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FPSC Classic Product Chat / Official FPSC Migration Discussion Thread

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Nbt
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Posted: 10th Aug 2010 23:33 Edited at: 11th Aug 2010 00:09
That is something to pondering over then bond1. I wonder about the invisible characters in 1.18b1 ?? as I found actually setting fastbone.fx as their effect instead of the normal bump one made them appear fine?

Normally just removing the shader line (i.e. not designating any effect) would cause them to fallback to the fastbone shader, but it does not and they are black. Yet this does not seem to happen

On the left "effect =" is left blank on the right forced to use fastbone.fx "effect = effectbank\fastbone\fastbone.fx"
Also please notice the very sexy EAI gun







On normal dynamic entities if you walk up and wack them, or pick them up they change from black to normal. This of course don't work on characters. I also noticed whilst pushing along that downed trash can, that it flickers transparent/opaque whilst being pushed along the ground.

Soviet176
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Posted: 10th Aug 2010 23:36
Quote: "But now it isn't forgiving enough. When ambient light is low, dynamic entities will appear black"


omg that happens to me so much D:

Putting fear back into sliced bread since 4th May 2010
Nomad Soul
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Posted: 11th Aug 2010 02:16
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'm not finding that actually. You can control lighting of dynamic entities using bond1 shaders to make them pickup more light from light sources. You need to get into a bit of shader editing to get exactly the right look for your game.

Poloflece
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Posted: 11th Aug 2010 03:03
For me, the bloom isn't fixed, no ragdoll, no proper shaders and it has gone into free mode even though I put in my serial key

Register on my website for KOOL stuff
Nbt
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Posted: 11th Aug 2010 03:03
Quote: "Nomad wrote: I'm not finding that actually. You can control lighting of dynamic entities using bond1 shaders to make them pickup more light from light sources. You need to get into a bit of shader editing to get exactly the right look for your game."


That is not really the point Nomad, yes we can all edit the shaders and/or use bond1's shaders etc. Yet that does not really solve the problem as such due to it's very intermittent nature.

lotgd
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Posted: 11th Aug 2010 07:41
what a shader (effect) on the floor, working? any use in that version 1.18 is disappearing.

defiler
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Posted: 11th Aug 2010 09:35
I too get the blackness on entities, mainly on doors and on cosmic prophet's sci fi packs. Hence why i have stopped production of my game untill it can be resolved, as i have no workaround or one has not been found.

Limitless Box studios current project: Lost Contact
mindragon
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Posted: 11th Aug 2010 13:11
Another strange thing that has happened a few times (in 1.17.009) is that all of a sudden certain shaders stop working.
I started building a map and put some Rolfy- and Bondzombies in it to check them out, and at first their (default) shaders worked well.

Then, an hour later, without ever exiting FPSC or changing any parameters, the shaders don´t show in test. Most other shaders do however.
The test (and build) settings are: ambient light 7 (50,50,55), lightmap=best for quality, texture quality=high, full shader effects.
The setup.ini looks as follows:




The only thing I did (as far as I recall) was to add some segments, some entities and some dynamic and static lights. Überweird!

Has anyone else encountered this particular thing?
Wraith Staff
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Posted: 11th Aug 2010 15:29
CoZ's "Eai weapon shader"

charger bandit
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Posted: 11th Aug 2010 16:24
Yay I managed to make a double post wayhay! I meant which shader from stock FPSC 1.17.


Wraith Staff
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Posted: 11th Aug 2010 17:59
I know... that's what the " " was for, lol

Nomad Soul
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Posted: 12th Aug 2010 03:11
Why is the game build memory impacted so much by the lightmapping quality?

I'm sure theres a good reason but I was just wondering!

Marc Steene
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Posted: 12th Aug 2010 03:13
I guess because the textures are built and then stored in the memory.


[b]FPSC MIGRATION: http://forum.thegamecreators.com/?m=forum_view&t=142497&b=21
Nbt
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Posted: 12th Aug 2010 03:15
That's a very good question Nomad, I too would like to know more.

rolfy
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Posted: 12th Aug 2010 06:06 Edited at: 12th Aug 2010 07:16
Its not just the size of an image that dictates its file size, higher quality more detailed images are larger, using up more memory (there can be a big difference between images of the same width, height and ppi), in the way that jpeg compression works (which was a REALLY big deal when it was introduced) instead of keeping every single pixels values and its location simply took ones similar and then only had to hold location of that pixel, cuts right down on file size, the less picky you make the 'similar choice' the more compression therefore less quality of course. The lightmaps simply are smaller at the lower quality because they dont hold as much info.
When you consider it your level may use only one texture throughout but the lightmaps are all unique I dont think the lightmaps themselves are so huge but maybe the processing required to create them at higher quality does get pretty hefty.
Nbt
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Posted: 12th Aug 2010 07:39
Yeah that I understand, I was more thinking of images are normally stored in VRam and just wondering how they effect system ram space ??

Sorry for being such a noob, but I am in fact a noob

rolfy
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Posted: 12th Aug 2010 10:07 Edited at: 12th Aug 2010 10:17
Theres really not much to the lightmaps themselves they aren't huge images (comparatively) its just the higher the quality the more ram and cpu intensive it becomes to render them.

Sorry misread the question
Bigsnake
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Posted: 12th Aug 2010 14:20 Edited at: 12th Aug 2010 14:24
Quote: "Why is the game build memory impacted so much by the lightmapping quality?"


When compiling maps for any engine then you will find that lightmapping wastes up 95%-99% of the map file so of course, the more lights you have, it's gunna effect the file size dramaticly.

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."


That would be a waste aswell I find it very unrealalistic that you get say 150 ammo for a gun and then that value is just taken down by the ammount of ammo you waste in a clip when reloading. In real life you'd have 6-7 mags and of course, you have to make good use of your bullets or it's -

Windows 7, Amd Athlon 7750 Black Editon (64 bit,3ghz + Dual Core), ATI Readon HD 4870 1gb Edition, 4gb Ram.
Bugsy
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Posted: 12th Aug 2010 19:38
no one says you throw your mag away. you might just keep it for the rounds.

imageflock.com/img/1272671763.jpg[/img]
skype = isaacpreston. I want to talk to YOU
firelord
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Posted: 12th Aug 2010 22:33
Is there a list of exact features for v1.17 and v1.18..?
I mean like for example every shader you can use..there is no full and i mean full feature list for v1.17 or 1.18..if i wanted to buy a piece of software this would really change my view on fps creator..by the way i brought fps a long time ago and came back to it and wanted to know what exacltly changed..thanks....
Emory
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Posted: 13th Aug 2010 05:24
Okay so call me stupid, but my levels come out too bright after the update. I've already played around with the build game ambiance thing.

I know there's probably a fix somewhere in the 77 pages of this thread, but come on now, am I really gonna have to go through 77 pages of info?

"Dude it's... Sooo cool."
Le Shorte
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Posted: 13th Aug 2010 06:02
I'm running v1.18B1 and I can't change the effect from bloom. I'll edit the setup, but when I check it after I test a game, not only was bloom on, but in the setup it reset to postprocessing=1!

Yes, I ran the cleaner before I tested again, so that's not the problem.

Putting the fear back into sliced bread since 4th May 2010
Nbt
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Posted: 13th Aug 2010 10:48
@le shorte: If I recall right, you have to change the postprocessing in both the setup.ini and the buildsetup.ini (or something) and make sure you change those files with FPSC not running.

Otherwise just edit the bloom shader as shown in this topic to mellow it down.
http://forum.thegamecreators.com/?m=forum_view&b=21&t=172606&p=1

Zay
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Posted: 13th Aug 2010 11:47
From Lee's Twitter:
Quote: "V118; You may be pleased to know we're working on an Options Page for the title screen - experimental at the moment, but encouraging!"

Yay!

Contact me in Skype,name- nejcplan
Marc Steene
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Posted: 13th Aug 2010 14:00
Seeming as Lee has announced, I guess he wants this feature to be announced, so here's the update for it

UPDATE 13/08/2010

FPS Creator now supports a settings screen, where the user can alter options such as resolution, anti-aliasing, post processing, shadows, object shaders, texture quality, mouse sensitivity, invert mouse etc right from within the game from the main menu. This settings menu will be customisable for those who know FPI, and certain features can be enabled/disabled.


[b]FPSC MIGRATION: http://forum.thegamecreators.com/?m=forum_view&t=142497&b=21
vortech
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Posted: 13th Aug 2010 14:38
Yippee... Finally. This is best thing since wall shaders.


Check for pure horror.
da2020
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Posted: 13th Aug 2010 15:15
sssssssssssswwwwwwwwwwwweeeeeeeeeeeeeeeeetttttttttttttttt!!!!!!!!
Juzi
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Posted: 13th Aug 2010 15:21
Finally! This is actually one of the most anticipated features for me!

With me disaster finds a playfield
Roger Wilco
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Posted: 13th Aug 2010 15:53
That is awesome news! Rock on, Lee!
Marc Steene
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Posted: 13th Aug 2010 16:05
Well, 3 of the features on the feature list (including the settings menu) are all requests made by me to Lee - if there's a feature you want to see in FPSC, send Lee an email detailing the feature and he'll let you know whether it's a possible addition to a future version of FPSC.


[b]FPSC MIGRATION: http://forum.thegamecreators.com/?m=forum_view&t=142497&b=21
Squalker
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Posted: 13th Aug 2010 16:14
Soft Particles....

I have done a lot of playing now with very good results... Two settings that would help them a lot are...

Emitter Radius

Allowing you set a radius size for the emitter.. basically a circle range from which the particles are generated...

Random Scale

Having settings for minScale and maxScale would allow for truly realistic electrical sparks and fire effects..


One more thing that would also help but not sure if it possible or how taxing it would be on the system.... but it would also be nice to adjust the number of particles generated...
Zay
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Posted: 13th Aug 2010 16:37
Marc Steene,I beg of you to ask Lee if he would be so kind and make so that the sound works in a radius (like a light) and fades out when you walk away from the center.
This is something I have been requesting for a long time now!

Contact me in Skype,name- nejcplan
Roger Wilco
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Posted: 13th Aug 2010 16:40
Excellent idea, Zay! Also, real time effects on sounds would be awesome, like adjustable echo/reverb.
Le Shorte
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Posted: 13th Aug 2010 16:47
Finally a game menu

@Nbt
Thanks, it worked!

Putting the fear back into sliced bread since 4th May 2010
wizard of id
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Posted: 13th Aug 2010 17:12
Quote: "Marc Steene,I beg of you to ask Lee if he would be so kind and make so that the sound works in a radius (like a light) and fades out when you walk away from the center.
This is something I have been requesting for a long time now!"


Well by dragging a sound zone or trigger zone paint+ shift key you could have a sound area you would still have fade your own sound...

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.
SpyDaniel
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Posted: 13th Aug 2010 17:39
Quote: "FPS Creator now supports a settings screen, where the user can alter options such as resolution, anti-aliasing, post processing, shadows, object shaders, texture quality, mouse sensitivity, invert mouse etc right from within the game from the main menu. This settings menu will be customisable for those who know FPI, and certain features can be enabled/disabled."


Ok, Lee is now officially king of the universe

Windows 7 Home Premium 64-bit, AMD Phenom II X4 940 3.0Ghz, 2.0GB Single-Channel DDR2 @ 400MHz, ATI Radeon Sapphire HD 5770 Vapor-X
Marc Steene
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Posted: 13th Aug 2010 17:44
Quote: "Ok, Lee is now officially king of the universe"


knxrb is coding all the features required for the settings menu, aside from Hockeykid who has also written a few. I'm writing the FPI script for the settings page - editing it is for experienced FPI users only - currently the script is exceeding 200 lines.


[b]FPSC MIGRATION: http://forum.thegamecreators.com/?m=forum_view&t=142497&b=21
Pirate Myke
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Posted: 13th Aug 2010 18:10
Sounds great cant wait to check it out. Great work by all who are doing the updates to V1.18.

Nothing but coffee in my veins
Nbt
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Posted: 13th Aug 2010 19:31
Quote: "currently the script is exceeding 200 lines."

Ouch!

mrmango
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Posted: 13th Aug 2010 20:08
Me wanty 118 new version..
me wanty 118 new version.. I want to see the settings menu!

Dare I say? What about water? My game needs water

Pweeeese.

Ta.
Nomad Soul
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Posted: 13th Aug 2010 21:02
The only other feature I need in FPSC V118+ is dynamic shadows.

Its time we replaced the infamous character 'blob' with proper mesh shadows.

Zay
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Posted: 13th Aug 2010 21:37
Quote: "The only other feature I need in FPSC V118+ is dynamic shadows."

I agree with you 100 and 10 %

Contact me in Skype,name- nejcplan
Dark Goblin
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Posted: 13th Aug 2010 21:55
jep sure thing.
We really need real shadows for chars and objects.
I think we dont need them for the whole scene and universe, but at least for dynamic objects!

... efxMod Developer!
Scurvy Lobster
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Posted: 13th Aug 2010 22:15
If dynamic shadows doesn't kill framerate then I'm all for them.

Excellent news about the Options menu by the way. It has been sitting on top of my list for a loooong time.

Mr illusionest
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Posted: 13th Aug 2010 22:31
I have a question that is shocking a little , that's why I didn't post a thread about it :
What does " Timer Based Logic " means ?
My english is not perfect so the sentence's form is not clear for me , I want to know what's the difference between it and the normal FPSC timers .

I guess If FPSC works on the same path for ... let's say 10 updates , It will be FANTASTIC and will make a realistic , high techniched games , Keep it up .

Cheers

"I am the night visitor when everyone is sleep , and when the last light fades"
The illusionest
The Grunge Guy
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Posted: 13th Aug 2010 23:16
Just a quick question, did the roof turning black all the time for no reason ever get fixed?

RoxasXIII
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Posted: 13th Aug 2010 23:17 Edited at: 13th Aug 2010 23:28
I thought I'd post my little list of requests:
Dynamic Soft Shadows
Dynamic Sound Effects
3D Particles
Water - But not just adjust the level of water. Have it be that we can set points for water to flow from and to(Start and End points) Also the water flows could be editable in proper 3D to allow for waterfalls. This would be perfect with PysX.
Allow for PhysX Incorporation
Sky Layers - To allow for 3D models to appear in the sky, e.g. Clouds

I had another one but it has slipped my mind. I'll add it later.

Too much to do with too little time.
Marc Steene
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Posted: 13th Aug 2010 23:20
Timer based logic is a clever way of making a game run at the correct speed no matter what the FPS is by using a timer.

Let's say a game exists without timer logic that has a maximum FPS of 30. At 30 FPS everything is running at max speed, and the player will be running at 100 speed. But if the FPS drops to 15, the player's speed will now be 50 as the fps is half so everything runs twice as slowly. A timer based system fixes this and ensures everything runs at max speed no matter what the FPS is.


[b]FPSC MIGRATION: http://forum.thegamecreators.com/?m=forum_view&t=142497&b=21
Mr illusionest
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Posted: 13th Aug 2010 23:21
Oh , Thanks for explaining .
Cheers

"I am the night visitor when everyone is sleep , and when the last light fades"
The illusionest
defiler
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Posted: 13th Aug 2010 23:47 Edited at: 13th Aug 2010 23:49
sweet, some new stuff getting added.

edit: do most game engines today use timers, or is fps creator x9 (plus mods that support timers) the only engines/mods that use timers to have... cant think of the word right now but like not alot of lag depending on the frame rate?


i probably said it wrong.

Limitless Box studios current project: Lost Contact

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