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FPSC Classic Product Chat / Official FPSC Migration Discussion Thread

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4125
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Posted: 23rd Jul 2010 14:35 Edited at: 23rd Jul 2010 14:36
Quote: "Just open the setup.ini and change the memory cap flag to off."


Once I set this off. When the game is built. As soon as I click ok to start the game. I get a full blue screen and the game won't start. On task manager, it reads that the FPSC-Game is "Not responding". The level Used 1902MB. Which is over the Cap limit. So yeah, it's annoying and it seems V1.17 so far uses more memory then 1.16 or other version that I could remember. Yes I know it's just a beta. Hopefully something gets fix.

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
2 Rogues
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Posted: 23rd Jul 2010 18:30
Seriously, All of these new innovations are just going to limit our maps to smaller and smaller. I would love to make a professional length level like beyond life in fpsc, but now, that's not possible. TGC has the real look down on FPSC, but will they take the mem cap off to get the real feel?
Juzi
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Posted: 23rd Jul 2010 19:23
I think the memory cap shouldn't be taken away, but expanded to something like 2 or 3 gigs. That should be enough for anyone, though even higher cap would be nice since the mapeditor source code is going to be published thus allowing the modders to expand the grid size to a... size of GTA IV city? Lol.

2 Rogues: I'm not sure if I have a super computer or something (it's pretty old with some new parts), but I'm able to build a medium sized level with incredible amount of detail. I still haven't experimented how large levels I can actually produce but according to MetalDevil's words he sead on Steam, he was able to build almost the whole grid sized level.

But of course FPSC is different on everyone's computer

With me disaster finds a playfield
Nomad Soul
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Posted: 23rd Jul 2010 19:27 Edited at: 23rd Jul 2010 19:29
Well at least we have a choice at the moment:

We can still build games with v1.16 without the memory cap and use mods to get some nice extra features or use v1.17 and build smaller maps with ultra cool features.

Also, I've never seen anyone using anywhere near 50 levels in their games so splitting maps up a bit more and using more levels shouldn't really be a problem. Like Conjured said, having a few smaller loading times will be better than 1 huge one.

Lee wouldn't have put the memory cap on there for no reason although I think there should be a flag for 64bit which doesn't have the memory limitations of 32bit.

bond1
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Posted: 23rd Jul 2010 19:58 Edited at: 23rd Jul 2010 20:02
There's alaways been a limit to how much memory a 32-bit app like FPSC can use, the memory cap is there to warn the user before a crash, although 1.17 seems to use more memory then the same level in 1.16.

What's concerns me more at this point, is the mega-long load times for built games. Almost 10 minutes to play a BUILT game the size of The Metro Theater, that means every time you die, another 10 minutes of waiting! That's crazy. In 1.16, the same level loads in about 10 seconds.


Has anyone else encountered these huge load times for larger levels? I'm not talking a few small rooms connected together. And I'm not talking about a huge level that covers the entire grid either. I'm talking a level about the size of The Metro Theater.

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"bond1 - You see this name, you think dirty."
michael x
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Posted: 23rd Jul 2010 20:08
I to have test The Metro Theater and have the same out come. I turn off the bloom and it took the same amount of time.

more than what meets the eye

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Defy
FPSC BOTB Developer
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Posted: 23rd Jul 2010 20:12
Bond, may I ask was that the case when you died during your Metro built level in 1.17 testing?
From my tests in 1.15,1.16 if the player died during a built game level the .bin and .dbo files would go into effect and reload the level much faster.
bond1
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Posted: 23rd Jul 2010 20:18 Edited at: 23rd Jul 2010 20:27
Quote: "Bond, may I ask was that the case when you died during your Metro built level in 1.17 testing?"


Zombies.

I'm not talkig about 1.15 and 1.16, where the level loads in 10 seconds. I'm referring to BETA 1.17 - the loading comes to a standstill around the 97% mark, which corresponds to the "generating obstacles" part when doing a test game. I'm guesssing this has something to do with DarkAI? Maybe hockeykid can weigh in.

It would be nice if someone else who has an actual "real" sized level who could also test this and post the results.

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"bond1 - You see this name, you think dirty."
Defy
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Posted: 23rd Jul 2010 20:28 Edited at: 23rd Jul 2010 20:38
sorry mate, you have misunderstood me.
I was just referring to the reload time of the level after you died (metro 1.17 build) in your tests. So the reload time is about the same.
Are the .bin/.dbo files still involved in the reloading of the map data at all?

My reference was to what happened when I did testing back in 1.15,1.16 on reloading a level after death. (concerning the .bin/.dbo)
veer
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Posted: 23rd Jul 2010 20:50 Edited at: 23rd Jul 2010 20:51
Quote: "I'm not talkig about 1.15 and 1.16, where the level loads in 10 seconds"


are you kidding....ya i know you save super pc...but 10 sec sound unreal
bond1
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Posted: 23rd Jul 2010 20:52
Your right Defy...when DYING you pick up where you left off right away.


But, to clarify, when your lives run out OR you choose to load a saved game, you're looking at another 10 minutes before you get to gameplay.

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bond1
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Posted: 23rd Jul 2010 20:55
Quote: "are you kidding....ya i know you save super pc...but 10 sec sound unreal"


That's not unrealistic. Remember, I'm talking about a BUILT game, not a TEST game where it has to calculate the lightmaps, etc. They load quickly, The Metro Theater loads in about 10 seconds.

----------------------------------------
"bond1 - You see this name, you think dirty."
Defy
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Posted: 23rd Jul 2010 20:56
Thanks Bond for that info.
Yeah, I can see the concern referring to this lengthy load time.
Roger Wilco
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Posted: 23rd Jul 2010 22:38
Perhaps it would be possible to somehow store the obstacle information instead of having to rebuild at every load. In theory, that should eliminate the long load times, but I barely know anything about how DAI works.

Even though they're long with the current beta, it's nothing like V1 load times. I remember waiting for Beyond Life for some 40 minutes to load, although that was on my old computer. Old as in very old.
Marc Steene
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Posted: 23rd Jul 2010 22:43 Edited at: 23rd Jul 2010 22:44
Ah good old V1...waiting an entire night for full lightmaps to build. You new guys who have never experienced V1 won't appreciate just how nice it is to be able to make multiple builds a day on full settings

EDIT: Cram, please remove the picture. It is stretching everyone's messages to the right.


[b]FPSC MIGRATION: http://forum.thegamecreators.com/?m=forum_view&t=142497&b=21
Soviet176
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Posted: 24th Jul 2010 00:33
I think I found another bug, when I made a Multi-player game and had my friends try to join, as soon as the loading bar finished to get the screen where they could select a game, the screen would become distorted and crash the game. This also goes the other way around, they can host their games fine, but when I try to join the screen looks messed up and just crashes. Can someone else test this? I am using beta 5

4125
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Posted: 24th Jul 2010 03:37 Edited at: 24th Jul 2010 03:39
Quote: "Well at least we have a choice at the moment:

We can still build games with v1.16 without the memory cap and use mods to get some nice extra features or use v1.17 and build smaller maps with ultra cool features."


I think it's more like I could use 1.16 with a mod and expect a random error or crash to happen at random times. Or take your word for it and use V1.17 BETA and cut the levels in half. Altho, with what we have been promissed with. Thats a liltte disappointing, But oh well like I said its just a BETA.

Quote: "Has anyone else encountered these huge load times for larger levels? I'm not talking a few small rooms connected together. And I'm not talking about a huge level that covers the entire grid either. I'm talking a level about the size of The Metro Theater"
.

Yes I Have and a few of my older maps aswell. Where they build in 1.16 in about less then a 1 1/2 min...Now in V1.17, they take about 5 mins or more, then hit the cap limit.

Quote: "I think I found another bug, when I made a Multi-player game and had my friends try to join, as soon as the loading bar finished to get the screen where they could select a game, the screen would become distorted and crash the game. This also goes the other way around, they can host their games fine, but when I try to join the screen looks messed up and just crashes. Can someone else test this? I am using beta 5"


Never seen that happen....yet

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
uman
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Posted: 24th Jul 2010 04:16 Edited at: 24th Jul 2010 04:17
I am not getting any problem with compile time nor load time with any of my original levels which are large and complex.

I am however still finding that Beta V117 does nothing to improve frame rates in these levels over previous versions since way back when I previously split some levels (which ran at much faster fps in early FPSC versions) into 2 parts.

In Simple levels I do get good high fps and playable lows. Its the fairly advanced game levels which are unplayable it dont like. Nothing changed there at least for me.



250 seamless textures : http://www.umedia.co.uk
Soviet176
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Posted: 24th Jul 2010 04:44
Wow I am not getting what is going on here, I used all stock media for this little small map and look what happens when I start the game.

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uman
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Posted: 24th Jul 2010 04:47
Ah dreaded corridors.



250 seamless textures : http://www.umedia.co.uk
Soviet176
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Posted: 24th Jul 2010 04:55
Quote: "Ah dreaded corridors."


Not even corners those segments are all the laboratory stock segments. Both floors not showing up and then the walls would not show up.

Soviet176
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Posted: 24th Jul 2010 05:28
Hey sorry for the double post but I think you might want to see this lol. I re-ran the test game and look at what its doing, it's now making all my segments black AND it's distorting the players sometimes, wow this is buggy buggy :/

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Nilloc
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Posted: 24th Jul 2010 06:05
what happens if you shoot her?

bond1
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Posted: 24th Jul 2010 06:59 Edited at: 24th Jul 2010 06:59
Well after uman posted that he didn't have any problems with build or load times, I spent the evening trying to find out why The Metro Theater was getting hung up on "generating obtacles" for so long.

And here is what I've found:

The theater seating was the culprit. They are a unique model in The Metro Theater, because they are fairly high poly count with curved surfaces on a single smoothing group, and there are a lot of them in the level. It seems this taxes the "generating obstacles" portion of the build process, and also affects load time. Changing them to dynamic and immobile totally fixed the problem, and I got the same quick build times of 1.16. YAY!

Furthermore, I did a little more digging and reduced the poly count a bit, and gave the model some hard edges (smoothing groups)in logical places, and re-exported. This reduced the build/load time DRASTICALLY. From what I gather, higher poly static models take longer to generate obstacle/collision data.

Anyway, I'm happy to have solved the problem, and thought I'd pass along what I've found. I suppose as FPSC gets more advanced grown-up features, we users and artists can't be as cavalier about what we throw into FPSC, and will have to plan out our assets more carefully.

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"bond1 - You see this name, you think dirty."
Mr Game
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Posted: 24th Jul 2010 08:55
Could U upload this new Metro Map with reduced seatings? and seating models, Bond1?

Insomnia is coming...
AbdulAhad
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Posted: 24th Jul 2010 09:48
Hey I have long loading times as well. If I run my map with Fenix mod it'll load in less than 2 minutes but with V117-5 it loads in 7-8 minutes. (considering my machine is an ancient single core p4)

By the way my serial started working in windows 7. Something was wrong with XP probably.

Abdul Ahad
bond1
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Posted: 24th Jul 2010 09:54
Quote: "Could U upload this new Metro Map with reduced seatings? and seating models, Bond1?"


I will gladly do that, but first I want to wait until 1.17 is released. It's still in beta after all, and perhaps it will go through a few more changes. I might not need to make the changes when it's all said and done.

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"bond1 - You see this name, you think dirty."
Jaeg
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Posted: 24th Jul 2010 16:08 Edited at: 24th Jul 2010 20:06
Without doing what you said Bond1 it takes 7 minutes for the Metro Theater to build for me and it loads in 1 minute. I'm using XP installed with Boot Camp on my Macbook pro with 4 gigs ram.

My desktop has 2 gigs ram 3 ghz dual core and a built in 4200 graphics chipset and it takes about 15 minutes to build but it loads almost instantly.

Go ahead. Walk into Mordor.

Ball State University - Biology Major
Marc Steene
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Posted: 24th Jul 2010 16:38
I'm guessing that when "generating obstacles" FPSC is storing collision data which can be read by DarkAI so they know where an object exists and how to avoid it, so it makes sense that a larger and more detailed object will take longer to process.


[b]FPSC MIGRATION: http://forum.thegamecreators.com/?m=forum_view&t=142497&b=21
bond1
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Posted: 24th Jul 2010 18:29
Yeah Marc, that what I'm thinking too. I'll see what Lee has to say when he gets back. If nothing else at least we'll know what to avoid when putting levels together.

Now, I'm really happy with 1.17 so far. The fullscreen shader system absolutely rocks, I'm getting a silky smooth 60fps no matter what I throw at it. Plus, Lee has improved how lights are passed to shaders, so I don't get odd lighting on dynamic entities anymore where it's pulling a lightsource through a wall, for example. It's much more predictable.

It's shaping up to be a great update!

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"bond1 - You see this name, you think dirty."
Soviet176
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Posted: 24th Jul 2010 18:35
Well does anyone know what is going on with the stock media in the picture I showed? I don't understand why thats happening.

Nomad Soul
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Posted: 24th Jul 2010 19:35 Edited at: 24th Jul 2010 19:38
Quote: "Now, I'm really happy with 1.17 so far. The fullscreen shader system absolutely rocks, I'm getting a silky smooth 60fps no matter what I throw at it."


Its great to hear you say that bond1. I'm having a similar experience and getting a constant 60 fps even with shaders applied to everything, loads of dark ai, ragdolls and ridiculously high quality lighting. All running at 1440x900 resolution.

Your new full screen shader is going to make this package even better. I'm so pleased with how V117 is turning out, even the ragdoll system is scriptable and the door has been kicked wide open for commercial AI with scriptable dark ai.

If you find the time please rock out a normal map shader for static entities. Its really all thats missing from a complete FPSC shader system.

uman
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Posted: 24th Jul 2010 20:35
Soviet 176,

Default stock media FPSC Corridors have always had some issues though thats in the past and your screen shots show some inconsistency.

I know portals not rendering can be affected by the : hsrmode=2 setting in setup.ini which is as it should be shown here as far as I know in order to avoid it.

I have had my Characters distort in this version when destroy ragdoll is applied and when I have some custom scripts being used.

No idea if any of that is relevant at all in your instance. I doubt it as it looks like your situation may be affected by a combination of things and who knows what exactly.

Only one way to isolate the issues and thats to start afresh and dont use what youre currently using.

Create a simple test level.
Create some walls - not using Corridors at all.
Play with the hsrmode=2 settting in setup.ini
Turn off advanced parameters in setup.ini
Dont use Ragdoll.
Use an original stock FPSC character.

Test one thing at a time (add simple segment walls and test) before adding the next and wait to see when it falls over so you can isolate whats causing the problems in your case.

See if that helps.

FPSC as we know if somewhat different in behaviour on different installations on differing machines.

250 seamless textures : http://www.umedia.co.uk
4125
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Posted: 24th Jul 2010 20:38
Quote: "If you find the time please rock out a normal map shader for static entities. Its really all thats missing from a complete FPSC shader system"


if only the older media can get the same treatment. while the stock media got da nice shaders and all, I wish other media out there made by good people here can get the same treatment.

Quote: "Well does anyone know what is going on with the stock media in the picture I showed? I don't understand why thats happening."


I've had this issue wayy back with V1.10 BETA(s). The final version fixed the problem. Maybe its an issue with your video card drivers?

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
Bugsy
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Posted: 24th Jul 2010 21:25
I heard that there were problems with large maps! I sure hope those are fixed.

imageflock.com/img/1272671763.jpg[/img]
skype = isaacpreston. I want to talk to YOU
bond1
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Posted: 25th Jul 2010 02:10 Edited at: 25th Jul 2010 02:13
Quote: "If you find the time please rock out a normal map shader for static entities. Its really all thats missing from a complete FPSC shader system."


Done! Now quit badgering me. As you can see normal mapping works on both static entities and they cast lightmapped shadows onto the (also) normal mapped wall just fine. Watch the Models and Media forum for the files and YouTube video, because I love listening to the sound of my own voice.

Sorry for the awkward picture, but it was the quickest normal mapped models I could throw in...



----------------------------------------
"bond1 - You see this name, you think dirty."
Nbt
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Posted: 25th Jul 2010 02:58
I like the sound of your voice to, your tutorials are always very clear with a subtle hint of humour

Bond1 - "I see this and think of a beach"
Nilloc
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Posted: 25th Jul 2010 03:32
hey isnt that bioshock bond1? jk that is an amazing shader!

Conjured Entertainment
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Posted: 25th Jul 2010 04:38 Edited at: 25th Jul 2010 04:41
Quote: "Done! Now quit badgering me. As you can see normal mapping works on both static entities and they cast lightmapped shadows onto the (also) normal mapped wall just fine. "

That looks awesome.
I'm glad you got the Metro figured out, and remembering it's just a Beta solves everything.

Quote: "Now, I'm really happy with 1.17 so far. The fullscreen shader system absolutely rocks, I'm getting a silky smooth 60fps no matter what I throw at it. Plus, Lee has improved how lights are passed to shaders, so I don't get odd lighting on dynamic entities anymore where it's pulling a lightsource through a wall, for example. It's much more predictable.

It's shaping up to be a great update!"

The best Bond, the best.
This is the best update to FPSC yet!

   Conjured Entertainment

 WARNING: Intense Madness
Nomad Soul
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Posted: 25th Jul 2010 05:10
Quote: "Done! Now quit badgering me. As you can see normal mapping works on both static entities and they cast lightmapped shadows onto the (also) normal mapped wall just fine."


Its beautiful bond1 and thanks to the combination of your shaders and V117 we finally have a consistent graphics framework. Sorry for badgering you on the entity shader but it does look amazing.

Quote: "The best Bond, the best. This is the best update to FPSC yet!"


It really is. V117 is the step up FPSC users having been waiting for. The engine is so much better now its fantastic.

The Grunge Guy
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Posted: 25th Jul 2010 06:36
Some one should code a program to automaticly render your specular maps and normal maps and apply the ps shaders to it, and have it go through your fpsc direcotries and choos if you want certain ones to have it and choose which shaders to have it and have abuilt it light maping tool. That way everything could be done if fpsc and shader applicable.

BeauPratten
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Posted: 25th Jul 2010 09:48
hey, I still can't run the update....

I've turned off uac, reinstalled FPSC, run it as the administrator and turned off virus protection and it still tells me that "FPSC map editor has stopped working" my computer could run all the previous versions fine but now can't even open up the editor....can someone please help?

I suppose that this is where I'm supposed to put some witty one liner. Well...sorry to disappoint.
freak of nature 64
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Posted: 25th Jul 2010 16:30
@BeauPratten
Install the latest updates to your computer.

michael x
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Posted: 25th Jul 2010 20:06
thank you bond1 at last it finally happen a static shader.

more than what meets the eye

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Cyborg ART
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Posted: 25th Jul 2010 21:38
Quote: "Watch the Models and Media forum for the files and YouTube video, because I love listening to the sound of my own voice.
"


Awesome, but cant find it

uman
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Posted: 26th Jul 2010 04:03
bond1,

I have to say that image is just stunning.

The lighting is as perfect as it gets for me.



250 seamless textures : http://www.umedia.co.uk
Heroefol
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Posted: 26th Jul 2010 16:20
lol, im so in love with this patch .

Bonds reflection looks awesome!

CrescentMoon
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Posted: 26th Jul 2010 20:01
Quote: "lol, im so in love with this patch .

Bonds reflection looks awesome!"


what would you like on the wedding cake?

haha sorry, had to.

I'm almost drooling from these screenshots, this isn't the same engine o.o you could charge 75-100 USD for something that produces those graphics easy!

[WIP] Paranorma Chapter 1, The Horror at Silent Inn
Level 1 - Suspended
LeeBamber
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Posted: 26th Jul 2010 20:02
Hi Guys,

Back from fossil hunting and ready to dive into some fixing fun. I have read through the last four pages of posts to get an idea where we are, and have made some notes below. I have found three reproducible bugs, five non reproducibles, a bag of feature requests and a lot of information requests. I sliced up the categories for my own sanity, and will be focusing on the confirmed bugs and the planned features, then I will switch to the unconfirmed bugs and 'maybe' look at the other feature list. If the original reporters can provide additional information in respect of the unconfirmed bugs, that would be very cool. Without further ado, my lengthy feedback:

Favourite Less-Than-Useful Bug Reports


. Beta 4 tested and I remove it immediately.If I want to test a level you just get a black screen
. Alright so the segment appears now, but when I add a light only one side of the segment shows up
. I am getting a weird bug where sometimes the guns turn black :/
. My characters turn black when shaders are on and they have a d2 texture...
. the serial is not working Help me


Confirmed Bugs (GOING IN V117)


. Segments09.FPM in TUTORIALS folder has z-clash issues
. Keyboard shortcut could still call up legacy preview map in editor
. Use RAGDOLL on DARKVOICES characters, and the heads explode. Fix so heads stay intact (rigid joint)


Feature Requests (MIGHT GO IN V117/V118)


. Add polygon count numerics over the full resource panel view
. Addendum to manual to include all new features and instructions on 'how-to-use' the new functions
. Flag in SETUP.INI to disable peeking from the control system (unfair MP advantage)


Unconfirmed Bugs (NEED REPRODUCING)


. how come when I run with stock weapons, they make a shooting sound, and on the last shot on the auto slug it plays the reload sounds?
. Reports relating to 'shader errors' need a little more meat. The stock media works fine with all PS2.0 shaders
. Run a test game and move the mouse to the right side the cursour runs out of game screen to my second monitor
. Building a simple arena multiplayer game in V117 BETA5 will crash whether hosting or joining
. For levels using corridors presenting culling (invisibility) issues, send stock based FPM to lee@thegamecreators.com


Feature Requests (NOT INTENDED FOR V117/V118)


. Change test game resolution
. The Project Blue variable system will be considered for integration after V117/V118 is complete
. Request that screenshot mode export JPG as well as BMP (perhaps an option in SETUP.INI)
. the engine require a good inbuilt flashlight system
. New flag in SETUP.INI to optionally hide the doors and windows entities associated with segment items


Information


. X10 Users are able to switch to X9 using their X10 serial code and the free version of FPS Creator

. NOTE: X10 users upgrading FPSC Free should be aware some media will be missing (only available on the DVD build)

. FPS Creator will run on certain higher-end netbooks. Use the free version to test whether yours is compatible

. Resolution is fixed in test game mode. Edit the SETUP.INI of a standalone executable with WIDTH=1360 and HEIGHT=768 fields added to change final resolution

. Full list of FPI actions posted elsewhere in this thread

. All V117 shaders simply replace identical functionality of the old shaders with PS2.0 versions. Some of the new shaders pull additional textures based on naming convention

. V117 is based on the original FPSC source code, and any existing mods will have to be abandonned to use any of the V117 features

. V117 introduces additional build steps to create AI obstacle data which may introduce slower compile times

. A simple particle engine is now built into the decal system of V117, but requires media to function. Pack to follow

. Ragdoll is not included with the official update, you will need to scour the community for the third party script to activate it (rating related)

. Bloom is activated by default. To remove it, open SETUP.INI and set POSTPROCESSING to zero

. NOTE: V117 users on older machines WILL notice a performance drop. To avoid, use the above step to remove BLOOM

. To get Depth Of Field, open SETUP.INI and set POSTPROCESSING to two

. Water, shadows and new weapon animations not in V117. Expect these in V118 or above

. ONLY "(Talker)" characters from the default stock character set can lipsync. Older characters cannot

. Performance mileage may vary in V117. Try switching off POSTPROCESSING to improve frame rate

. Ambient light in test game NOW comes from internal testing value, NOT the level settings (used by BUILD game)

. If you are having problems generating a LIPSYNC file, try downloading the SAPI SDK from Microsoft at: http://download.microsoft.com/download/B/4/3/B4314928-7B71-4336-9DE7-6FA4CF00B7B3/SpeechSDK51.exe

. To get DAI characters to move up/down stairs, create a single line waypoint from the center of the bottom segment at the foot of the stairs to the center of the segment at the top of the stairs

. If you hit the 1.8GB limit, open SETUP.INI and reduce the values in 'lightmaptexsize' and 'lightmapquality'

. There are no plans to combine BLOOM and DEPTH OF FIELD in V117/V118

. Some characters are not DARKVOICES enabled as they had insufficient facial features to add the bone system

. All characters that use DARKVOICES lip syncing are specially rigged with over 20 additional bones

. 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

. To turn on PS2.0 shader featres, go to FILE>PREFERENCES and tick Full Shader Effects (then use SCIFI media)

. For most testers, avoid the files in the Google Code as they are work in progress. Stick to the beta updates

. There are currently no plans to release Beta 22

. If you hit a black screen during an animation cut-scene, you are too close to the upper memory limit. Reduce the size of your level consumption to 1.5GB or lower, depending on the size of the animation video file

. If your FPS Creator crashes with an error immediately, check to make sure your virus checker is disabled or filtered to allow FPSC to run

. FPSC Web was an experimental attempt at embedding FPSC in an ActiveX window, now definately abandonned

. To avoid entities being subject to the 'reduce texture size' feature, set REDUCE TEXTURE field to -1 (solves the issue of fine detail entities such as wire fences loosing their detail)

. A tip for those who want DEPTH OF FIELD AND BLOOM. Hack the DEPTH OF FIELD shader file to add your own BLOOM (not pretty, but effective)

. A good tip for reducing the memory consumption of your level is to switch static entities to dynamic entities with the ISIMMOBILE set to YES. They will not lightmap but will reduce your memory hit a little

. There are no plans to develop a 64-bit version of the FPS Creator engine (a LOT of work)

. If you are having issues with seemingly random crashes, start completely a fresh (after making backups) and uninstall, delete manually, reinstall from CD, apply latest update, try stock levels to confirm everything working then bring in your backup levels and custom art a bit at a time in case any issues you are having relate to these and not the stock materials


Getting Characters To Talk


1. Locate this folder - files/audiobank/darkvoices. This has a converter app in it called ConvertAllWAVFiles.exe

2. Now place all of your wav files you wish to convert to lipsync files inside this folder.

3. Execute the convert app.

4. All of the wave files will now have an associated lipsync file for it.

5. Place the wav files along with the lipsync files wherever you want to access them.

6. Now open up your talking characters fpe file. You will see the following.

;ai
aiinit = appear1.fpi
aimain = behaviours\greet player.fpi
aidestroy = destroy\fadecorpse.fpi
soundset = male
soundset1 = RPG_Mod\audio\demo6\canihelpu.wav

7. Point soundset1 to the talking wav file you wish to use.

8. Use the fpi file that is in scriptbank/behaviours folder. This is just a generic (template) fpi for talking characters. You will probably want to edit it for your own use of the character.


Getting A Crate To Spawn On A Trigger


1. Create a floor, a light source, a trigger zone and crateA from the scifi entity category

2. Change the trigger zone main script to PLRINZONEACTIVATEUSED.FPI and add crateA to the IFUSED field

3. Edit the RESPAWN details of the crateA entity to the following; No, 99, 99, Yes, No, 50, 0, 1, 0, 0, 0, 90, 0, 0

4. Remember to APPLY CHANGES after editing the entity properties and run test game

5. As soon as the player steps into the trigger zone, the crate should slowly spawn 99 crates

I drink tea, and in my spare time I write software.
BlackFox
FPSC Master
16
Years of Service
User Offline
Joined: 5th May 2008
Location: Knight to Queens Bishop 3
Posted: 26th Jul 2010 20:10
Quote: "V117 is based on the original FPSC source code, and any existing mods will have to be abandonned to use any of the V117 features"


I'm not following this. I realize that when running the Beta's we can't use our mods. But I assume we can still migrate our mod (RPG Mod) into 117 once all is said and done?

- BlackFox

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