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FPSC Classic Product Chat / Official FPSC Migration Discussion Thread

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teamhalo
19
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Joined: 6th Nov 2005
Location: florida
Posted: 8th Aug 2010 06:43
Quote: "Support for anti-aliasing."



YES.

NEW EMAIL: tony.gaglio@yahoo.com
TheCoolGuy
14
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Joined: 9th Apr 2010
Location: Australia
Posted: 8th Aug 2010 07:16
Quote: "Bloom (Fullscreen Shader)
Depth of Field (Fullscreen Shader)
Motion Blur (Fullscreen Shader)"


Hmm... How do we get the motion blur?
charger bandit
15
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Location: Slovenia
Posted: 8th Aug 2010 09:30
Open your setup.ini and change postprocessing to 2.


SH4773R
14
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Location: AMERICA!!!
Posted: 8th Aug 2010 09:44
Isn't that dof

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.
BeauPratten
14
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Location: Newy, Australia
Posted: 8th Aug 2010 09:53
How do you set the other shaders?

As far as I know:

0= None
1= Bloom
2= DoF

I will admit that I'm not always right, but I'll never admit that I'm wrong.
SH4773R
14
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Location: AMERICA!!!
Posted: 8th Aug 2010 10:24
Same

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.
Marc Steene
FPSC Master
18
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Joined: 27th Mar 2006
Location: Bahrain
Posted: 8th Aug 2010 13:46
Quote: "How do we get the motion blur? "


I've now removed that feature seeming as the shader file was never supplied.


[b]FPSC MIGRATION: http://forum.thegamecreators.com/?m=forum_view&t=142497&b=21
BeauPratten
14
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Location: Newy, Australia
Posted: 8th Aug 2010 13:48
So is bloom and dof the only full screen shaders that can be used?

I will admit that I'm not always right, but I'll never admit that I'm wrong.
Marc Steene
FPSC Master
18
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Location: Bahrain
Posted: 8th Aug 2010 13:58
Nope, you can use custom ones too if you replace the original bloom and DoF files.


[b]FPSC MIGRATION: http://forum.thegamecreators.com/?m=forum_view&t=142497&b=21
BeauPratten
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Posted: 8th Aug 2010 14:17
Ok cool

I will admit that I'm not always right, but I'll never admit that I'm wrong.
Nbt
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Location: Behind you!!
Posted: 8th Aug 2010 14:49
I use a custom Broom Filter, excellent for cleaning up my level

Layken
14
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Joined: 8th Apr 2010
Location: Tam gdzie mnie niema
Posted: 8th Aug 2010 15:45
V1.16.18 fpgcrawtext work on v1.17 full but in V1.18 BETA1 does not always work Could you add fpgcrawtext to v1.18?

I use this script pack:

http://forum.thegamecreators.com/?m=forum_view&t=171157&b=23

PLEASE
Nbt
15
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Location: Behind you!!
Posted: 8th Aug 2010 15:49
(using v1.18b1)

One thing I noticed whilst playing about in FPSC last night.

If my entity has a normal map (_N texture) and I apply the "illuminationent.fx" to it, it seems to totally ignore my Illumination map (_I texture) and uses the normal map instead, giving the model a purple glow??

Str8upchaldo12
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Posted: 8th Aug 2010 16:33
Ok I build an arena game with v1.17, then when I send to someone else and when they open the game it, a message pops up saying: init - Genre unknown.

-Chaldo
defiler
15
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Joined: 4th Apr 2009
Location: Canada
Posted: 8th Aug 2010 21:21
Just want to say that im glad lee or hockeykid fixed the reload anytime glitch where even though you have max ammo in the gun, you were still able to reload.

Limitless Box studios current project: Lost Contact
Bugsy
15
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Location: another place in time
Posted: 8th Aug 2010 21:53
that's not a glitch, there's nothing in real life that states that you can't reload your gun with a full mag already in.

imageflock.com/img/1272671763.jpg[/img]
skype = isaacpreston. I want to talk to YOU
Nbt
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Posted: 8th Aug 2010 21:55
Quote: "that's not a glitch, there's nothing in real life that states that you can't reload your gun with a full mag already in."

Unless it's Garand :p

Bigsnake
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Location: England
Posted: 8th Aug 2010 22:19
Where is the command for AA in the setup.ini ? Nothing new

Windows 7, Amd Athlon 7750 Black Editon (64 bit,3ghz + Dual Core), ATI Readon HD 4870 1gb Edition, 4gb Ram.
defiler
15
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Location: Canada
Posted: 8th Aug 2010 22:30
Yeah but who would reload a full mag in real life with another full clip

i know i woulden't.


anyway in most games today you cant reload a full mag/clip.

Limitless Box studios current project: Lost Contact
Bugsy
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Posted: 8th Aug 2010 23:15
this isn't a glitch, it can be commented out in the gunspec of the weapon to allow for reloads when full of ammo.

imageflock.com/img/1272671763.jpg[/img]
skype = isaacpreston. I want to talk to YOU
Str8upchaldo12
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Posted: 9th Aug 2010 03:41 Edited at: 9th Aug 2010 10:30
Please fix it in arena where you can backspace when you chat. lol. btw theres a freeze jump glitch like call of duty 4 where you jump, press t, hold space, then press enter and you go flying.
knxrb
FPSC Tool Maker
16
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Joined: 10th Oct 2008
Location: United Kingdom
Posted: 9th Aug 2010 04:15 Edited at: 9th Aug 2010 04:20
Quote: "please fix it in arena where you can backspace when you chat."

'backspace chat' added.

Quote: "lol. btw theres a freeze jump glitch like call of duty 4 where you jump, press t, hold space, then press enter and you go flying. "

'Super jump' bug fixed

knxrb
GreenDixy
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Joined: 24th Jul 2008
Location: Toronto
Posted: 9th Aug 2010 04:54
where do i find the documentation for the new features like running lights etc looked in the docs folder and the guides but i did not find the info on them

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

GreenDixy Productions http://GreenDixy.Com
Metal Devil123
16
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Joined: 13th Jul 2008
Location: Suomi, Finland
Posted: 9th Aug 2010 10:17
Quote: "'Super jump' bug fixed"

Aww! That would have been too awesome!


My old YouTube account got deleted. My new account is called MetalFPSC. thanks for your time!
defiler
15
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Location: Canada
Posted: 9th Aug 2010 11:57
Something i noticed which is pure awesomeness, if you have the model pack 9 shotgun, and you fire one shot, you reload only one round, which i think is gonna make games look more realistic.

Limitless Box studios current project: Lost Contact
Bigsnake
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Location: England
Posted: 9th Aug 2010 13:59
@Defiler

Are you sure ? Cause shotguns normally have to be reloaded a few times when putting the shells in

Windows 7, Amd Athlon 7750 Black Editon (64 bit,3ghz + Dual Core), ATI Readon HD 4870 1gb Edition, 4gb Ram.
Nbt
15
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Location: Behind you!!
Posted: 9th Aug 2010 14:22
There seems to be real problems with shaders and dynamic entities in general in v1.18?
It is very hit and miss if dynamic entities show correctly or appear black if no effect is designated and to be honest just as hit and miss with an effect designated to them.

I tried a few stock characters and they all came out invisible (yes even with appear2)


I then tried removing the shader and just got a black character. Where normally it would fallback to the fastbone.fx (as I understood it) at least they always used to.

Then I forced the character to use the fastbone.fx by setting it as it's effect.


On a separate note:
This came up whilst running too, dunno where it comes from?


TerrorNation
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Posted: 9th Aug 2010 14:23
Quote: "This came up whilst running too, dunno where it comes from?
"


FilterKeys is a Windows shortcut. You can disable it to stop it popping up when sprinting!
Marc Steene
FPSC Master
18
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Joined: 27th Mar 2006
Location: Bahrain
Posted: 9th Aug 2010 14:29
Just thought I'd add, that's some very nice fog Nbt


[b]FPSC MIGRATION: http://forum.thegamecreators.com/?m=forum_view&t=142497&b=21
Nbt
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Posted: 9th Aug 2010 14:54 Edited at: 9th Aug 2010 15:08
It's acid fog in the 1st picture, as it melted the zombies body ^_^

I stuck a demo map in the particle topic if you want to see it in action?

Mr Game
15
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Joined: 11th Feb 2009
Location: Under Your Skin
Posted: 9th Aug 2010 15:09
Hi,
Last line of 117 changes states:
added new WEBLINK action as part of NEWMEDIAINZONE.FPI (used by MEDIA ZONE) to launch web links

What is this (like story zone or we can add this to menu button)?

Insomnia is coming...
DennisW
16
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Joined: 15th Jun 2008
Location: Ohio
Posted: 9th Aug 2010 16:45
I am using V118.1 on a HP PC with Vesta. This version is runing unstable. The problem that I am getting is with ambint light. at times it just comes up dark and no adjusrment. I thought it was my map. So I reinstalled 118 and it came back to working again. Then I had a map with just a small ground area and one tree. It also went black. The only way I have found to fix this problem is to reinstall V118.1 I also have stock charectors that show up invisable.

Dennis

Ham and Eggs Breakfast
The Chicken was involved the Pig was Committed
Marc Steene
FPSC Master
18
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Location: Bahrain
Posted: 9th Aug 2010 17:14
Sounds like a shader related error. Firstly, do you have SP1 or beyond for Vista? If not, there will be problems as this is a requirement from 1.17 onwards. Try disabling shaders and see what happens.


[b]FPSC MIGRATION: http://forum.thegamecreators.com/?m=forum_view&t=142497&b=21
DennisW
16
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Location: Ohio
Posted: 9th Aug 2010 17:17
Yes I have the latist that there is for vista

Ham and Eggs Breakfast
The Chicken was involved the Pig was Committed
mindragon
14
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Location: Sweden
Posted: 9th Aug 2010 18:39 Edited at: 9th Aug 2010 18:41
I´ve encountered the same problem as Nbt, with dynamic entities (entities, overlays, characters) being almost black if not lit by a dynamic light (even if they are well within range of a static light). It´s not every time though which is confusing.
It does however seem to happen more often if I load a map I´ve saved with 1.16.018. Perhaps old maps aren´t fully compatible?
Nbt
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Posted: 9th Aug 2010 18:42
Mine happened with a map made fresh in 1.18 (i.e. today) mindragon and forcing them to use the fastbone.fx seems to cure them, but not the best workaround though.

wizard of id
18
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Joined: 16th Jan 2006
Location: Sunny South Africa
Posted: 9th Aug 2010 19:07
Quote: "I am using V118.1 on a HP PC with Vesta. This version is runing unstable. The problem that I am getting is with ambint light. at times it just comes up dark and no adjusrment. I thought it was my map. So I reinstalled 118 and it came back to working again. Then I had a map with just a small ground area and one tree. It also went black. The only way I have found to fix this problem is to reinstall V118.1 I also have stock charectors that show up invisable.

Dennis"


I have not fully tested this but with 1.18B1 I have completely black levels no lightmaps even with 30 lights in the map the specular and bumps maps can be seen...so it is not shader related

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.
freak of nature 64
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Location: Look in your car...
Posted: 9th Aug 2010 19:18
@Marc Steene
v1.17 and v1.18 won't even start up if SP1 isn't installed. The map editor crashes immediately.

Nickydude
Retired Moderator
18
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Location: Look outside...
Posted: 9th Aug 2010 19:30
V1.17 onwards needs SP1 or better I'm afraid.



For KeithC
Cyborg ART
17
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Joined: 14th Jan 2007
Location: Sweden - Sthlm
Posted: 9th Aug 2010 20:15
So now FPSC is Vista only?
Or will FPSC games still run on XP?

Zay
14
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Location: sLOVEina
Posted: 9th Aug 2010 22:35 Edited at: 9th Aug 2010 22:38
Quote: "Or will FPSC games still run on XP?"

They still do...

Quote: "
v1.18 Major Features

-------------------------------------------------------------------
Graphical Features
-------------------------------------------------------------------
Support for anti-aliasing. Level of AA controlled via flag in setup.ini.
Particle decal animations"


What the hell?
Don't tell me dynamic shadow,water and flashlight won't be in 1.18!


Contact me in Skype,name- nejcplan
knxrb
FPSC Tool Maker
16
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Location: United Kingdom
Posted: 9th Aug 2010 22:43
@Zay: That's a list of features that have been added, the ones you've mentioned haven't yet been added.

knxrb
Zay
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Posted: 9th Aug 2010 23:00
I guess,but they were already promised in 1.17

Contact me in Skype,name- nejcplan
Marc Steene
FPSC Master
18
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Joined: 27th Mar 2006
Location: Bahrain
Posted: 9th Aug 2010 23:04
Quote: "I guess,but they were already promised in 1.17"


1.17 was released early hence it is an interim launch. 1.18 is a continuation of 1.17 (a wise move on Lee's part. This both gives the community something to test, and helps find bugs).


[b]FPSC MIGRATION: http://forum.thegamecreators.com/?m=forum_view&t=142497&b=21
freak of nature 64
15
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Location: Look in your car...
Posted: 9th Aug 2010 23:24
I don't remember where I read it, but I recall reading something awhile back about the migration having bullet shells that are interactive, like the half-life series.

Marc Steene
FPSC Master
18
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Location: Bahrain
Posted: 9th Aug 2010 23:26
Nope, that was only a suggested feature.


[b]FPSC MIGRATION: http://forum.thegamecreators.com/?m=forum_view&t=142497&b=21
GreenDixy
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Location: Toronto
Posted: 9th Aug 2010 23:41
anyone have info on the animated lights on how to get them working cant find them in the guides unless im looking in the wrong spot

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

GreenDixy Productions http://GreenDixy.Com
freak of nature 64
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Posted: 10th Aug 2010 00:11
Is it possible for the ragdoll to be interactive? By that I mean it will move if you walk into it or shoot it.

Mugen
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Posted: 10th Aug 2010 02:34
I thought i'd try out 1.8, but i'm having a problem I have been having since 1.7 beta version 5. The previous versions worked flawlessly, but for some reason after the release I've been having a problem.

Here I posted it on the bug forums so if any of you guys can help me figure it out I would be extremely grateful

http://forum.thegamecreators.com/?m=forum_view&t=173689&b=28

Mugen is the name pal, Ya got that?
bond1
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Posted: 10th Aug 2010 22:23
Quote: "It is very hit and miss if dynamic entities show correctly or appear black if no effect is designated and to be honest just as hit and miss with an effect designated to them."


I think this might be the result of changes to the "Surfcolor" value calculated from averaged scene lights. Lee said that he had changed how lights are averaged in the scene to avoid doors and other dynamic entities appearing "full bright".

But now it isn't forgiving enough. When ambient light is low, dynamic entities will appear black, often when a light is right on top of them, depending on how the lights are averaged.

I'd personally rather have them occasionally appear full bright rather than black. It's easier to compensate by darkening the texture - but if the system is forcing them full black then there's no way to compensate for that.

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

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