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FPSC Classic Product Chat / Official FPSC Migration Discussion Thread

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Soviet176
15
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Joined: 19th Sep 2009
Location: Volgograd
Posted: 29th Jul 2010 05:48
@nickeydude

Can you change the screen resolution in 1.17? because I try and change it in the setup file but it reverts to 1024 x 762. And I can't fine the resolution change when you build the actual game.

charger bandit
15
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Joined: 10th Nov 2009
Location: Slovenia
Posted: 29th Jul 2010 11:07 Edited at: 29th Jul 2010 11:10
I managed to crack the uber secret of beta 6. Lee,that challenge was so easy. Download your Beta 6 NOW. Link right here: http://files.thegamecreators.com/betafiles/FPS_Creator_V117_BETA6.zip

And i'm so late xD


TheCoolGuy
14
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Joined: 9th Apr 2010
Location: Australia
Posted: 29th Jul 2010 11:13
Does the airmod function "weight" work for the gunspec?
If so, then what value is the highest? Or really high?
JaredxD
14
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Location: Australia
Posted: 29th Jul 2010 11:55
Umm, as I posted a while back, Beta 5 didnt work for me, so I tried Beta 6. attached is what happens as soon as I test a game with just the player start entity and a couple of the default "ground" segments. I can still seem to walk around, I can hear that, but I cant see anything!!

Please tell me how to fix this issue!!

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wizard of id
18
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Joined: 16th Jan 2006
Location: Sunny South Africa
Posted: 29th Jul 2010 11:59
@JaredxD
Death by decal...overkill !

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.
JaredxD
14
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Location: Australia
Posted: 29th Jul 2010 12:16
Yeah it seems

But does anyone know how to fix?
Marc Steene
FPSC Master
18
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Joined: 27th Mar 2006
Location: Bahrain
Posted: 29th Jul 2010 13:03
Just as a side note, you guys whose games crash after 1.8GB are lucky, mine crash after 900mb.


[b]FPSC MIGRATION: http://forum.thegamecreators.com/?m=forum_view&t=142497&b=21
ctm
19
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Joined: 25th Feb 2005
Location:
Posted: 29th Jul 2010 13:09
I have a framerate drop of 10-15 fps in totally empty rooms with beta 6 compared to beta 5.
And movement is very laggy even with a framerate at 40.

Will setup 2 fresh copys of fpsc to compare b5 and b6 again...hopefully it's only a problem caused by installing b6 over b5.
Zay
14
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Location: sLOVEina
Posted: 29th Jul 2010 13:12
Damn!
My level is to complex for FPSC to handle (it's a little over 2gig),is there a way to bypass this annoying 1.8gig cap?

Contact me in Skype,name- nejcplan
Marc Steene
FPSC Master
18
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Joined: 27th Mar 2006
Location: Bahrain
Posted: 29th Jul 2010 13:14
I think in setup.ini there's an option "systemmemorycap=1" or something. Set that to 0.


[b]FPSC MIGRATION: http://forum.thegamecreators.com/?m=forum_view&t=142497&b=21
JaredxD
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Location: Australia
Posted: 29th Jul 2010 13:22
Anybody??
Zay
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Location: sLOVEina
Posted: 29th Jul 2010 14:23
Quote: "I think in setup.ini there's an option "systemmemorycap=1" or something. Set that to 0."

That strangely didn't do anything .

Contact me in Skype,name- nejcplan
4125
16
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Joined: 3rd Feb 2008
Location: Bronx, New York
Posted: 29th Jul 2010 15:12 Edited at: 29th Jul 2010 15:14
It does do something. When you get past the 1.85GB Limit mark. And your ready to test the game. The game itself refuses to start as I get the amazing blue screen of death (No its not the REAL BSOD. The Screen Is just All blue until I Crtl-Alt-Del Out of the test game). The only difference here is that its the FPSC-Game.exe that has died hence the "Not Responding" State Task Manager Tells me its in.

However, Since FPSC still crashed. As stated, it didn't do anything.

BETA 6 is working just fine for me. As All the other betas have for me...

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
ctm
19
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Joined: 25th Feb 2005
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Posted: 29th Jul 2010 17:17 Edited at: 29th Jul 2010 17:18
My FPSC installation had a history:
v 1.00 -> 1.04 + Modelpacks -> 1.16 -> 1.17 beta5 -> 1.17 beta6

After making a fresh installation of 1.00 to 1.17 beta6 the framerate problems are gone
freak of nature 64
15
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Location: Look in your car...
Posted: 29th Jul 2010 17:26
@jaredxD
I already said to install computer updates. V1.17 didn't work for me until I installed updates.

Soviet176
15
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Joined: 19th Sep 2009
Location: Volgograd
Posted: 29th Jul 2010 19:18
Hey guys, sorry to keep spamming this thread with the MP problem. But I took the time to create a full video on the matter to perhaps have someone help me with it. I already sent it to lee, so I was hoping to have more people report it so it can be fixed. Here is the link

http://www.youtube.com/watch?v=MyxPm3wMGdg

It shows from map creation, to me disabling all AV systems and fire walls. I had one of my beta testers help me with this. So thats who I am talking to. It's in Full HD so you guys can see everything.I don't know why fraps didn't record me selecting entities but. And yes I am using all stock media.

Marc Steene
FPSC Master
18
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Joined: 27th Mar 2006
Location: Bahrain
Posted: 29th Jul 2010 19:31
New updates from Lee's Twitter page:

V117; Solved the rather novel issue of the player being pushed through the floor by static entities, look for it in BETA7

V117; Fixed issue causing switches to rotate incorrectly during test game. Physics and FIXNEWY fields don't mix


[b]FPSC MIGRATION: http://forum.thegamecreators.com/?m=forum_view&t=142497&b=21
Mr Game
15
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Joined: 11th Feb 2009
Location: Under Your Skin
Posted: 29th Jul 2010 20:27 Edited at: 29th Jul 2010 20:28
For reference, all characters in model packs 44 and 45 allow full lipsync control - sounds great!

Insomnia is coming...
TerrorNation
14
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Joined: 18th Dec 2009
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Posted: 29th Jul 2010 21:28
Quote: "V117; Solved the rather novel issue of the player being pushed through the floor by static entities, look for it in BETA7 "


Yes! This is great
Flatlander
FPSC Tool Maker
17
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Joined: 22nd Jan 2007
Location: The Flatlands
Posted: 29th Jul 2010 22:19 Edited at: 29th Jul 2010 22:20
Quote: "V117; Solved the rather novel issue of the player being pushed through the floor by static entities,"


How about when character pushes player back into a corner segment and player goes through wall?

Bigsnake
15
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Joined: 7th Apr 2009
Location: England
Posted: 29th Jul 2010 22:43
Is there gunna be auto-reso detect feature in the next beta cause i'm getting really anoyed of having really bad textureing and AA. And yeah, the textures seem terrible with a really low reso, you can acturly see blocks from the lightmaps on the weapons o.O 1024x768 should never be used

Windows 7, Amd Athlon 7750 Black Editon (64 bit,3ghz + Dual Core), ATI Readon HD 4870 1gb Edition, 4gb Ram.
Zay
14
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Joined: 2nd Dec 2009
Location: sLOVEina
Posted: 29th Jul 2010 22:55
Argh!
This stupid 1.8 gig cap is killing me

Contact me in Skype,name- nejcplan
Gibba gobba
15
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Joined: 21st Dec 2008
Location: regret
Posted: 29th Jul 2010 23:20
the beta 6 removed the .exe what happened?

Changing the world of game making, one line of code at a time!
TerrorNation
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Posted: 29th Jul 2010 23:22 Edited at: 29th Jul 2010 23:23
I have noticed a bug with the save/load feature.

When you load a saved game, and then in-game, you trigger the spawn of ARMED enemies, the enemies spawn but walk around without their guns and the weapons are on the ground at the character's spawn point.

However, they can still fire at you and cause damage.
JaredxD
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Location: Australia
Posted: 29th Jul 2010 23:25
@freak of nature:
what updates? Like for what program??
Soviet176
15
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Joined: 19th Sep 2009
Location: Volgograd
Posted: 29th Jul 2010 23:55
freak of nature 64
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Location: Look in your car...
Posted: 30th Jul 2010 00:13
@JaredxD
Quote: "install computer updates"


RXcdeath
14
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Joined: 12th Mar 2010
Location:
Posted: 30th Jul 2010 02:12
ok i have a dilema...i installed a model pack on beta 6...bad idea
and now it says i have the free edition of fpsc so whats goin on...can i somehow enter mey original code to unlock this??
Bugsy
15
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Joined: 24th Nov 2008
Location: another place in time
Posted: 30th Jul 2010 05:31
go to userdetials.ini and input your name and serial number.

imageflock.com/img/1272671763.jpg[/img]
skype = isaacpreston. I want to talk to YOU
Le Shorte
15
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Joined: 6th Apr 2009
Location: Wisconsin
Posted: 30th Jul 2010 06:18
@ Susysyay
Unless you own the game and ripped the STALKER weapons yourself, it doesn't matter if you're using them commercially or not (even if you own the game, you may only use them personally, never to be seen in your possession on the forums). It's piracy for downloading ripped material. The person who sent it to you is also a pirate. The person who made the pack for redistribution is a pirate.

To anyone who lives in England: I liked London when I went two weeks ago.
JaredxD
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Joined: 13th Dec 2009
Location: Australia
Posted: 30th Jul 2010 09:42
@ freak of nature:
Where do I go to install the computer updates? Sorry I am very newb at all this

I am running Windows XP if that changes anything... Please reply, I need FPSC to work!!
the dark ale
16
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Posted: 30th Jul 2010 11:38
Hi bond1 , do your shaders work with dynamic lights?

sorry for my bad english...i'm italian
cram
17
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Joined: 27th Jan 2007
Location: Belgium
Posted: 30th Jul 2010 18:00
Wow,i tested the beta 6 with the Metro Theater Showcase map.
And this was the result.

Shaders on or off makes no difference.
Nvidia GeForce 9600 Gt Vista
cram
17
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Location: Belgium
Posted: 30th Jul 2010 18:02 Edited at: 30th Jul 2010 18:03
Dubble post
creator of zombies
18
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Joined: 16th Feb 2006
Location: UK: West Wales
Posted: 30th Jul 2010 18:50
BETA 7


http://files.thegamecreators.com/betafiles/FPS_Creator_V117_BETA7.zip

CoZ

-Demon Sun: Lead Developer-
Dead Man's Cradle: Lead Developer
Marc Steene
FPSC Master
18
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Joined: 27th Mar 2006
Location: Bahrain
Posted: 30th Jul 2010 18:51
Quote: "V117; BETA7 released in the usual location I found one arena bug during testing, so there maybe some deeper issues here - beware!"



[b]FPSC MIGRATION: http://forum.thegamecreators.com/?m=forum_view&t=142497&b=21
DonWON
15
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Posted: 30th Jul 2010 19:30
Any news on the possible toggle on and off of the dds conversion?


TerrorNation
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Posted: 30th Jul 2010 20:46
How do you make a door that Dark AI cannot pass through?
DonWON
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Posted: 30th Jul 2010 21:02
Take out door_ in the name of the mesh for the csg on the door within the fpe and make sure to rename the .x for the door csg as well.


TerrorNation
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Posted: 30th Jul 2010 22:09 Edited at: 31st Jul 2010 00:11
EDIT:

@DonWON
I tried it but the door doesn't cut the wall so I can't even go through the 'door'.
Tombsville
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Location: Tombsville
Posted: 30th Jul 2010 23:14
Running FULL SHADER EFFECTS with HIGH TEXTURE QUALITY and changed the 'lightmapquality=' setting in the setup.ini from 5 to 25...and I like what I'm seein'!

These changes are FANTASTIC.

One item though:

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"


As of yet, I am still unable to change the WIDTH in the resolution as it keeps resetting to 1024.

Intel Core 2 CPU, T7200 @ 2.00GHz, .98 GB of RAM, RADEON X1600, running Windows XP on Mac Bootcamp
Nomad Soul
Moderator
17
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Joined: 9th Jan 2007
Location: United Kingdom
Posted: 31st Jul 2010 02:55
Quote: "V117; I could not resists. I have added particle setting controls right into the editor, watch out for it in BETA8"


WOOOOOOOOOOT

bond1
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Posted: 31st Jul 2010 03:00 Edited at: 31st Jul 2010 03:05
Those are the settings I use as well Tombsville - it does look nice, doesn't it? Nice and smooth too, I went back and tried 1.16 and the framerate felt so choppy and unnatural compared to 1.17.

Can't wait to try out the particle effects!

----------------------------------------
"bond1 - You see this name, you think dirty."
Nomad Soul
Moderator
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Location: United Kingdom
Posted: 31st Jul 2010 03:14
@bond1

Did you see Lee fixed the long obstacle loading times for high poly static entities in BETA6!

Yeah V117 has amazing performance. Just amazing.

Particle engine in the next beta. Its like xmas every day at the moment.

bond1
19
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Posted: 31st Jul 2010 03:19
Quote: "Did you see Lee fixed the long obstacle loading times for high poly static entities in BETA6!"


Yeah I did...He somehow managed to bang out a fix his very first day back!

----------------------------------------
"bond1 - You see this name, you think dirty."
Soviet176
15
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Location: Volgograd
Posted: 31st Jul 2010 03:34
I hate it when I can test run a map with not a single problem, but when I compile to an stand alone executable it gets to the littlest last sliver of loading and then stops doing anything. I left to get a drink and come back 20 min later to find it still on the last little sliver.

I even turned everything off, all shaders, all effects, everything off. My level does not have 1 light in it. D:

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Tombsville
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Location: Tombsville
Posted: 31st Jul 2010 03:37 Edited at: 31st Jul 2010 03:55
It looks EXTREMELY nice, bond1.

You're correct about the smoothness now vs. 1.16. Like 2 completely different programs!

Quote: "Can't wait to try out the particle effects!"




EDIT: From Lee's Twitter page:

Quote: "V117; I could not resists. I have added particle setting controls right into the editor, watch out for it in BETA8"


EEEEEEEEEEE!!!!



Intel Core 2 CPU, T7200 @ 2.00GHz, .98 GB of RAM, RADEON X1600, running Windows XP on Mac Bootcamp
cram
17
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Joined: 27th Jan 2007
Location: Belgium
Posted: 31st Jul 2010 04:08
I did a clean install of FPSC,without the extra modelpacks and other segment's and entity's.
Than beta 7 installed.Than I testet de map ww2.
Results,game very slow and usse alot of memory 397.284 kB
17 beta's given me nothing but trouble's.
I'll stay with v116
s4real
VIP Member
18
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Posted: 31st Jul 2010 04:28
I fount a few bugs with the Metro Theater in fpsc beta 7.

1> The projector light shaft does not show up in test game.

2> Movie screen seems the animation all messed up.

best s4real



Pack ya games with vishnu fpsc packer its free.
bond1
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Posted: 31st Jul 2010 06:16 Edited at: 31st Jul 2010 06:17
Quote: "2> Movie screen seems the animation all messed up."


Hey s4real I posted a fix a page back or so. The animation is actually fine, it's just loading the wrong diffuse texture due to a few internal naming changes in 1.17. Just delete the movie screen's existing D2 texture and make a duplicate of the D texture and rename it to D2.

I'll look into the lightshaft, and post back, thanks for bringing to my attention.

----------------------------------------
"bond1 - You see this name, you think dirty."

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