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FPSC Classic Product Chat / Official FPSC Migration Discussion Thread

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Woolfman
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Posted: 26th Jul 2010 20:30 Edited at: 26th Jul 2010 20:45
Yes BlackFox. I believe that he's talking about using 1.16 mods with 1.17.
Nilloc
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Posted: 26th Jul 2010 20:34
haha nice.

Quote: ". There are currently no plans to release Beta 22"


Soviet176
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Posted: 26th Jul 2010 20:52
@lee

I installed a fresh copy of FPSC free, then installed the 1.17 update, ran cleaner. I opened the given PS2.0 shader demo .fpm and this is what I get, also, on the test AI I also get white characters. I think this is because of the missing media.

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Gencheff
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Posted: 26th Jul 2010 21:14
yes,that's the reason.These pulsing corridors are from one of the updates.If you installed update 5 directly I don't think the media is included.Try installing 1-5 updates one after another.

Nickydude
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Posted: 26th Jul 2010 21:32
Why can the test game resolution not be changed? It could before and I often deleted the width, height & depth from the setup.ini to get a high quality test.



For KeithC
bond1
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Posted: 26th Jul 2010 21:36
That still works for me Nickydude - and thanks for the tip, I never knew you could do that.

----------------------------------------
"bond1 - You see this name, you think dirty."
Soviet176
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Posted: 26th Jul 2010 21:37
@lee again lol

lee I have attached a .rar file with 2 screen shots and a .FPM containing all stock characters and weapons (Including segments) I had two of my beta testers test this alpha with shader setting off and on. Same result. The pictures show what it looks like right after the loading bar completes when joining someones game. Then instantly if crashes.

Simply, run the game. Join some ones game. And you will crash. Hope this helps reproduce.

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Nickydude
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Posted: 26th Jul 2010 21:41 Edited at: 26th Jul 2010 21:42
Quote: "That still works for me Nickydude - and thanks for the tip, I never knew you could do that."


I always did it, the test game then ran at the screen's resolution.

I'm running the PS2 scifi shader sample map and it always puts those back in at

width=1024
height=768
depth=32

What map are you running?



For KeithC
Conjured Entertainment
AGK Developer
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Posted: 26th Jul 2010 22:07 Edited at: 26th Jul 2010 22:15
Quote: ". There are currently no plans to release Beta 22"

lol
Okay, I knew I was doing the right thing by not waiting and trying Beta 5 now.

Welcome back Lee, it sounds like you had fun on your holiday. (hope you found a t-rex)

I have a weird issue with my cutscenes going on, but it is only one level giving me a problem.
If I test it in a separate level then it doesn't do it.
Not sure what it is (most likely my error) but it never happened with the v115.

   Conjured Entertainment

 WARNING: Intense Madness
Mehzeb
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Posted: 26th Jul 2010 22:13
@Lee, have you considered an easier, an in-built method from within the Editor to change Bloom, Ambient Lights, Skyboxes etc. like x10?

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.
Nickydude
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Posted: 26th Jul 2010 22:17
Hopefully that will come in a later update I should imagine.



For KeithC
Conjured Entertainment
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Posted: 26th Jul 2010 22:19
Maybe I am mistaken, but I thought that the sliders were one of the X10 features not going to make it in the migration.

   Conjured Entertainment

 WARNING: Intense Madness
Nomad Soul
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Posted: 27th Jul 2010 00:08
Quote: "V117 is based on the original FPSC source code"


So thats how they got the performance so good. They went back to basics. Great idea guys.

Quote: "any existing mods will have to be abandonned to use any of the V117 features"


Personally I think it makes sense to start modding the V117 source from scratch when it comes out. Its a fundamentally better engine now.

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


YAY. The particle system is there, we just haven't got the media yet. This is going to be very cool.

Quote: "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)"


That will stop a lot of head scratching. LOL

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


WOOOOOOOOOT

@Lee - FPSC V117 is amazing. I couldn't understand how you made the performance so good but upgrading the original FPSC source was a master stroke. Thats what commercial games developers do like Modern Warfare being a heavily modified Quake 3 engine.

MK83
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Posted: 27th Jul 2010 00:16 Edited at: 27th Jul 2010 00:16
testing beta 5 and terrorstrike fpm, light switches appear black.

mk83 Productions
Mr Game
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Posted: 27th Jul 2010 09:15
My wish are still the same:
1. Dynamic shadows
2. Real water
and
alternate texture working for characters
character damage zones

Insomnia is coming...
Toasty Fresh
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Posted: 27th Jul 2010 13:55
Quote: ". 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"


YEEEEEEEEAAAAAAAAAAAAAAHHHH BWWWWWOOOOOOOOOIIIIIIIII



Thankyou so much Lee. Been waiting for that fix for ages.

Any word on a fix for the mouse sliding to the secondary monitor if you're running two screens? I and several others have had this problem.
Marc Steene
FPSC Master
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Posted: 27th Jul 2010 15:43
Updated the feature list with Lee's updates.


[b]FPSC MIGRATION: http://forum.thegamecreators.com/?m=forum_view&t=142497&b=21
DonWON
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Posted: 27th Jul 2010 16:16 Edited at: 27th Jul 2010 16:20
Is there any way to turn off the auto dds generator and if not will you be able to make that happen? I like the tga format and the first time I look at my models they always have perfect alpha where I need it and my textures are exactly the way I wanted them but when its ran the second time the dds screws it all up. I hate to have to remove the dds each time and I dont like the way they save out of gimp so I just dont want to mess with it. Please tell me I am just missing an off button or something and can be fixed easily. Thanks

Also would like to see the fix with the mouse on two screens. VERY annoying.


Marc Steene
FPSC Master
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Posted: 27th Jul 2010 16:29
I also hate the DDS format because it turns my 35kb PNG into a 3MB file.


[b]FPSC MIGRATION: http://forum.thegamecreators.com/?m=forum_view&t=142497&b=21
ctm
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Posted: 27th Jul 2010 16:32 Edited at: 27th Jul 2010 20:17
Hi Lee,
i have a problem when using one of the scifi segments & light/s.
When i try to start a testgame i am not starting at the startmarker but outside of the map.
It doesnt matter if shaders or postprocessing is on or off. The result is always the same.

With WWII segments everything works fine.
Is that a driver problem or a bug?

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TerrorNation
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Posted: 27th Jul 2010 17:08
@ctm

I experienced the exact same issue too :S
The Grunge Guy
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Posted: 27th Jul 2010 17:16
How did u get the inside pics for the scifi then?

ctm
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Posted: 27th Jul 2010 17:28
@The Grunge Guy
I didnt use a light for the first picture.
The problem only occurs when i use a segment that has the new fx files attached + a light.

What you see on the wall and the floor of the scifi room looks like a light but it's the shader.
CrescentMoon
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Posted: 27th Jul 2010 18:30
Quote: "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?"


I'd assume he means that none of the current mods are compatible with v1.17 and you guys'll have to get to work

[WIP] Paranorma Chapter 1, The Horror at Silent Inn
Level 1 - Suspended
Soviet176
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Posted: 28th Jul 2010 00:41
Can anyone else help me confirm this bug, simply build a multi-player game, does not matter how big, can be one room. You can use stock media, build it, then have someone host a game, you join it. You -should- crash. Or host a game and have some one else tell you if they crash.

Use beta5. I have built many different games and all my beta testers report the same crash, a crash right after loading. St8 had the same problem, I just want to know if anyone else is having that problem to. Thanks.

The Grunge Guy
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Posted: 28th Jul 2010 02:18
@Soviet176: This has always been a problem, it's due to some setting you need to check off on the hosts thingy or whatever, it's been a while since i've worked with it.

Soviet176
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Posted: 28th Jul 2010 02:41
Quote: "This has always been a problem, it's due to some setting you need to check off on the hosts thingy or whatever, it's been a while since i've worked with it."


Really? I have been creating MP games for awhile now, this has never happend to me in X9 or X10. This has only happend to me in beta 5.

The game crashes when a player trys to join a game, before they can even see the character selection screen. But the host can play fine.

cheezy
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Posted: 28th Jul 2010 03:13
hello new 2 this stuff i downloaded the free fpsc i like it its pretty cool. so i bought it now they have my money and i have no product . i hope they get it straighten out
wizard of id
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Posted: 28th Jul 2010 11:44
Quote: "Hi Lee,
i have a problem when using one of the scifi segments & light/s.
When i try to start a testgame i am not starting at the startmarker but outside of the map.
It doesnt matter if shaders or postprocessing is on or off. The result is always the same.

With WWII segments everything works fine.
Is that a driver problem or a bug?"

Same problem here but with bond1 shaders and the new PS2 shaders

The problem is when I make my own scifi map with stock media it does what it shows in the screenshots.It is not a engine bug as such disabling shaders fixes the problem it is a problem with shaders it self..

So for the sake on testing it on another system it worked fine with my 8800GT where it didn't work with my ATI 4650 card...so I can assume drivers to be the problem, however updating and downgrading to different ATI drivers did not solve the problem.

I do not know if the engine is an nvidia or an ATI fanboi....but it would not surprise me if nvidia is more favored to ATI...

Even with X10 ATI engine support sucks

Just been chatting to my neighbours teenage daughter and it turns out she's big into UFOs and aliens.

Which is cool because tomorrow she's getting abducted.
ctm
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Posted: 28th Jul 2010 12:31 Edited at: 28th Jul 2010 12:37
Ok, found a answer/ workaround in one of bond1 shader threads.

It seems the problem is caused by the segment shader.

We'll have to put a stock segment (that has no shaders attached) + a light in the level to avoid the problem.

Works now for me:

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Marc Steene
FPSC Master
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Posted: 28th Jul 2010 12:35
Quote: "where it didn't work with my ATI 4650 card"


I've got the same card as that, I'll run some tests and see if I have similar problems.


[b]FPSC MIGRATION: http://forum.thegamecreators.com/?m=forum_view&t=142497&b=21
wizard of id
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Posted: 28th Jul 2010 13:31
@ctm

Thanks will see if it works....

Just been chatting to my neighbours teenage daughter and it turns out she's big into UFOs and aliens.

Which is cool because tomorrow she's getting abducted.
Susysyay
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Posted: 28th Jul 2010 16:31
This is a little off topic, but I just HAD to upload this picture of a dead ragdoll. It just goes to show how awesome 1.17 is. Thanks Lee and everyone else involved with 1.17!

Susysyay

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Deathcow
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Marc Steene
FPSC Master
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Posted: 28th Jul 2010 17:22 Edited at: 28th Jul 2010 17:45
UPDATE 28/07/2010

BETA 6 of 1.17 has been released, and Lee has fixed the long loading times when Generating obstacles with high poly static objects.

http://files.thegamecreators.com/betafiles/FPS_Creator_V117_BETA6.zip


[b]FPSC MIGRATION: http://forum.thegamecreators.com/?m=forum_view&t=142497&b=21
TheCoolGuy
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Posted: 28th Jul 2010 17:44
I was just about to post about the beta, but it seems someone beat me to it

Downloading now, because I accidentally reverted back to FPSC V1 after I deleted all the betas I downloaded for extra disc space...
The Nerevar
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Posted: 28th Jul 2010 18:08
What else is new about beta 6?

I'd have to say........ The Game Creators can make dreams come true.
Cyborg ART
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Posted: 28th Jul 2010 18:44
* NOTE: Added new ADDENDUM.RTF document to the DOCS folder (extra info on new
features)
* Added new flag 'disablepeeking' to SETUP.INI to deactivate peeking controls
* Added polygon count value to the polygon bar of the full resource tab
* Added NORAGDOLL flag to FPE fields, and adjusted all Talker characters to use
this flag

LeeBamber
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Posted: 28th Jul 2010 19:15
ctm : Cannot reproduce. Did you run the cleaner after installing BETA6? Works fine here. Anyone confirm this bug. Please email the offending stock level if you manage to reproduce as it might be something quirky about segment positions, e.t.c.

I drink tea, and in my spare time I write software.
Dar13
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Posted: 28th Jul 2010 19:18 Edited at: 28th Jul 2010 20:58
Okay, just testing out V117 BETA 6 and I'm getting this really weird collision glitch.

EDIT:Also occurs when walking into the table from any direction.

Image of map and what to do to reproduce the glitch:

The map itself is attached to this post. Is this only happening to me?


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TerrorNation
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Posted: 28th Jul 2010 19:33
Do these beta updates mess up your previous settings?

This is because I installed BETA 5 and it made me have to reinstall Model Pack 10 and (luckily) put back my deleted scripts and maps from a backup.
gendestroier
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Posted: 28th Jul 2010 20:45
@Dar13

this is an ''old'' fpsc collision issue you have to give some space to the player move arround. that bug comes with the V1.00 i think.

mods for creating a inteligent game,at least
Dar13
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Posted: 28th Jul 2010 20:51 Edited at: 28th Jul 2010 20:57
I've never had this problem before(been using FPSC since V107). At least not on a static entity like that table is.

EDIT:The bug also occurs no matter what direction you approach the table.


ctm
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Posted: 28th Jul 2010 21:06
@Lee
e-mail sent.

@wizard of id
There is a more easy way to avoid the bug: just add a static entity to the level which doesn't have the new shader attached and the problem is gone.
gendestroier
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Posted: 28th Jul 2010 21:19 Edited at: 28th Jul 2010 21:20
weird sometimes i have this problem, most likely when the fps is low.

mods for creating a inteligent game,at least
Dar13
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Posted: 28th Jul 2010 23:16
@gendestroier: My fps was a solid 60fps with bloom and full shaders on.


Nomad Soul
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Posted: 28th Jul 2010 23:37 Edited at: 28th Jul 2010 23:39
Quote: "V117; BETA6 uploading. See if you can find it, one hour from now and counting..have fun!"


Lee is so cool. He's been back a couple of days and rocked out another beta with another essential engine update.

Quote: "My fps was a solid 60fps with bloom and full shaders on."


Same here. Solid 60 fps with everything on high.

lotgd
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Posted: 29th Jul 2010 02:25
Quote: "Water - IN PROGRESS (v1.18 and above)"


nooooo

MK83
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Posted: 29th Jul 2010 03:21
testing beta 6 and terrorstrike fpm, light switches appear black.

mk83 Productions

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Hamburger
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Posted: 29th Jul 2010 04:46
its not a glitch but a collision issue, just replace it with a different table or give it box collision

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