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FPSC Classic Product Chat / Official FPSC Migration Discussion Thread

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Deathcow
FPSC Reloaded Backer
19
Years of Service
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Joined: 13th Nov 2005
Location: Right here!
Posted: 6th Aug 2010 21:52
Bug Report

Using 118 Beta 1

I have noticed two Bugs:

1. Platforms are not following way points as they should or at less on my machine. They move to the first way point and stop or they don't move at all.

2. If using one of the talking characters in or around a decalparticle it stops the charcaters animation from running. Tho it does not stop the charcater from running the audio.

I have included the test map.

DC

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Conjured Entertainment
AGK Developer
19
Years of Service
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Joined: 12th Sep 2005
Location: Nirvana
Posted: 6th Aug 2010 22:01
Quote: "I made two personal requests for him to add it in (the sound and video features) and he confirmed he would add them (because Lee's awesome like that) in a response to an email. How it is done, I'm not sure."

Oh okay, cool.
I can use that anti-skipping video feature myself, but I never made a formal request for it.
Nice call.

   Conjured Entertainment

 WARNING: Intense Madness
freak of nature 64
15
Years of Service
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Joined: 19th Jan 2009
Location: Look in your car...
Posted: 6th Aug 2010 22:23
Why are the ragdoll's head in their crotch?

cram
17
Years of Service
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Joined: 27th Jan 2007
Location: Belgium
Posted: 6th Aug 2010 22:24
Does anybody know what video cards work with FPSC 17.9.-18.01
It seem my Nvidia Geforce 9600 GT can't work with this updates
gendestroier
14
Years of Service
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Joined: 5th Jun 2010
Location: Brazil
Posted: 6th Aug 2010 22:43
Quote: "beta1 v 1.18 avaliable"



SAY WHAT !!!!!!!!!!!!!!!!!!!!!

mods for creating a inteligent game,at least
Marc Steene
FPSC Master
18
Years of Service
User Offline
Joined: 27th Mar 2006
Location: Bahrain
Posted: 6th Aug 2010 23:01
Quote: "SAY WHAT !!!!!!!!!!!!!!!!!!!!!"


Sometimes I wonder if anyone ever reads my updates


[b]FPSC MIGRATION: http://forum.thegamecreators.com/?m=forum_view&t=142497&b=21
Pirate Myke
14
Years of Service
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Joined: 31st May 2010
Location: El Dorado, Ca
Posted: 6th Aug 2010 23:05 Edited at: 6th Aug 2010 23:08
Man I have a boat anchor Nvidia Geforce 6200SE and I can run everything so far. Post process a bit taxing, but it runs.

I have 1.3 gb levels that run at 30 FPS with the new shaders on.

I share your pain Marc. I spend two or more hours a day trolling these forums for info and answers.

Nothing but coffee in my veins
Marc Steene
FPSC Master
18
Years of Service
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Joined: 27th Mar 2006
Location: Bahrain
Posted: 6th Aug 2010 23:10
UPDATE 06/08/2010

Project Blue's variable system has been added to v1.18, and the bloom power has been halved by default.


[b]FPSC MIGRATION: http://forum.thegamecreators.com/?m=forum_view&t=142497&b=21
Nbt
15
Years of Service
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Joined: 11th Oct 2009
Location: Behind you!!
Posted: 6th Aug 2010 23:11
Quote: "Sometimes I wonder if anyone ever reads my updates "


There are updates!!!

Pirate Myke
14
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Joined: 31st May 2010
Location: El Dorado, Ca
Posted: 6th Aug 2010 23:13 Edited at: 6th Aug 2010 23:14
Not yet but they have also added animated sprites to the particles.

Added particle decal texture animation choice to allow choice between animated
particle decal textures or static particle decal textures.
Changes made to FPSC-Game and MapEditor so you'll need to re-compile both
executables.

Nothing but coffee in my veins
Soviet176
15
Years of Service
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Joined: 19th Sep 2009
Location: Volgograd
Posted: 6th Aug 2010 23:15
Quote: "There are updates!!!"


lmao I look for marcs updates because lee sometimes does not post it on twitter, marc gets it out faster.

knxrb
FPSC Tool Maker
16
Years of Service
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Joined: 10th Oct 2008
Location: United Kingdom
Posted: 6th Aug 2010 23:17
Quote: "Not yet but they have also added animated sprites to the particles."

Yeah That's my response to nbt's problem:
http://forum.thegamecreators.com/?m=forum_view&t=142497&b=21&msg=2064486#m2064486

knxrb
Nbt
15
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Joined: 11th Oct 2009
Location: Behind you!!
Posted: 6th Aug 2010 23:20
I'm an all round walking talking problem, but at least one part is cured

Pirate Myke
14
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Joined: 31st May 2010
Location: El Dorado, Ca
Posted: 6th Aug 2010 23:20
I sense more play time coming.

Nothing but coffee in my veins
Nbt
15
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Joined: 11th Oct 2009
Location: Behind you!!
Posted: 6th Aug 2010 23:24
We are spoilt rotten by LeeOckey ^_^

Pirate Myke
14
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Location: El Dorado, Ca
Posted: 6th Aug 2010 23:26
Yes, indeed it's nice to be spoiled at times.

Nothing but coffee in my veins
freak of nature 64
15
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Joined: 19th Jan 2009
Location: Look in your car...
Posted: 6th Aug 2010 23:28
Quote: "LeeOckey"

Are they a celebrity couple now?

COMBO2
14
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Joined: 6th Aug 2010
Location:
Posted: 7th Aug 2010 03:44
Thank god you guys are fixing the Bloom and HDR... I've been finding it freakishly annoying.
Also will the Project Blue Variable System fix the stupid recoil starts and stops?
Anyway, nice work guys

When I tell someone not to judge another, I go and judge someone... lolz
BeauPratten
14
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Joined: 16th Feb 2010
Location: Newy, Australia
Posted: 7th Aug 2010 07:47
Quote: "Are they a celebrity couple now?"


Around here they pretty much are

I suppose that this is where I'm supposed to put some witty one liner. Well...sorry to disappoint.
BeauPratten
14
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Joined: 16th Feb 2010
Location: Newy, Australia
Posted: 7th Aug 2010 07:56
Do full screen shaders work in fpsc now? Like a motion blur and stuff like that or is it just bloom?

I suppose that this is where I'm supposed to put some witty one liner. Well...sorry to disappoint.
Pirate Myke
14
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Joined: 31st May 2010
Location: El Dorado, Ca
Posted: 7th Aug 2010 09:37
Bloom and Depth of field.

Coz has made a couple more full screen shaders.

http://forum.thegamecreators.com/?m=forum_view&t=172871&b=21

the setupdescription.txt in the FPS Creator folder explains how to setup the setup.ini.

There is also an addendum.rtf in the docs folder that gives you some more general info.

Nothing but coffee in my veins
Layken
14
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Joined: 8th Apr 2010
Location: Tam gdzie mnie niema
Posted: 7th Aug 2010 10:54
Quote: "Project Blue's variable system has been added to v1.18, and the bloom power has been halved by default."


Is in a beta 1 of v1.18?
Marc Steene
FPSC Master
18
Years of Service
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Joined: 27th Mar 2006
Location: Bahrain
Posted: 7th Aug 2010 18:24
UPDATE 07/08/2010

Resident forum member and multiplayer expert knxrb (Robert Knox) has joined the Lee-Hockeykid conglomerate and is working adding features to the engine as well as bug fixing.


[b]FPSC MIGRATION: http://forum.thegamecreators.com/?m=forum_view&t=142497&b=21
Soviet176
15
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Joined: 19th Sep 2009
Location: Volgograd
Posted: 7th Aug 2010 18:26 Edited at: 7th Aug 2010 18:27
Quote: "Resident forum member and multiplayer expert knxrb (Robert Knox) has joined the Lee-Hockeykid conglomerate and is working adding features to the engine as well as bug fixing."


woot cant wait to see what happens next

Putting fear back into sliced bread since 4th May 2010
Johnski
14
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Joined: 23rd Dec 2009
Location: Norfolk, UK
Posted: 7th Aug 2010 18:26
Good on you knxrb!!

Your signature has been erased by a mod please reduce it to 600 x 120.
Pirate Myke
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Location: El Dorado, Ca
Posted: 7th Aug 2010 20:01
Sweet

Nothing but coffee in my veins
defiler
15
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Joined: 4th Apr 2009
Location: Canada
Posted: 7th Aug 2010 20:26
sweet, Anti Aliasing support via setup.ini!

Limitless Box studios current project: Lost Contact
Nbt
15
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Location: Behind you!!
Posted: 7th Aug 2010 21:04
Yay for RobLeeOckey

DonWON
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Joined: 4th May 2009
Location:
Posted: 7th Aug 2010 21:20
I am seeing a particle editor in the future and maybe we can get multiplayer to connect. Have some nice maps but cant test them due to the "waiting to connect" which has yet to be resolved. Not in to much of a hurry but sure would be nice to have "real" multiplayer game building ability with nades and rockets.


Conjured Entertainment
AGK Developer
19
Years of Service
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Joined: 12th Sep 2005
Location: Nirvana
Posted: 7th Aug 2010 21:20 Edited at: 7th Aug 2010 21:27
Quote: "Resident forum member and multiplayer expert knxrb (Robert Knox) has joined the Lee-Hockeykid conglomerate and is working adding features to the engine as well as bug fixing."

Great news.

Quote: "Yay for RobLeeOckey "

LEE
ROb
hoCKeykid.

+ the S that dropped out of FP_C = LEE ROCKS!

I'm glad he is getting good help on this, and KNXRB should turn out to be a great asset to FPGC just like Hockeykid.

Congrats guys!

   Conjured Entertainment

 WARNING: Intense Madness
Nbt
15
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Joined: 11th Oct 2009
Location: Behind you!!
Posted: 7th Aug 2010 21:38
I put Lee in the middle, as that's where the winner tends to stand on the podium, plus it keeps Lee all warm and cosy

TerrorNation
14
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Joined: 18th Dec 2009
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Posted: 7th Aug 2010 22:02
Knxrb too! This is going to be great
GreenDixy
16
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Joined: 24th Jul 2008
Location: Toronto
Posted: 7th Aug 2010 23:00
question about the ragdoll that was put in is there a way to speed up the guy falling down cuz if you shoot someone in real life he aint going to slow fall he is going to drop fast ?

======================================

GreenDixy Productions http://GreenDixy.Com
Nbt
15
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Location: Behind you!!
Posted: 7th Aug 2010 23:02
Increase the characters weight??

Conjured Entertainment
AGK Developer
19
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Joined: 12th Sep 2005
Location: Nirvana
Posted: 7th Aug 2010 23:05 Edited at: 7th Aug 2010 23:14
Quote: " if you shoot someone in real life he aint going to slow fall he is going to drop fast ?"

But, it's not real life, and you still have the knock down animations.

Quote: "Increase the characters weight??"


"mmmm donuts"... Homer Simpson

   Conjured Entertainment

 WARNING: Intense Madness
rolfy
18
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Joined: 23rd Jun 2006
Location:
Posted: 7th Aug 2010 23:25
Quote: "But, it's not real life, and you still have the knock down animations."

Not if you shorten the die anims in the character fpi.
Marc Steene
FPSC Master
18
Years of Service
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Joined: 27th Mar 2006
Location: Bahrain
Posted: 7th Aug 2010 23:27
Quote: ""mmmm donuts"... Homer Simpson"


A sneaky edit I see there, conjured


[b]FPSC MIGRATION: http://forum.thegamecreators.com/?m=forum_view&t=142497&b=21
gendestroier
14
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Joined: 5th Jun 2010
Location: Brazil
Posted: 7th Aug 2010 23:59 Edited at: 8th Aug 2010 00:01
Quote: "Sometimes I wonder if anyone ever reads my updates"


HUHUH... I MEAN...

isn't too soom to start talking about another update ?

if you think that the v1.17 was released, and 1 day and a half later you have the 1.18. i wasnt updated, sorry, everybody read your updates mate. i was asking myself if it's not too soom...well i don't know... i'm not keeping myself updated those 3 days, and then i get home,turn on the computer, go take a look in the mgration thread and... v 1.18 BETA 1 !!!! looks like that the things are going more faster than my monkey brain can take.

mods for creating a inteligent game,at least
Bugsy
15
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Joined: 24th Nov 2008
Location: another place in time
Posted: 8th Aug 2010 01:07
one thing that needs to be added is the ability to spawn ragdoll characters when dead.

imageflock.com/img/1272671763.jpg[/img]
skype = isaacpreston. I want to talk to YOU
Marc Steene
FPSC Master
18
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Joined: 27th Mar 2006
Location: Bahrain
Posted: 8th Aug 2010 01:13
@Bugsy Do you mean already dead ragdoll characters?


[b]FPSC MIGRATION: http://forum.thegamecreators.com/?m=forum_view&t=142497&b=21
lotgd
14
Years of Service
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Joined: 2nd Apr 2010
Location: italy
Posted: 8th Aug 2010 01:32
why the water was removed in features? was the only thing that really interested me, a game has no life without water.

Marc Steene
FPSC Master
18
Years of Service
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Joined: 27th Mar 2006
Location: Bahrain
Posted: 8th Aug 2010 01:35 Edited at: 8th Aug 2010 01:36
It's a planned feature, though for which update is currently unknown, which is why it's not on the 1.18 feature list. If we get confirmation that water is coming in 1.18, then I will add it to the list.


[b]FPSC MIGRATION: http://forum.thegamecreators.com/?m=forum_view&t=142497&b=21
lotgd
14
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Joined: 2nd Apr 2010
Location: italy
Posted: 8th Aug 2010 01:39
sigh of relief! I had taken a shot! ty

defiler
15
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Joined: 4th Apr 2009
Location: Canada
Posted: 8th Aug 2010 03:03
Bug: PlrHurtinzone does not work. V1.18 beta1 so far i have tested this, has anyone else gotten this bug?


Also, will the animated decal particles be like optional, like a box that has a value you can put like 1 or 0 for if you want the decal to animate?

Limitless Box studios current project: Lost Contact
knxrb
FPSC Tool Maker
16
Years of Service
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Joined: 10th Oct 2008
Location: United Kingdom
Posted: 8th Aug 2010 03:06 Edited at: 8th Aug 2010 03:08
Quote: "Bug: PlrHurtinzone does not work. V1.18 beta1 so far i have tested this, has anyone else gotten this bug?"

Just tested and it works fine for me. Try the attached script incase you've edited yours or it's got corrupted.

Quote: "Also, will the animated decal particles be like optional, like a box that has a value you can put like 1 or 0 for if you want the decal to animate?"

Yes, you can choose if the texture is static (default setting, like the current particles) or animated.

knxrb

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Roger Wilco
19
Years of Service
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Joined: 6th Jul 2005
Location: In the Shadow of Chernobyl
Posted: 8th Aug 2010 03:37
Will particle rotation (constant and random, like the motion) be available too? It'd be great for adding a bit of irregularity to effects, making it seem less repetitive.
GreenDixy
16
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Joined: 24th Jul 2008
Location: Toronto
Posted: 8th Aug 2010 03:41
i still want to see bigger grid size

======================================

GreenDixy Productions http://GreenDixy.Com
defiler
15
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Joined: 4th Apr 2009
Location: Canada
Posted: 8th Aug 2010 03:57
Thanks knxrb, it seems it dissapeared when i upgraded to 1.18beta1 XD

Limitless Box studios current project: Lost Contact
Bugsy
15
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Joined: 24th Nov 2008
Location: another place in time
Posted: 8th Aug 2010 04:53
Quote: "@Bugsy Do you mean already dead ragdoll characters?"


yeah. they don't properly respawn when dead. also, fading out the corpse should work on them.

imageflock.com/img/1272671763.jpg[/img]
skype = isaacpreston. I want to talk to YOU
defiler
15
Years of Service
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Joined: 4th Apr 2009
Location: Canada
Posted: 8th Aug 2010 05:56
I had a nice lul today. Also is there a reason why all the stock props were not given 2.0 and that you need to add them manually?

Limitless Box studios current project: Lost Contact

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