quickly. This really takes away from the atmosphere of the level, and simply makes the AI system look almost identical to the old FPSC AI, but with a few new animations. I'm not taking away from the work Lee and Hockeykid have put into this...they have done a fantastic job, but I feel there is alot more to be squeezed out of the Dark AI system to make it truly special and terrifying for the player. As a suggestion, I would of thought it would of been benificial to rid/improve the "view cone angle" system since that also causes horrible moments of stupidity with the AI (such as them not seeing you until your on top of them, or you targeting them when their hiding behind cover, but they still can't see you). And as a final thought, perhaps Lee or Hockeykid in the future would perhaps consider replacing FPSC's collision system (which is frankly horrible) with that of nuclear glory which is one of the best collision systems iv'e used.

Anyway..Rant over

CoZ


EDIT: (System specs for reference)
*3Ghz Dual core
*4GB of DDR3
*4870 1GB

-Demon Sun: Lead Developer-
Dead Man's Cradle: Lead Developer
Roger Wilco
19
Years of Service
User Offline
Joined: 6th Jul 2005
Location: In the Shadow of Chernobyl
Posted: 18th Jul 2010 13:32
Quote: "And so ends the long and brilliant saga of the beloved First Person Shooter Creator"


Uh, not really. FPGC is just a derivative product based on FPSC, without the blood, gore and weapons references.
xplosys
18
Years of Service
User Offline
Joined: 5th Jan 2006
Playing: FPSC Multiplayer Games
Posted: 18th Jul 2010 16:48
Quote: "An nVidia GeForce 9600 GT CANNOT run DX 11"


It seems if my 8600GT will run it, then a 9600GT should.



Ricky13
14
Years of Service
User Offline
Joined: 18th Jul 2010
Location:
Posted: 18th Jul 2010 17:58
Lucky me!

Migration right when I start getting into FPS Creator!

-Ricky
cram
17
Years of Service
User Offline
Joined: 27th Jan 2007
Location: Belgium
Posted: 18th Jul 2010 19:13
Quote: "It seems if my 8600GT will run it, then a 9600GT should. "


Yep
Shadowtroid
14
Years of Service
User Offline
Joined: 23rd Dec 2009
Location: nope
Posted: 18th Jul 2010 19:40
No, just because you have it installed does not mean that your card can support it.

Try the Heaven benchmark. Your card simply can't use DX11.

michael x
15
Years of Service
User Offline
Joined: 10th Jan 2009
Location: Cybertron
Posted: 18th Jul 2010 19:45
let me make this clear just because it says dx11 does not mean you are using dx11 to run this program. look in your system 32 file you will have other dll that say dx9 and dx10. you should always check for dx updates. most dx update are for dx9 so you will less likely have any problems with a pc with dx11.if a game is using dx9 it will under dx9. if it runs under dx10 it using dx10. if have a dx11 game well you get what im saying. everyone that has window7 should do a directx update. even if the update says dx9 meaning you are missing some dx9 dll. I have vista and I have no problems running dx9.I update all the time.im running a 9800gtx+ with 1gb oc.

more than what meets the eye

Welcome to SciFi Summer
uman
Retired Moderator
20
Years of Service
User Offline
Joined: 22nd Oct 2004
Location: UK
Posted: 18th Jul 2010 20:26
creator of zombies,

Your feedback assessment is quite accurate.

I presume which is always a bad thing that the current level of DARK AI behaviour is somewhat of a basic start point in this further development of FPSC and that the AI is or will be extensible by TGC and the end user and not fixed in source. That it will be extensible via further updates by TGC or through the use of user developed .fpi scripting and or the editor properties dialogue box for an AI entity.

For example as you have pointed out in an outdoor area I use for testing purposes with a large number of enemy AI it is certainly possible to kill them all easily without even getting anywhere near them as they have no idea (cant see the player) you exist if not near them. Neither will they shoot first at the player from a distance of course as they are unaware of your existance (by default) When they do attack their AI response intelligence and animation sequences/behaviours are very limited, by and large providing somewhat static targets easily killed.

I am sure there are many improvements could be made by both TGC and users if the source will provide for the possibility.

My own AI scripts used with versions prior to the introduction of V117 which I had spent some little time developing provide for much harder enemies to kill with rather more awareness of the player and behavioral response when under attack or attacking the player.

However the current DARK AI despite any drawbacks and current bugs or issues has numerous benefits not least of all decent obstacle avoidance and the support for allies. The rest one hopes can and will be improved by TGC on their part and by the user for their part. Hopefully this is not the end but the beginning of better to come for the AI.

Ideally it would be nice to aim for an in editor capability to set up your AI as required through a variety of choices inside the Editor. e.g. choose level of intelligence, attack animations for distance attack or close attack (prone/straffe), approach animations (straffe/straight) or even a choice of a mixture of random behaviours so that characters - an individual one or all do not have the same behaviour so that any individual character might behave differently from one moment to another.

There is already an incling of this as AI responds to obstacles and health and player distance. Of course they dont do much thinking at any time as their in built choices for any kind of decision making are either fixed as you see or non existant - so what they need are more choices and better awareness and response times (they are a bit slow in that area). That means more intelligent AI and more processing power and possibly slower fps.

When V117 is or if ever is completed as it were and has a level of stability then I am sure that all concerned will be able to look at how the AI can be improved and there will be improvements. How far that can be successful depends upon the core engine so whats needed from TGC is to give the users that help and the users will do the rest.

No different to whats always been the case.

The users will use and push the engine and what can be done with it no problem, they just need the core engine to provide the opportunity without which they can do nothing.

TGC are making some of the improvements users have asked for and needed. We dont know quite where we will be in a few months hence but by then I am sure we will have a much better idea of what the users can do with what they will get.

The main issue I fear is not better AI which you have in theory at least it is still gameplay and gameplay speeds in levels both indoors and out worthy of holding it. In the future if you can make a full game, how big will it be? how many levels? how will you store it or distribute it? and can anyone without the latest in super computer technology play it? Not sure how that will equate to the internet? multiplayer or playing a game in a web browser seems to be asking too much except for a simplified small level. A full game I dont see it.

Keep your eye on the product and the Showcase board to see what appears.



250 seamless textures : http://www.umedia.co.uk
Monkey Mja
14
Years of Service
User Offline
Joined: 8th Apr 2010
Location:
Posted: 18th Jul 2010 20:31 Edited at: 18th Jul 2010 20:34
Wow. A level that was at around 2 fps is now at 60 fps. This is 25 fps higher than ever.

Anyhow, I found a MP3 bug. Whenever you try use the M3 wire fence...Well, look for yourself. (The map editor top left corner, on the right is the ingame screenshot.)



OH SHEESH YALL, TWAS A DREAM. (+10 points if you get the reference.)

- Monkey
wizard of id
18
Years of Service
User Offline
Joined: 16th Jan 2006
Location: Sunny South Africa
Posted: 18th Jul 2010 20:58
Quote: "Each floor or wall section would need to be one continuous mesh for the reflections to look correct. It would be cool though for advanced users who build their levels in an external 3d program to import into FPSC."
And that will cause more problems than what it solves..pity.

"Hey, Wizard of Id! Satan just called; he wants his worldview back."
creator of zombies
18
Years of Service
User Offline
Joined: 16th Feb 2006
Location: UK: West Wales
Posted: 18th Jul 2010 21:10
@Uman: I'm glad to see that you also share my view, and that I'm not just being a grumpy old man. However, these FPS gains that I have been hearing so much about; I can't seem to reproduce. In a simple room with shaders and Dark AI, The FPS is at most 40fps, and if you add more that 3 Dark AI characters, it drops to about 20, which is unrealistic considering the my hardware.

CoZ

-Demon Sun: Lead Developer-
Dead Man's Cradle: Lead Developer
Bugsy
15
Years of Service
User Offline
Joined: 24th Nov 2008
Location: another place in time
Posted: 18th Jul 2010 22:25
@ coz

note my video. I noticed the same problem with slow moving AI, and fixed it by changing the animations for foreward and backward to be the running anim, and I upped the speed to 200. they're much more agressive and frantic now.

imageflock.com/img/1272671763.jpg[/img]
skype = isaacpreston. I want to talk to YOU

Login to post a reply

Server time is: 2024-11-24 02:00:52
Your offset time is: 2024-11-24 02:00:52