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FPSC Classic Product Chat / Official FPSC Migration Discussion Thread

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Marc Steene
FPSC Master
18
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Joined: 27th Mar 2006
Location: Bahrain
Posted: 13th Aug 2010 23:57
Pretty much all modern games use a timer based system. The framerate system that FPSC previously used is pretty archaic.


[b]FPSC MIGRATION: http://forum.thegamecreators.com/?m=forum_view&t=142497&b=21
firelord
17
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Posted: 14th Aug 2010 00:03
what about x2 size maps like fps creator x10 mod has..would be cool for v1.18
Le Shorte
15
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Joined: 6th Apr 2009
Location: Wisconsin
Posted: 14th Aug 2010 00:05
Quote: "what about x2 size maps like fps creator x10 mod has..would be cool for v1.18 "

Actually, Mystic Mod has 4x map size. It doesn't affect performance at all

Putting the fear back into sliced bread since 4th May 2010
Nbt
15
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Joined: 11th Oct 2009
Location: Behind you!!
Posted: 14th Aug 2010 00:09
FPSC X9 already lags like a pig if we use all of the map space we have, I would hate to imagine what it would be like at 2x or even 4x

Can't imagine how we would stay under the 1.85GB 32bit mem space limit with a 2/4x map size.

Zay
14
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Posted: 14th Aug 2010 00:25
Quote: "Can't imagine how we would stay under the 1.85GB"

I almost can't stay under that stupid cap right now!

Contact me in Skype,name- nejcplan
Nbt
15
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Joined: 11th Oct 2009
Location: Behind you!!
Posted: 14th Aug 2010 00:28
It's not Lee's fault though Zay, it's a physical 32bit application limit and Lee has made it so we can see the trouble, instead of a crash to debug etc

Juzi
17
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Joined: 8th Mar 2007
Location: Finland
Posted: 14th Aug 2010 03:33
Well as an "easy feature", a more zoom control would be nice, meaning that the user can zoom even closer than we are used to now. I know about the right click, but sometimes all you need is just zoom.

With me disaster finds a playfield
veer
14
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Joined: 3rd Mar 2010
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Posted: 14th Aug 2010 08:15
Quote: "I almost can't stay under that stupid cap right now!"


i am dying to reach that cap...make me fell i like i am doing something wrong
mrmango
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Joined: 22nd Jan 2010
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Posted: 14th Aug 2010 13:01
Sorry, did not mean to set off off a list of requests.

I know priorities like dynamic shadows is important. But yes and I know people keep asking, but water even level based like in X10 would really help with some outdoor in door scenes.

Ta
Nomad Soul
Moderator
17
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Joined: 9th Jan 2007
Location: United Kingdom
Posted: 14th Aug 2010 15:03
Quote: "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!"


Definately. Just having dynamic shadows for characters and dynamic entities would be fantastic.

AbdulAhad
14
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Joined: 1st Feb 2010
Location: Karachi, Pakistan
Posted: 14th Aug 2010 15:12 Edited at: 14th Aug 2010 15:16
A friend of mine recently installed v117 and v118 beta, but is encountering many problems.

He has Windows Vista, 2GbRam, and a Nvidia 7600 gpu. The map editor crashes right after it opens up. He has used the cleaner and dumpmem but no results.

Abdul Ahad
BeauPratten
14
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Joined: 16th Feb 2010
Location: Newy, Australia
Posted: 14th Aug 2010 15:38
Uhhh with the 1.85 gig cap, is that per level or for he whole game? If it's for the whole game I may have a problem

I will admit that I'm not always right, but I'll never admit that I'm wrong.
AbdulAhad
14
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Location: Karachi, Pakistan
Posted: 14th Aug 2010 15:41
The cap is per level.

Abdul Ahad
BeauPratten
14
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Joined: 16th Feb 2010
Location: Newy, Australia
Posted: 14th Aug 2010 15:43
Thank god!

1 level half made and I'm at 1.4.....

I will admit that I'm not always right, but I'll never admit that I'm wrong.
Zay
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Joined: 2nd Dec 2009
Location: sLOVEina
Posted: 14th Aug 2010 16:00
How in the world do you people keep it below 1.8??
I just can't help it,this is driving me crazy!!!

Contact me in Skype,name- nejcplan
charger bandit
15
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Joined: 10th Nov 2009
Location: Slovenia
Posted: 14th Aug 2010 16:05
I placed a huge city and got to 1400mb lol.


knxrb
FPSC Tool Maker
16
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Joined: 10th Oct 2008
Location: United Kingdom
Posted: 14th Aug 2010 16:08
@Abdul: Make sure your friend has Service Pack 1 for Vista installed.

knxrb
AbdulAhad
14
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Location: Karachi, Pakistan
Posted: 14th Aug 2010 16:09
SP1 isnt installing on his computer. Don't know why.

Abdul Ahad
AbdulAhad
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Location: Karachi, Pakistan
Posted: 14th Aug 2010 16:10 Edited at: 14th Aug 2010 16:11
Sorry for double post.

Abdul Ahad
Zay
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Posted: 14th Aug 2010 16:12 Edited at: 14th Aug 2010 16:13
Quote: "I placed a huge city and got to 1400mb lol."

How in the....

Contact me in Skype,name- nejcplan
mgarand
16
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Joined: 22nd Dec 2007
Location: The Netherlands
Posted: 14th Aug 2010 16:14
Love the new features, although i make a simple room, (4x7) with no entities, and fpsc sais its 5000 polys...



Creativity is inventing, experimenting, growing, taking risks, breaking rules, making mistakes, and having fun.
Nbt
15
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Joined: 11th Oct 2009
Location: Behind you!!
Posted: 14th Aug 2010 16:23
@ Zay: I only hit 1.3GB for the .fpm I used for my London Pack video mate and that is pretty big(ish)

Maybe lower your LM quality a little bit ?? I find you can still get a pretty good overall look with it set at 25 to be honest.

Juzi
17
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Joined: 8th Mar 2007
Location: Finland
Posted: 14th Aug 2010 16:28
Weird Zay. I built one level with FPSC 1.16 and updated to 1.17. FPSC said my level took around 1500mb. Then I updated to 1.18 Beta 1 and now it says it's around 1000mb. The level is highly detailed with no characters though.

Last night when I was working on one level, I put huge amount of entities to one room, thinking that "Oh boy, this will surely lag like hell", but when I tested the game, the framerate was 59. I LOVE this engine

With me disaster finds a playfield
Str8upchaldo12
15
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Joined: 19th Sep 2009
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Posted: 14th Aug 2010 17:05
Well there is a problem in the arena for v117 and v118. Before in the previous versions, when it says "Player is joining" at the bottom left of the game, the player would actually pick the player and join. But when it says that in the new version, it gives them a waiting to join bug even when it says: "player is joining"

-Chaldo
Shadowtroid
14
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Joined: 23rd Dec 2009
Location: nope
Posted: 14th Aug 2010 18:35
Just out of curiousity, does anyone know what the timer system has HUD animations run at? 30 FPS?

Squalker
16
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Joined: 22nd Apr 2008
Location: Canada
Posted: 15th Aug 2010 00:15
Quote: "How in the world do you people keep it below 1.8??"


Change some of the stuff in level to dynamic and set isimmobile to 1...

well cut down the amount being lightmapped and should get you under the 1.85 limit...
RoxasXIII
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Posted: 15th Aug 2010 00:35
@Abdul Ahad
Did you make sure UAC was turned off?

Too much to do with too little time.
Kerrby
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Location: Australia mate.
Posted: 15th Aug 2010 10:13
Have I missed anything major in the last 500 posts?


WizMod Developer.
Dark Goblin
18
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Posted: 15th Aug 2010 10:21
if I forget about the upcoming option screen in the main menu... ehh no!

... efxMod Developer!
SpyDaniel
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Joined: 4th Feb 2006
Location: United Kingdom
Posted: 15th Aug 2010 13:23 Edited at: 15th Aug 2010 13:27
I would think setting entities to dynamic would cause more memory usage, than if they where all static?

Also, who ever is checking out bugs, you might want to look at my thread about missing textures: http://forum.thegamecreators.com/?m=forum_view&t=173942&b=21

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
Nbt
15
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Joined: 11th Oct 2009
Location: Behind you!!
Posted: 15th Aug 2010 13:27
Quote: "I would think setting entities to dynamic would cause more memory usage, than if they where all static?"

No, as dynamic entities do not effect lightmapping and that is the biggest drain on the 32bit 1.85GB mem space.

AbdulAhad
14
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Joined: 1st Feb 2010
Location: Karachi, Pakistan
Posted: 15th Aug 2010 14:41
@RoxasXIII

Thanks it worked!

Abdul Ahad
Scurvy Lobster
18
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Joined: 3rd Mar 2006
Location: Denmark
Posted: 15th Aug 2010 17:47
Are anyone else than me having trouble jumping in the new V117 and V118 versions? Jumping as in pressing the space bar.

In my games (even small rooms) jumping only works around a third of the time. The sound plays every time though.

Cyborg ART
17
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Joined: 14th Jan 2007
Location: Sweden - Sthlm
Posted: 15th Aug 2010 17:57
I can confirm the jump problem. I have no idea why it happens.

Soviet176
15
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Joined: 19th Sep 2009
Location: Volgograd
Posted: 15th Aug 2010 19:12
Quote: "I can confirm the jump problem. I have no idea why it happens."


they are fixing this.

Putting fear back into sliced bread since 4th May 2010
SpyDaniel
18
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Joined: 4th Feb 2006
Location: United Kingdom
Posted: 15th Aug 2010 20:51
It would be a lot better if jump was not spammed when you held space bar down, you should have to release and press again to jump.

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
Bigsnake
15
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Joined: 7th Apr 2009
Location: England
Posted: 15th Aug 2010 21:36
Quote: "Have I missed anything major in the last 500 posts?"


Yeah you have

Just so you don't have to read all the posts here's a short list of what has happend :

*Lee and hockeykid started releasing beta's of 1.17
*Lee made x9 free for x10 users (Also released the x10 source)
*knxrb started to help them release the updates
*They finished 1.17
*Lee relesaed 1.18 Beta 1

Windows 7, Amd Athlon 7750 Black Editon (64 bit,3ghz + Dual Core), ATI Readon HD 4870 1gb Edition, 4gb Ram.
Nomad Soul
Moderator
17
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Joined: 9th Jan 2007
Location: United Kingdom
Posted: 16th Aug 2010 02:41
So given static lightmapping is the biggest drain on FPSC game memory it would make even more sense to get dynamic shadows in the engine so they can be handled by the GPU.

We have fantastic shader and post processing support in the engine now and this just needs to be complemented with dynamic shadows to complete the next gen look.

Hamburger
15
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Joined: 23rd Jun 2009
Location: Grand Rapids MI
Posted: 16th Aug 2010 05:39
I hope the dynamic shadows affect static entities too, it would be cool for animated light effects too like alarms, ant it would look really cool with the light rays shining through mesh, etc.
Butterkiss
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Joined: 9th Oct 2007
Location: Deaths apartment
Posted: 16th Aug 2010 06:58
Deffereed lighting would be nice... hey im not expecting it, but if you can sqeeze that in that would be... Great, also color grading to get that right effect for your game

Check My Youtube... http://www.youtube.com/user/Slumpyjulius
Cyborg ART
17
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Joined: 14th Jan 2007
Location: Sweden - Sthlm
Posted: 16th Aug 2010 09:45
Even tough people think the build game process takes long time, uses too much memory etc I still think its quite awesome how compact it actually is.

As I recall, it took 20 computers a day or two (or maybe more) to compile/build Mirrors Edge...

The Storyteller 01
15
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Location: On a silent hill in dead space
Posted: 16th Aug 2010 14:19
Fact is, that games I could test and build with Vanilla 1.16, after upgrading to 1.17 suddenly are running over 2 GB and can't be tested/built anymore.

That's progress.

In case you find my grammar and spelling weird ---> native German speaker ^^
Zay
14
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Posted: 16th Aug 2010 14:44
Storyteller,strange enough,I experienced that oddity myself...

Contact me in Skype,name- nejcplan
Bigsnake
15
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Joined: 7th Apr 2009
Location: England
Posted: 16th Aug 2010 14:49
Quote: "As I recall, it took 20 computers a day or two (or maybe more) to compile/build Mirrors Edge..."


Yeah compiling isn't the most fastes thing in the world by FPSC is rediculous. I can compile a map in source sdk that is 5x bigger then a FPSC map with twice as many lights in 1/2 the time. So yeah, that would be nice to maybe have a faster lightmap compiling. Other then that it's very quick at compiling.

Windows 7, Amd Athlon 7750 Black Editon (64 bit,3ghz + Dual Core), ATI Readon HD 4870 1gb Edition, 4gb Ram.
The Nerevar
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Joined: 19th May 2010
Location: Vvardenfell
Posted: 16th Aug 2010 15:59 Edited at: 16th Aug 2010 15:59
Vanilla 1.16: ??????

wait (off topic) what is vanilla 1.16???

I'd have to say........ The Game Creators can make dreams come true.
AbdulAhad
14
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Joined: 1st Feb 2010
Location: Karachi, Pakistan
Posted: 16th Aug 2010 16:07
Stock FPSC V116.

Abdul Ahad
The Nerevar
14
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Joined: 19th May 2010
Location: Vvardenfell
Posted: 16th Aug 2010 16:15 Edited at: 16th Aug 2010 16:18
oh


will I need vista, and/or direct x 10 to run 1.18 when it is released?

I'd have to say........ The Game Creators can make dreams come true.
Bugsy
16
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Joined: 24th Nov 2008
Location: another place in time
Posted: 16th Aug 2010 17:56
no

imageflock.com/img/1272671763.jpg[/img]
skype = isaacpreston. I want to talk to YOU
2 Rogues
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Joined: 26th Dec 2008
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Posted: 16th Aug 2010 18:14
So, when will LOD distance optons be introduced, cuz that would definitely increase speed and performance.
The Nerevar
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Joined: 19th May 2010
Location: Vvardenfell
Posted: 16th Aug 2010 20:02
how do i get the settings screen to show up?

is the PB variables in the beta?

I'd have to say........ The Game Creators can make dreams come true.

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