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FPSC Classic Product Chat / Official FPSC Migration Discussion Thread

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DonWON
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Posted: 31st Jul 2010 06:45
Light markers seem to cast shadows in new beta and mouse still goes to second screen. Hope that gets fixed. Load times are nicer but collisions seem to be worse. Getting stuck more often in floor segments but maybe it because of my texture... it is bumpy..lol.


Hamburger
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Posted: 31st Jul 2010 06:52
Im still getting large fps drops compared to v116, and the dark ai doesnt seem to work for me either, I hope thats fixed too.
Nbt
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Posted: 31st Jul 2010 06:54
Yay! Finished something I was working on and uninstalled FPSC v1.16 clean installed v1.0 then installed v1.17b7

Then I installed my custom media and .fpm's, loaded one that uses layers 0-18 and the complete grid. With no changes to the default settings after a clean install I hit the test level and not a single error map loaded (877mb) and I could run about playing silly buggers

I then changed the ambience settings, textures to no reduction (do we really need reduction in quality these days??) and full shaders.
Hit test and same again not a single error map built and loaded (1297mb) in no time at all yet again

setup.ini is still default unedited, so lightmap quality is very low (= 5), but it's 4am right now, so will play about later.

Anyway this is what I think so far:

Bloom of course is a little overpowering in well lit indoor area's such as tunnels/hallways etc, yet is sexy as hell outside giving street lights a wonderful glow. Internal lights also have a wonderful glow too as long as you can keep your eyes from burning from wall glare lol.

I get the exact same problem that stopped me using Fenix mod where picking up objects like a dynamic box is really hit and miss, taking endless attempts most times before I actually pick it up. (Had zero problems in vanilla v1.16 or v1.15 before that)

The FPS is a strange beast in that it actually feels smoother when the FPS falls below 30 than at 50+
It feels like the player has a speed limiter and does a motion sickness inducing fast/slow, fast/slow stuttering walk losing all the smoothness of a consistent forward motion that I get with a lower FPS.

I totally love the coloured bars in test game. Wandering about your map keeping an eye on the yellow (polygons in view one?) is excellent for finding bad areas

The 32bit memory allocation usage whilst building for test is also extremely useful and something I have always wanted

Actual test map building is lightning fast too and I thought v1.16 was fast after v1.15, but this baby is grease lighting !!

Of course I have barely got into using and abusing 1.17, but so far I'm very excited ^_^

bond1
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Posted: 31st Jul 2010 07:46
Quote: "where picking up objects like a dynamic box is really hit and miss, taking endless attempts most times before I actually pick it up. (Had zero problems in vanilla v1.16 or v1.15 before that)"


I've noticed this too, there's very little tolerance for error, the item has to be EXACTLY dead center or you can't pick it up. Plus it seems much easier to inadvertantly drop the object once it has been picked up. Not a dealbreaker for me, but yeah a bit annoying.

----------------------------------------
"bond1 - You see this name, you think dirty."
Poloflece
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Posted: 31st Jul 2010 08:32 Edited at: 31st Jul 2010 09:16
Before I install this update, I need to ask you guys if it asks for the serial like v 1.16 because when I enter my serial to make it full version, after a few days it's free again

EDIT: It doesn't, cool.

Some issues I found are...

Bloom is overdone
AI is alot dumber
The G22 firing animation is delayed but then animates 3 times.

Are you planning on putting ragdoll and allies in?

Poloflece

Register on my website for KOOL stuff
Scurvy Lobster
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Location: Denmark
Posted: 31st Jul 2010 11:23
From Lee's Twitter:
Quote: "V117; I could not resists. I have added particle setting controls right into the editor, watch out for it in BETA8."

Particle controls in-editor Best FPSC news ever to me.

vortech
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Posted: 31st Jul 2010 12:00
Quote: "
Are you planning on putting ragdoll and allies in?"

They are in. Just put ragdoll fpi to character.

Bond1: When I saw it i think pie.
mrmango
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Posted: 31st Jul 2010 14:03
Ok, I am guessing we are going to have to get to when to use bloom. Can this be switched off mid game. Say for our side dark streets and inside well lit areas switched off?

Ai seems to be a little more stupid. But I have been messing. Ai seems to run away a lot on allie / enemy entity.

Looking good, FPS ok, but this test laptop does not have a good card

Please addin a gui for changing setup.ini settings. So much easier than editing files. Please, I would not think even a button that opens a seperate utility, loads the settings and saves them after changing would hard. I have hardly done any programming, but it should be easy. We should not be editing text files. Pweeese

I am so excited though about the next beta, particles!! Oh yeah.
Tombsville
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Posted: 31st Jul 2010 15:26
Quote: "...uninstalled FPSC v1.16 clean installed v1.0 then installed v1.17b7"


This is exactly what I did, Nbt.

I completely removed any trace of FPSC from my computer and installed everything fresh.

I have had NO major problems and everything works faster/smoother allowing me to up my graphics settings while still getting 10-15 frames MORE than v1.16.

Intel Core 2 CPU, T7200 @ 2.00GHz, .98 GB of RAM, RADEON X1600, running Windows XP on Mac Bootcamp
Nbt
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Posted: 31st Jul 2010 16:37
Quote: "Bond1 wrote: I've noticed this too, there's very little tolerance for error, the item has to be EXACTLY dead center or you can't pick it up. Plus it seems much easier to inadvertantly drop the object once it has been picked up. Not a dealbreaker for me, but yeah a bit annoying."


That explains why I can normally pick and object up 1st (i.e. while I have a gun in hand and crosshairs ti line up with), but trying to pick it up after dropping/throwing it is a pain, as no crosshairs to line up with object

Yeah it's not a deal breaker, well unless your making a puzzle (pickup/move objects about) type game, or doing a L4D style place gas cans in good spots within the time limit before 1st attack style game

Not as annoying as the strange stuttering motion I get at high FPS , or that overpowering headache inducing bloom lol

Still loving it though and I don't know how to explain it, but for some reason everything looks cleaner with v1.17.

Loading up the same maps I built and tested in v1.16 into v1.17, the whole feel of the maps is just improved somehow?

Tombsville
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Posted: 31st Jul 2010 16:55
Quote: "...the item has to be EXACTLY dead center or you can't pick it up. Plus it seems much easier to inadvertantly drop the object once it has been picked up."


Quote: "...picking up objects like a dynamic box is really hit and miss, taking endless attempts most times before I actually pick it up."


I hope this issue is addressed.

I had a difficult time picking up items as well and at times, while holding them, they would suddenly spin into oblivion.

An interesting effect but not a very desirable one...

Intel Core 2 CPU, T7200 @ 2.00GHz, .98 GB of RAM, RADEON X1600, running Windows XP on Mac Bootcamp
Nbt
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Posted: 31st Jul 2010 17:20 Edited at: 31st Jul 2010 18:09
Quote: "while holding them, they would suddenly spin into oblivion."


Yeah

I'm still hunting for an entity in my map that on map launch shoots across my screen from left to right high in the air. Funny thing is it is not that it annoys me, but because it looks really cool like a wind blow object

I will post a video of it in a bit.

Bah no matter how many times I re-tested the map the flying thing never appeared as before

One thing I did notice whilst trying to video my flying entity was the fact that the memory used for the map really jumped about, even though it was the exact same map and I changed nothing?

It varied from 1279mb all the way to 1356mb

I know this does not seem a lot, but it could be the difference between staying below the 1.85GB 32bit allocation cap and going over it on a complex map with good quality lighting etc?

It seems the more you retest/build the map the more fragmented the memory block/space? that FPSC uses gets, so maybe if your just going over the cap a clean reboot could actually get your map to build below the cap?

Soviet176
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Posted: 31st Jul 2010 18:13
Yea, I tried that light sun affect with one light, memory went from 1354 to 1931. I could not believe it, light map quality was at 5.

veer
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Posted: 31st Jul 2010 18:23
my level never went above 1gb.. am i doing something wrong
Nbt
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Posted: 31st Jul 2010 22:53
@ veer

Guess it depends on the complexity of your map (how much of the grid is used and how many objects that will effect lightmapping) and your lightmap quality etc.

The map I used goes from layer 0 to layer 18 and spans the entire grid N-S and E-W. In v1.16 I had to turn quite a few static entities to dynamic and lower the lightmap quality to 25 to get it to even build with soft lighting lol

Soviet176
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Posted: 31st Jul 2010 23:46 Edited at: 31st Jul 2010 23:47
Quote: "V117; A glimpse at what you can do with particles: http://files.thegamecreators.com/betafiles/FPS_Creator_V117_BETA8.wmv"


woot

Tombsville
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Posted: 1st Aug 2010 00:33
Quote: "http://files.thegamecreators.com/betafiles/FPS_Creator_V117_BETA8.wmv"




........WOW.......

Intel Core 2 CPU, T7200 @ 2.00GHz, .98 GB of RAM, RADEON X1600, running Windows XP on Mac Bootcamp
Shadowtroid
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Posted: 1st Aug 2010 01:07
First, however, notice the incandescent particle field across the exit. This Aperture Science Material Emancipation Grid will vaporize any unauthorized equipment that passes through it.

Awesome.

AzGamer
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Posted: 1st Aug 2010 01:20
Quote: "First, however, notice the incandescent particle field across the exit. This Aperture Science Material Emancipation Grid will vaporize any unauthorized equipment that passes through it."


That was my first thought too
Nbt
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Posted: 1st Aug 2010 01:25
I used to love making particle emitters in RC a while back and can't wait to have a go with this

mrmango
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Posted: 1st Aug 2010 01:56
I await with anticipation.

bond1
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Posted: 1st Aug 2010 02:38
Quote: "First, however, notice the incandescent particle field across the exit. This Aperture Science Material Emancipation Grid will vaporize any unauthorized equipment that passes through it."


Haha, right on! This is excellent.

----------------------------------------
"bond1 - You see this name, you think dirty."
Shadowtroid
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Posted: 1st Aug 2010 02:57
With a source mod from this, we might actually be able to make FPSC-Portal.

AbdulAhad
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Posted: 1st Aug 2010 13:34
I was wondering... Can we use the 3d particles from horror mod with the newest beta?

Abdul Ahad
vortech
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Posted: 1st Aug 2010 15:49
Still don't get how to us fc shaders. And for fpsc portal... That would be awesome

Bond1: When I saw it i think pie.
science boy
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Posted: 1st Aug 2010 15:55
a particle pack would be excellent, all the possible options like full area rain, fire bursts, subtle indoor smoke or fog, i would buy it.

an unquenchable thirst for knowledge of game creation!!!
Shadowtroid
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Posted: 1st Aug 2010 17:04
I think that with a source mod from that project it could be done.

I mean, after particles and portals, what is there left? Media, which can be done, Bond has some great shaders we could use, the picking up is already exactly like Portal...It could be done!

mrmango
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Posted: 1st Aug 2010 18:17
Available now?
mrmango
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Posted: 1st Aug 2010 19:29 Edited at: 1st Aug 2010 19:29
Yes, a pack with various particles. I would definately buy that pack. I have trouble even making simple levels, with the time I get

Ta
Pain
FPSC Reloaded TGC Backer
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Posted: 1st Aug 2010 21:24 Edited at: 1st Aug 2010 21:24
JUST A QUICK NOTE

in the beta 7 of 1.17 the muzzel flash doesnot disapear after firing a wepon. (the Flash not the decal)

just a note for lee.

and if its working for him what settings should be run for 1.17?

thanks,

Pain

Me = noob

and i love The TGC : )
TerrorNation
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Posted: 1st Aug 2010 22:10
Quote: "in the beta 7 of 1.17 the muzzel flash doesnot disapear after firing a wepon. (the Flash not the decal)"

?

It does for me.

Does anyone know how to stop Dark AI going through a door? I tried DonWON's method in the last page but the door doesn't cut through a segment wall unless the 'punch.x' has the door_ prefix.
Nbt
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Posted: 2nd Aug 2010 00:05 Edited at: 2nd Aug 2010 00:35
Quote: "door doesn't cut through a segment wall unless the 'punch.x' has the door_ prefix. "


??? can't see how that could ever happen :S

You most likely forgot to also rename the punch designation in the doors .fps to correspond with your renamed punch.x
As having the word door_ in it does not effect whether a punch actually cuts a segment, just whether DAI can pass through the resulting CSG hole.

To be honest I would prefer if it was done the same way for climbing stairs/slopes and we just had to place a waypoints through the doorway/hole to allow/stop DAI access. As it would be easier than renaming all the punches and .fps files for every CSG item in model packs etc.

TerrorNation
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Posted: 2nd Aug 2010 01:10
I linked them to the renamed 'punch.x' model files, and it would still reject it

I thought the same thing you did, that's why I contacted the forum because it could be a bug
advent7011
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Posted: 2nd Aug 2010 01:38
i made a level using the beta and only the hud loaded

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Nbt
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Posted: 2nd Aug 2010 01:48
That is strange.

Only thing I can think off is you have no lights and all the ambience settings on zero ??

Deathcow
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Posted: 2nd Aug 2010 01:54
@advent7011

What Video Card are you using. I had tested this on an older Video Card and got the same problem. It was becasue the card didn't support Shader 2.

DC

advent7011
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Posted: 2nd Aug 2010 01:58
nvidia geforce4 ti 4600
Soviet176
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Posted: 2nd Aug 2010 02:25
hey guys getting a small problem I think one of you may be able to help. I am using an invisible segment that I downloaded off the forums. But in the betas it actually shows up even though it does not have a texture. Here is a screen.

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Nbt
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Posted: 2nd Aug 2010 03:03
I just took a segment and changed all the wall textures to use an invisible texture (attached if you need it .png and .dds) and had no problems as you can see below.



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bond1
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Posted: 2nd Aug 2010 03:10 Edited at: 2nd Aug 2010 03:11
Quote: "nvidia geforce4 ti 4600"


That card is apporoaching a decade old and is a directx8 card that only supports shader model 1.3. It doesn't meet the minium requirements - you'll want to get something newer I think.

----------------------------------------
"bond1 - You see this name, you think dirty."
Soviet176
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Posted: 2nd Aug 2010 03:12
Quote: "I just took a segment and changed all the wall textures to use an invisible texture (attached if you need it .png and .dds) and had no problems as you can see below."


Thanks for the texture I will get to using this ASAP.

Deathcow
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Posted: 2nd Aug 2010 03:28
@advent7011 Beleive it or not that was the same card that I was testing, before I realised it did not support shader 2.

DC

Conjured Entertainment
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Posted: 2nd Aug 2010 05:18 Edited at: 2nd Aug 2010 05:21
Quote: "Yeah I did...He somehow managed to bang out a fix his very first day back!"

Naha, I told you he would sort it out.
I forgot to twitter and missed two betas.
http://files.thegamecreators.com/betafiles/FPS_Creator_V117_BETA8.wmv
Now Beta 8 is on the way!

   Conjured Entertainment

 WARNING: Intense Madness
RAXMUX Games
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Posted: 2nd Aug 2010 09:01
I have an ATI RADEON 9250 (i know it's old but i don't have money tobuy a new one) and all new graphical features makes me very sad that I don't have a better card.What features can I use




Evil Stalker
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Posted: 2nd Aug 2010 12:41 Edited at: 2nd Aug 2010 12:42
@RAXMUX Games

I know what that is


I have an ASUS EN8400GS 256mb

It Sucks.



---

Evil Stalker
Gamerfreak331
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Posted: 2nd Aug 2010 15:17 Edited at: 2nd Aug 2010 15:23
I have 4 questions
Why does my person not spawn in the start marker and I can see it, is this supposed to happen?
Also, my game doesn't start with darkAI, it comes up with an error that is something about limbs not existing, how do I fix this?
The library is very weirded out, to use entities I have to go on markers and to use segments I have to go into entities
Finally, my build game ability has gone, since I have reached the download limit, I am stuck, what should I do here?
I'll try everything that I can out to solve these but any help will be appreciated
Thanks in advance

F33r my cheats, lol - a famous statement made by master chief.
Deathcow
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Posted: 2nd Aug 2010 16:56
I was wondering if it would be possible for Heightmap to be added for the terrain that everyone keeps requesting. In some ways that would be the easiest way to create more natural maps, but I would imagine some work would be needed to make sure that collision was not an issue.

DC

Zay
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Posted: 2nd Aug 2010 18:42
I we were to get terrain,we would need a bigger map,no but's

Contact me in Skype,name- nejcplan
AbdulAhad
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Posted: 2nd Aug 2010 18:47
I don't know why but i got an AI Error when using V117 Beta 7. I had 3 allies and 4 enemies. Right after I exited the test game mode i had a big screen saying AI error.

Abdul Ahad
Conjured Entertainment
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Posted: 2nd Aug 2010 19:14 Edited at: 2nd Aug 2010 19:16
I tried Beta 7.

I loaded my big map and bam... loaded test build and built game exe in less than 2 minutes each.
However, when I ran the built game it got to about 95% in the two minutes, but then it just sat there.
I waited like 30 minutes and nothing...still loading at about 95% of the bar. (no change)

So, I cannot run a built game. (

It was a big level mind you, but less than the cap and I had shaders off and postprocessing=0.

Has anyone else experienced a problem with running a game built with Beta 7?

   Conjured Entertainment

 WARNING: Intense Madness

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