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FPSC Classic Product Chat / Official FPSC Migration Discussion Thread

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Soviet176
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Location: Volgograd
Posted: 2nd Aug 2010 19:21
Quote: "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. ("


Got the same thing on one of my maps, I posted a screen up above. The test game works 1000% for me, but build game gets to about 95% and stops dead.

LeeBamber
TGC Lead Developer
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Posted: 2nd Aug 2010 20:58
Conjured Entertainment & Soviet,

Can you send me a stock level FPM file showing this 'test game works, build game stops at 95%' issue, thanks All other showstopper issues reported in this thread (that I could reproduce) have been solved for BETA8. Nearly there.

I drink tea, and in my spare time I write software.
TerrorNation
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Posted: 2nd Aug 2010 21:03
@Lee

Can you tell me how to disable Dark AI characters going through doors, and when you load a saved game and activate the spawn of an armed character, the weapon they hold does not stay with the character, but stays at the spawn point of the entity?
Conjured Entertainment
AGK Developer
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Posted: 2nd Aug 2010 21:17 Edited at: 2nd Aug 2010 22:01
Quote: "Can you send me a stock level FPM file showing this 'test game works, build game stops at 95%' issue, thanks "

This show stopper is happening with a custom map with custom entities and custom scripts and customized customizations...you get the idea.
I tried setting the texture settings low, and everything. (I'll try turning the static stuff to dynamic too)

I can try and put one together from stock stuff.


On a side note:
Why is it that when I change postprocessing to =0 in the setup.ini and the buildsetup.ini, it still sets it to =1 in the build????

   Conjured Entertainment

 WARNING: Intense Madness
Soviet176
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Posted: 2nd Aug 2010 21:37
Quote: "This show stopper is happening with a custom map with custom entities and custom scripts and customized customizations...you get the idea.
I tried setting the texture settings low, and everything.
"


Yea same I was only using 1.14 gigs I think, so wasn't memory.

Also @ lee

Quote: "arena game issues"


More than one issue I am assuming you saw my video?

If not I will post it here
http://www.youtube.com/watch?v=6NtmKyCojRI

defiler
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Posted: 2nd Aug 2010 21:41
oooo im loving the particles. are they fully modifiable?

Limitless Box studios current project: Lost Contact
Marc Steene
FPSC Master
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Posted: 2nd Aug 2010 22:04
Quote: "oooo im loving the particles. are they fully modifiable?"


I'm guessing you'll be able to alter several parameters in the editor and will hopefully be placed via "Particle Emitter" markers. You'll probably be able to choose the particle image, direction, number of particles, and how long they should exist for.


[b]FPSC MIGRATION: http://forum.thegamecreators.com/?m=forum_view&t=142497&b=21
TerrorNation
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Posted: 2nd Aug 2010 22:12
Could somebody please answer my question, because I have asked it in the previous threads and it has been ignored or I have received a solution that has been unsuccessful

Quote: "Can you tell me how to disable Dark AI characters going through doors, and when you load a saved game and activate the spawn of an armed character, the weapon they hold does not stay with the character, but stays at the spawn point of the entity?"
DonWON
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Posted: 2nd Aug 2010 23:11
@TN

Maybe we can just ask Lee to fix the DAI to not go thru closed doors? My suggestion I already gave you works for me every time so you may want to check and see if you have changed the names right in all the right places. I can make you a door and send it to you if you need. Email if you wish.


Conjured Entertainment
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Posted: 2nd Aug 2010 23:13 Edited at: 2nd Aug 2010 23:38
Quote: "Conjured Entertainment & Soviet,

Can you send me a stock level FPM file showing this 'test game works, build game stops at 95%' issue, thanks All other showstopper issues reported in this thread (that I could reproduce) have been solved for BETA8. Nearly there."

I am thinking my problem might be in my custom media, so I am going to trying removing each thing until it works, so I can figure what is causing the problem.
May take awhile to figure it out or to reproduce it with stock media, so don't wait on us.
Please, feel free to release that puppy as soon as you can, and we can always fix our thing in the next beta or so when we do have an FPM for you.

Quote: "Can you tell me how to disable Dark AI characters going through doors"

Didn't someone say there was a instance of stopping them from passing through if the door's punch doesn't have a door_ prefix?
If so, then change the prefix and it should prevent them from passing through.
Is it all the doors or just certain ones? (because you could always use a different type of door)

The dooruse.fpi uses an activated=2 to open the door.
Some people scripts, like main-weapon.fpi (the DarkAi script), have the following line or something similar...

:nearactivatable=0:settarget,activatetarget=2

As you can see, that line would activate the door using the dooruse to it's open state, allowing the enemy to pass through.

So, if you are using similar scripts for the characters and doors, then they will pass through.

It is the last line in the script, so just use a semi colon ( ; ) to comment that line out and you should be good to go.

What confuses me though, is that it should be =1 to return true, right?
So, why check for not being near it to activate it.
It looks like this would open the door before it ever gets there.

   Conjured Entertainment

 WARNING: Intense Madness
DonWON
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Posted: 2nd Aug 2010 23:23 Edited at: 2nd Aug 2010 23:55
Well I just tested it in beta7 and I cant even get DAI to even move but it did work in previous betas. Does anyone else have any problems getting DAI to do anything?

Edit: I just got the old DarkAI script to work and they would NOT walk through the door. Tested it again with the same door and the prefix door_ in front of the csg mesh name in meshbank and in the fpe script and they CAN go through the doors. Hope this may clear it up a bit.


TerrorNation
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Posted: 2nd Aug 2010 23:31 Edited at: 2nd Aug 2010 23:38
@DonWON and Conjured

Thanks for the help. I'll have another shot at it and then notify you of my success/failure.
Nbt
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Posted: 2nd Aug 2010 23:42
Ok I just accessed the TGC Store from within v1.17B7 and on exiting the store FPSC would not close and then crashed.

Deathcow
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Nbt
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Posted: 3rd Aug 2010 00:23
woo hoo grabbing now

Nickydude
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Posted: 3rd Aug 2010 00:41
I'm getting the error:

Runtime Error 8003 - Could not find path at line 26269

and FPSC crashes when trying to load any sample maps.



For KeithC
Hockeykid
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Posted: 3rd Aug 2010 00:48
Quote: "I'm getting the error:

Runtime Error 8003 - Could not find path at line 26269

and FPSC crashes when trying to load any sample maps"


That area loads the map's header file and such. Make sure that you have levelbank\testlevel\ path. (Maybe you accidentally Moved the levelbank into another folder)

Nbt
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Posted: 3rd Aug 2010 00:59 Edited at: 3rd Aug 2010 01:03
Firstly w00t! picking stuff up is now flawless, not a single problem grabbing entities and chucking them about the place ^_^

Now problems

My light cones no longer work

(should be a slight cone of light emanating from the lamp downwards) Worked fine in Beta 7


Getting light bleeding through walls


Also for some reason the amount of poly lines standing out due to low lightmapping quality is worse than ever

DonWON
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Posted: 3rd Aug 2010 01:06
Is there particles in this beta? If I cant find any. Seems to run smoother though.


Nickydude
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Posted: 3rd Aug 2010 01:21
This is what I have hockeykid. Does there need to be something else?



For KeithC

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Nbt
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Posted: 3rd Aug 2010 01:32
Last time I had that, I cleaned and memdumped and it worked after that.

SH4773R
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Posted: 3rd Aug 2010 01:46
for me build crashes when loading sky on multiplayer any ideas, i allready did wut nbt sayd

Who the hell is General Failure? And why is he trying to read my hard disk?

My software never has bugs. It just develops random features.
DarkJames
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Posted: 3rd Aug 2010 02:15
Where are the new Decals, like Rain placed, i saw them on the video

-James
For Keith
Deathcow
FPSC Reloaded Backer
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Posted: 3rd Aug 2010 02:20
I don't think they are part of the update, but the Decals have the new particle settings which are pretty cool. You have more control over them now which is nice.

DC

DonWON
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Posted: 3rd Aug 2010 02:47
So... beta 10ish for the particles then?

Cant complain to much since FPSC is getting pretty much rewritten but would be nice to see ALL the completed features in the engine already. Maybe just take then off the list so we dont get our hopes up because its not really completed if they are not in the engine.

Still not sure what beta 8 even offered but still messing with it because its so much fun. Gotta love the shaders and fps gains... amazing! Thanks for all the hard work Lee mostly for making the mouse stay where its suppose to.


RAXMUX Games
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Posted: 3rd Aug 2010 07:38
Quote: "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 "



Is there anybody who knows ,pleas !

DonWON
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Posted: 3rd Aug 2010 08:13
That card supports shader 2.0 so you should be fine for the most part. Just make sure not to use the shaders or models that have shader 3.0 on them.


Shaka
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Posted: 3rd Aug 2010 08:31
Hey fellas, how do you increase the intensity of the motion blur?

Pirate Myke
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Posted: 3rd Aug 2010 09:36 Edited at: 3rd Aug 2010 18:01
Particle decals are pretty cool. messing with them now.

The mouse issue is fixed on duel monitors with 1 graphics card.

Thanks

Nothing but coffee in my veins
ctm
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Posted: 3rd Aug 2010 11:11
@RAXMUX Games

The Radeon 9250 is a dx 8.1 grafics cards which supports shader 1.4.

I remember that in older versions of FPSC the illumination shaders were 1.x shaders...don't know if it's still like that.

You can try that by making a room with WWII segments and the scifi "lightswitch1" (or scifi lightswitch2, switch1, swich4) which is using the illuminationent.fx shader.
You'll have to put a static light in front of the switch and activate lightmapping and full shader effects to make it work.
Gamerfreak331
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Posted: 3rd Aug 2010 12:00
Anyone help me please?
Why does my person not spawn in the start marker and I can see it along with lights(like they are in the building process), 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.
LeeBamber
TGC Lead Developer
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Posted: 3rd Aug 2010 14:07
Nbt : Show me the same shots with BETA7, thanks.

I drink tea, and in my spare time I write software.
vortech
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Posted: 3rd Aug 2010 14:09
Beta 8 is not working. It won't even start.

Bond1: When I saw it i think pie.
Nomad Soul
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Posted: 3rd Aug 2010 15:08
Can't wait to try out the new particles engine.

Has the BETA8 docs been updated to explain how to use and create them?

Nickydude
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Posted: 3rd Aug 2010 15:46
Quote: "Last time I had that, I cleaned and memdumped and it worked after that."


Not sure what you mean by 'memdumped'. I've used the .dbo/.bin cleaner.



For KeithC
The Nerevar
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Posted: 3rd Aug 2010 16:08
I wish the water would be back on the list

Is there any reason why water is off the list?

I'd have to say........ The Game Creators can make dreams come true.
da2020
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Posted: 3rd Aug 2010 16:34
If all those features were included the other updates won't be as good anymore I'm pretty sure they wouldn't put all the features in one update only would they?
Marc Steene
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Posted: 3rd Aug 2010 16:37
Quote: "Is there any reason why water is off the list?"


It's planned for v1.18 or later.


[b]FPSC MIGRATION: http://forum.thegamecreators.com/?m=forum_view&t=142497&b=21
Nbt
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Posted: 3rd Aug 2010 17:12 Edited at: 3rd Aug 2010 17:39
Quote: "Nbt : Show me the same shots with BETA7, thanks."


Hi Lee,

Please dismiss everything I said about beta8 (except the excellent fix on picking things up ) as when I installed beta7 my missing light cones and light bleed through the walls was still there.

On closer inspection I can just see the light cones (actually if you stare hard enough even in the beta8 screenshot I posted above too) It seems v1.17 just makes them way more transparent than 1.16 did and thats easy to fix

As to the light bleed it was just the lightmap quality which is set to 5 after install and raising it to 25 cured that

So please accept my apologies for my earlier moan and my thanks for the picking up fix.

Now to clean install from v1 then v1.17 again, as after going back to v1.17b7 to test this I seem to have created the most evil lag with 1-7 fps lol

Quote: "NickyDude wrote: Not sure what you mean by 'memdumped'. I've used the .dbo/.bin cleaner."

"FPSCreatorDumpMem.exe" I meant running that, sorry for the shorthand.

Sleamdank
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Pirate Myke
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Posted: 3rd Aug 2010 17:53 Edited at: 3rd Aug 2010 18:14
Beta 9 is on the betafiles site, has instructions for particles.
controls work for it. read the addendum.rtf file.

http://files.thegamecreators.com/betafiles/FPS_Creator_V117_BETA9.zip

Screen shot attached.

Nothing but coffee in my veins

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Shaka
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Posted: 3rd Aug 2010 17:54
Any one help me out here?? (12 posts up)

Pirate Myke
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Posted: 3rd Aug 2010 17:59 Edited at: 3rd Aug 2010 18:00
@shaka

We have bloom or depth of field.

You need to open the shader file in notepad.

In bloom edit theses settings:
float BloomScale
<
string UIWidget = "slider";
float UIMax = 2.0;
float UIMin = 0.0;
float UIStep = 0.01;
> = 2.0f; <------ EDIT THIS --------->

float BloomPower
<
string UIWidget = "slider";
float UIMax = 4.0;
float UIMin = 0.4;
float UIStep = 0.01;
> = 1.75f; <------ EDIT THIS --------->


For Depth of field edit these settings:

float blurSize
<
string UIWidget = "slider";
float UIMax = 5.0;
float UIMin = 0.1;
float UIStep = 0.001;
> = 1.000000; <------ EDIT THIS --------->

float focalDistance
<
string UIWidget = "slider";
float UIMax = 1.0;
float UIMin = 0.0;
float UIStep = 0.001;
> = 0.25; <------ EDIT THIS --------->


Please make copies of the original shaders in the effectsbank\ps_2_0 folder so you have them.

Hope this helps

Nothing but coffee in my veins
Nbt
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Posted: 3rd Aug 2010 18:15 Edited at: 3rd Aug 2010 18:18
OH this is driving me crazy lol

I just did a clean install from v1 then v1.17b8 (i.e. totally wiped all traces of FPSC before installing v1 then installed v1.17b8) and with the lightmap quality left at default (5) I had none of the problems I stated in my above posts. So it was just down to installing beta 8 right over beta 7 that caused my problems

knowing me I bet I was supposed to do it that way all the time, but I'm just so lazy :p

Edit: Darn you beta9, why did you not come out a little faster. Oh well time to clean install again

I do still get the strange stuttering (slow, fast, slow, fast.....) walk as if something is trying to hold you back and your fighting against it at higher FPS, yet silky smooth around 30 FPS ?

Pirate Myke
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Posted: 3rd Aug 2010 18:32 Edited at: 3rd Aug 2010 18:34
@NBT

Buy the way, I like your sewer model pack.

I am on a XP system, and I have not had to do the complete reinstall per beta upgrade.
I have had to put my settings back in the setup.ini file.
My install is on a second hard drive.

Is yours in a protected folder or something?
What operating system are you on.
Even on my vista machine, I have not had this,
but again my install is in a public shared folder.

Nothing but coffee in my veins
Cyborg ART
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Posted: 3rd Aug 2010 19:13
Looks like 1.17 has reached official status. 1.18 to come

Marc Steene
FPSC Master
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Posted: 3rd Aug 2010 19:28 Edited at: 3rd Aug 2010 19:31
VERSION 1.17 OF FPSC HAS BEEN RELEASED


http://www.thegamecreators.com/?m=view_product&id=2001&page=Files



[b]FPSC MIGRATION: http://forum.thegamecreators.com/?m=forum_view&t=142497&b=21
Nickydude
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Posted: 3rd Aug 2010 19:30
Why have you included a link to a YouTube Halo trailer Marc?



For KeithC
Marc Steene
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Posted: 3rd Aug 2010 19:31 Edited at: 4th Aug 2010 13:21
UPDATE 03/08/2010

v1.17 of FPSC has been released, after much hard work from Lee and Hockeykid and patience from the forum.

Lee has not stopped working - beta 1 of v1.18 is already available on Lee's Twitter.

HERE


[b]FPSC MIGRATION: http://forum.thegamecreators.com/?m=forum_view&t=142497&b=21
DonWON
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Posted: 3rd Aug 2010 19:31 Edited at: 3rd Aug 2010 21:14
Had to edit save the bunching of panties... srry for being so rude.


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