Sorry your browser is not supported!

You are using an outdated browser that does not support modern web technologies, in order to use this site please update to a new browser.

Browsers supported include Chrome, FireFox, Safari, Opera, Internet Explorer 10+ or Microsoft Edge.

FPSC Classic Product Chat / Official FPSC Migration Discussion Thread

Author
Message
incense
18
Years of Service
User Offline
Joined: 25th Nov 2005
Location:
Posted: 26th Aug 2010 14:30
How can there be a beta for 1.18 2 when I have not even seen a Beta for 1.18 1?

Was it a closed beta?

Where do I get it and was the issue of enemies damaging the player from all the way across a full sized level been addressed?

Patience and tolerance are the keys to the passage of knowledge. Even the ones that know the most started with many questions.
Scurvy Lobster
18
Years of Service
User Offline
Joined: 3rd Mar 2006
Location: Denmark
Posted: 26th Aug 2010 15:09
incense: V118 beta 1 has been available for some time now. Find the download link in first post of this thread.

Flatlander
FPSC Tool Maker
17
Years of Service
User Offline
Joined: 22nd Jan 2007
Location: The Flatlands
Posted: 26th Aug 2010 15:36
Quote: "Quote: "There are no shaders what so ever applied to the entity's that are black."

Increase the ambience to see if the textures appear. If they do, it's the engine forcing them darker because they're dynamic."


As Marc said. Maybe your ambiance is very dark and there isn't enough light to make the textures show up.

I reject your reality and substitute my own!

Add more adventure to your game -- use RPG Mod
The Nerevar
14
Years of Service
User Offline
Joined: 19th May 2010
Location: Vvardenfell
Posted: 26th Aug 2010 16:10
yeah, 1.18 needs commands from PB and fenix mod

I'd have to say........ The Game Creators can make dreams come true.
Nbt
15
Years of Service
User Offline
Joined: 11th Oct 2009
Location: Behind you!!
Posted: 26th Aug 2010 16:20
I want the custom animations commands from PB (i.e. the ones that let you play custom weapon animations) as they are great for adding melee actions to the hands, or other actions etc.

Cyborg ART
17
Years of Service
User Offline
Joined: 14th Jan 2007
Location: Sweden - Sthlm
Posted: 26th Aug 2010 16:51
Quote: "I want the custom animations commands from PB (i.e. the ones that let you play custom weapon animations) as they are great for adding melee actions to the hands, or other actions etc.
"


Agree

The Nerevar
14
Years of Service
User Offline
Joined: 19th May 2010
Location: Vvardenfell
Posted: 26th Aug 2010 19:20
Quote: "Agree"


yep

I'd have to say........ The Game Creators can make dreams come true.
incense
18
Years of Service
User Offline
Joined: 25th Nov 2005
Location:
Posted: 26th Aug 2010 21:07
I see that the issue of enemies damaging the player without shooting at the player over long distances has not been addressed yet.

Patience and tolerance are the keys to the passage of knowledge. Even the ones that know the most started with many questions.
Bigsnake
15
Years of Service
User Offline
Joined: 7th Apr 2009
Location: England
Posted: 27th Aug 2010 05:06
Quote: "I want the custom animations commands from PB"


OMG does PB have that ? I really wanna do something like that, it would be awesome

Windows 7, Amd Athlon 7750 Black Editon (64 bit,3ghz + Dual Core), ATI Readon HD 4870 1gb Edition, 4gb Ram.
vortech
14
Years of Service
User Offline
Joined: 18th Mar 2010
Location: Finland
Posted: 27th Aug 2010 14:45
Fenix mod should be intergrated into fpsc.


Check for pure horror.
Nomad Soul
Moderator
17
Years of Service
User Offline
Joined: 9th Jan 2007
Location: United Kingdom
Posted: 27th Aug 2010 15:49
Quote: "Fenix mod should be intergrated into fpsc."


I don't think any mod should be fully integrated into FPSC.

Just the specific parts that would directly benefit and compliment the features of V118+.

teamhalo
19
Years of Service
User Offline
Joined: 6th Nov 2005
Location: florida
Posted: 27th Aug 2010 22:02
V118 seams like another cool update for the engine.

Mehzeb
15
Years of Service
User Offline
Joined: 30th Dec 2008
Location: Cryogenic Nightmare
Posted: 28th Aug 2010 11:46
Looks like things are progressing nicely. Exciting times ahead, lads and lasses.

My Rig: Intel Core i7 930 2.8ghz (OC'd 3.8ghz), Asus P6X58D-E Motherboard, 12 GB Corsair DDR3 1600Mhz Ram, ATI 5970 2Gb X2 Crossfire, 2TB 7200RPM HDD, Bluray DVD/RW Combo.
KeithC
Senior Moderator
19
Years of Service
User Offline
Joined: 27th Oct 2005
Location: Michigan
Posted: 28th Aug 2010 16:49
I would like the occasional issue of the player sustaining damage upon game start, to be addressed if possible. It's hard to emulate, but it happens from time to time.

-Keith

Zay
14
Years of Service
User Offline
Joined: 2nd Dec 2009
Location: sLOVEina
Posted: 28th Aug 2010 16:51
Lee,I would if Nvidia Physx was integrated in FPSC!

Contact me in Skype,name- nejcplan
Le Shorte
15
Years of Service
User Offline
Joined: 6th Apr 2009
Location: Wisconsin
Posted: 28th Aug 2010 17:24 Edited at: 28th Aug 2010 17:24
I doubt FPSC could handle Physx in its current state

What if your toaster was possessed?
Nbt
15
Years of Service
User Offline
Joined: 11th Oct 2009
Location: Behind you!!
Posted: 28th Aug 2010 19:53
I remember reading here about a thing called "Null Space" ? that was implemented to combat AI falling off platforms (think it was rolfy, as his an intelligent man and seems to be in the know). It was said that this was the reason for non-1x1 grid square segments causing problems with AI etc.

If so could we please dump null space, so we can save on polygons for large area's and use larger segments than 1x1 etc?? As surely we can just build better levels and use railings/handrails, or even low invisible collision boxes to keep the AI from falling off.

Tombsville
14
Years of Service
User Offline
Joined: 10th May 2010
Location: Tombsville
Posted: 28th Aug 2010 19:59 Edited at: 29th Aug 2010 21:10
EDIT:

Moved reported problem to main forum, was not 'Migration' bug.

Windows XP Home, AMD Athlon 64x2 Dual Core Processor @ 2.61 GHz, 3.00 GB RAM, NVIDIA GeForce 8500GT
vetterlinj
14
Years of Service
User Offline
Joined: 28th Aug 2010
Location:
Posted: 28th Aug 2010 22:46
i need help!!!!!


how do you activate an elevator using a switch

11111111111111111111111100000000000000000000000000000000001111111111111111111111111111110000010101011

(yes its real binary code)
Zay
14
Years of Service
User Offline
Joined: 2nd Dec 2009
Location: sLOVEina
Posted: 28th Aug 2010 23:44
Quote: "how do you activate an elevator using a switch"

Why are you posting this in the migration thread?

Contact me in Skype,name- nejcplan
Help bugs!
15
Years of Service
User Offline
Joined: 1st Sep 2009
Location:
Posted: 29th Aug 2010 06:36
Soo. Is there a download link for the current v1.18 beta up. Or do I have to scowl through google code -.-

But, Great work guys, 1.17 os a huge improvement. like many people have said, an options menu would be REALLY AWESOME. And support for widescreen resolutions (16.10 AND 16.9)so our games can be in HD.

Keep up the great work, happy to be back on the forums

Help bugs!

Desperation coming 2011
visit dryicedgames.webs.com/
!!JOIN THE MIGRATION!!
Mehzeb
15
Years of Service
User Offline
Joined: 30th Dec 2008
Location: Cryogenic Nightmare
Posted: 29th Aug 2010 08:00
Quote: "Why are you posting this in the migration thread?"


Newbie... making a newbie mistake.

My Rig: Intel Core i7 930 2.8ghz (OC'd 3.8ghz), Asus P6X58D-E Motherboard, 12 GB Corsair DDR3 1600Mhz Ram, ATI 5970 2Gb X2 Crossfire, 2TB 7200RPM HDD, Bluray DVD/RW Combo.
Scurvy Lobster
18
Years of Service
User Offline
Joined: 3rd Mar 2006
Location: Denmark
Posted: 29th Aug 2010 10:56
Help bugs!: look for the link in the very first post of this thread.

Tombsville
14
Years of Service
User Offline
Joined: 10th May 2010
Location: Tombsville
Posted: 29th Aug 2010 22:54 Edited at: 29th Aug 2010 23:06
Apparently, I am having probs with the new blosser shaders. Some textures showing up black on character entities (posted in the main forum).

Anyone else come across this problem?

EDIT:

Just tested this on my other comp with a Radeon X1600 graphics card, SAME exact problem exists.

Bug maybe?

Windows XP Home, AMD Athlon 64x2 Dual Core Processor @ 2.61 GHz, 3.00 GB RAM, NVIDIA GeForce 8500GT
Nbt
15
Years of Service
User Offline
Joined: 11th Oct 2009
Location: Behind you!!
Posted: 29th Aug 2010 23:14
many many many times and not just characters.
sometimes after I have placed a few dynamic entities, the last placed start going black and have not found a cure yet.

my gfx card is a poopy cheap 9500GT 1GB Vram

Tombsville
14
Years of Service
User Offline
Joined: 10th May 2010
Location: Tombsville
Posted: 29th Aug 2010 23:38
Ya, my cards aren't all that either.

Did a quick test on some of the item entities and didn't find anything yet.

HOPE this is something that can be fixed instead of 'newblossershaders=0' for "poopy" cards...

Windows XP Home, AMD Athlon 64x2 Dual Core Processor @ 2.61 GHz, 3.00 GB RAM, NVIDIA GeForce 8500GT
bond1
19
Years of Service
User Offline
Joined: 27th Oct 2005
Location:
Posted: 30th Aug 2010 02:42
Could you post the exact steps to reproduce the bug? Still have not seen this yet on my end - I don't think Lee has either.

----------------------------------------
"bond1 - You see this name, you think dirty."
4125
16
Years of Service
User Offline
Joined: 3rd Feb 2008
Location: Bronx, New York
Posted: 30th Aug 2010 03:04
im getting the same issue. It tends to be random tho, i placed EAI guns as staic entities and they appear black...next time i change da light color and position. part of the gun is textured and da rest is black. most of the charecters are black, im going to guess this is an issue with older media.

Computer Specs: Intel Core 2 Duo E7400 2.80GHz @ 1066Mhz FSB 3MB Cache, Dual Channel 8192MB DDR2 PC6400 800MHz RAM, XFX Nvidia Geforce 9800 GTX+ 512MB, XFX 780i SLI Motherboard
Squalker
16
Years of Service
User Offline
Joined: 22nd Apr 2008
Location: Canada
Posted: 30th Aug 2010 04:21 Edited at: 30th Aug 2010 04:24
Quote: "Could you post the exact steps to reproduce the bug? Still have not seen this yet on my end - I don't think Lee has either."


I have had it happen as well it easy to reproduce...

Just make a simple level for example with low ambient light(0-10) and half a dozen static lights.. then drop like 10 or so large sci-fi meds around the level in various locations ... You'll notice some of the meds well texture properly... others well come out black...

Doors do it as well if there are a few if them in a level.. It is issue with the lighting changes and dynamic entities not shading properly it seems.
bond1
19
Years of Service
User Offline
Joined: 27th Oct 2005
Location:
Posted: 30th Aug 2010 08:22 Edited at: 30th Aug 2010 08:24
I'm aware that dynamic entities appear overly dark in the new update due to the lighting changes, but is the problem that they are overly dark, are that they're textures are not showing up at all?


Maybe we can bug Lee to change the lighting system back to pre-1.17. I suppose it's better to have dynamic entities overly bright rather than full black, especially since most people use very low ambient light.

----------------------------------------
"bond1 - You see this name, you think dirty."
Help bugs!
15
Years of Service
User Offline
Joined: 1st Sep 2009
Location:
Posted: 30th Aug 2010 09:28 Edited at: 30th Aug 2010 09:36
Yes I think I have the same problem.

Also, the Ps2.0 shaders are not showing up on my Eai guns, or any guns for that matter :/

EDIT: Updating to 1.18. Maybe that will fix the problem.
DarkJames
15
Years of Service
User Offline
Joined: 11th Aug 2009
Location:
Posted: 30th Aug 2010 16:35
And what are the upgrades to the lighting?

Marc Steene
FPSC Master
18
Years of Service
User Offline
Joined: 27th Mar 2006
Location: Bahrain
Posted: 30th Aug 2010 19:41
UPDATE 30/08/2010

Happy birthday to me

On another note, knxrb has some cool information for you all:

knxrb is working on a new menu system for FPSC that will allow for more control and more features for your menus. Some of the added features will be animated cursors, mouse-over huds, animation effects on huds, sliders, checkboxes and choice sliders.

It also features a hud image generator which allows you to use drag and drop to design huds and buttons with the program then exporting it as an FPSC compatible image for you to use.

It will be integrated into the main editor nearer completion and
more information will be provided in the near future.

P.S: Please don't bombard knxrb with emails about it


[b]FPSC MIGRATION: http://forum.thegamecreators.com/?m=forum_view&t=142497&b=21
Mehzeb
15
Years of Service
User Offline
Joined: 30th Dec 2008
Location: Cryogenic Nightmare
Posted: 30th Aug 2010 19:55
Sounds great, Marc!

My Rig: Intel Core i7 930 2.8ghz (OC'd 3.8ghz), Asus P6X58D-E Motherboard, 12 GB Corsair DDR3 1600Mhz Ram, ATI 5970 2Gb X2 Crossfire, 2TB 7200RPM HDD, Bluray DVD/RW Combo.
TerrorNation
14
Years of Service
User Offline
Joined: 18th Dec 2009
Location:
Posted: 30th Aug 2010 19:57
Happy Birthday Marc

Anyhow, the features sound great!
Tombsville
14
Years of Service
User Offline
Joined: 10th May 2010
Location: Tombsville
Posted: 30th Aug 2010 21:03 Edited at: 30th Aug 2010 22:14
@bond1:

Quote: "Could you post the exact steps to reproduce the bug? "


setup.ini=nothing changed

PREFERENCES:
Lighting Shadows=Best For Performance
Visuals=Full Shader Effects
Texture Quality=High (no reduction)

sci fi 2 level (click on thumbnails)

Armed AI robot near game finish (bottom of legs):


Oddly, the error is fixed once killed:


Base of teleporter:


Side arm of light fixture:


Door frame at start (light reflection is dark, moves with player)


Zombie (transparent areas, only after killed):


Entity in weapons rooms (past locked door):


GUN SHADER ERROR:
This only occurs momentarily past the locked card key door (reflection distorts on this gun only-did not notice on others)


Large glass (did not remember looking this way on my other comp):


Also, this is what I posted in the main forum on other stock characters (same setup as above except starting new with a few ground tiles placed):

http://forum.thegamecreators.com/?m=forum_view&t=174927&b=21(would have posted in 'Bug Forum' but honestly thought it was my comp, not the software)

Will get more pics from other levels if necessary...

Windows XP Home, AMD Athlon 64x2 Dual Core Processor @ 2.61 GHz, 3.00 GB RAM, NVIDIA GeForce 8500GT
Tombsville
14
Years of Service
User Offline
Joined: 10th May 2010
Location: Tombsville
Posted: 30th Aug 2010 21:14
Quote: "animated cursors, mouse-over huds, animation effects on huds, sliders, checkboxes and choice sliders"

Quote: "hud image generator which allows you to use drag and drop to design huds and buttons with the program then exporting it as an FPSC compatible image for you to use"




WOOOOHOOOO!!!!

Windows XP Home, AMD Athlon 64x2 Dual Core Processor @ 2.61 GHz, 3.00 GB RAM, NVIDIA GeForce 8500GT
Nbt
15
Years of Service
User Offline
Joined: 11th Oct 2009
Location: Behind you!!
Posted: 30th Aug 2010 22:11
Happy Birthday Marc ^_^

Way to go knxrb this will be a great help to us all

ArcGames
14
Years of Service
User Offline
Joined: 26th Jul 2010
Location:
Posted: 30th Aug 2010 23:48
Quote: "Marc Steene

UPDATE 30/08/2010

Happy birthday to me

On another note, knxrb has some cool information for you all:

knxrb is working on a new menu system for FPSC that will allow for more control and more features for your menus. Some of the added features will be animated cursors, mouse-over huds, animation effects on huds, sliders, checkboxes and choice sliders.

It also features a hud image generator which allows you to use drag and drop to design huds and buttons with the program then exporting it as an FPSC compatible image for you to use.

It will be integrated into the main editor nearer completion and
more information will be provided in the near future.

P.S: Please don't bombard knxrb with emails about it"


HAPPY BIRTHDAY MARC! I hope it is a GOOD ONE!

Everything sounds good about the Menus.

Question Marc, does that mean their is going to be more of a delay on the release of v1.18 Beta 2, just asking?
AbdulAhad
14
Years of Service
User Offline
Joined: 1st Feb 2010
Location: Karachi, Pakistan
Posted: 31st Aug 2010 02:51
Happy Birthday Marc! Now i really want the beta 2!!

Abdul Ahad
Cyborg ART
17
Years of Service
User Offline
Joined: 14th Jan 2007
Location: Sweden - Sthlm
Posted: 31st Aug 2010 08:55
Thats some great features Robert has added!

defiler
15
Years of Service
User Offline
Joined: 4th Apr 2009
Location: Canada
Posted: 31st Aug 2010 12:10
Happy birthday marc.

Sweet! all this new stuff sound great!

Limitless Box studios current project: Lost Contact

Hamburger
15
Years of Service
User Offline
Joined: 23rd Jun 2009
Location: Grand Rapids MI
Posted: 31st Aug 2010 19:19
Happy bday Marc! The new menu Sounds great! but one question: will there be the ability to have sound effects when you mouse over a hud? and clicking noises for when you click it?
Marc Steene
FPSC Master
18
Years of Service
User Offline
Joined: 27th Mar 2006
Location: Bahrain
Posted: 31st Aug 2010 19:38
Clicking noises are definitley possible using the hudselected=X command, which detects when the user has clicked on a HUD. As for mouseover sounds, I'm sure knxrb could work something out for you

Now that I think about, hudselected could also be used for inventory systems etc.


[b]FPSC MIGRATION: http://forum.thegamecreators.com/?m=forum_view&t=142497&b=21
Hamburger
15
Years of Service
User Offline
Joined: 23rd Jun 2009
Location: Grand Rapids MI
Posted: 31st Aug 2010 19:59
That would be cool to have an inventory system... it would benefit mostly for rpg games but it would probably work for fps games too.
knxrb
FPSC Tool Maker
16
Years of Service
User Offline
Joined: 10th Oct 2008
Location: United Kingdom
Posted: 31st Aug 2010 20:01 Edited at: 31st Aug 2010 20:05
Quote: "will there be the ability to have sound effects when you mouse over a hud? and clicking noises for when you click it?"

Oh yes, that's all definitely possible
The 'hudselected=X' command returns whether the cursor is over the specific hud or not so you can use that to detect when the mouse is over a hud.
Then to detect a click you use the 'hudselected' command with a mouse click command allowing you to have mouseover and click detection

knxrb
ctm
19
Years of Service
User Offline
Joined: 25th Feb 2005
Location:
Posted: 31st Aug 2010 20:06
A bug?

I tried the setifused=x action and was not able to make it work.

I used a Triggerzone for the test and these lines:

:state=0,plrwithinzone=1:state=1,setifused=entityname
:state=1:activateifused=1,state=2

to open a remotedoor with the name "entityname".

This works:

:state=0,plrwithinzone=1:state=1,settargetname=entityname
:state=1:activatetarget=1,state=2

But it cannot be used to spawn characters (have'nt tested entities).
ctm
19
Years of Service
User Offline
Joined: 25th Feb 2005
Location:
Posted: 31st Aug 2010 20:09
knxrb wrote:
Quote: "Then to detect a click you use the 'hudselected' command with a mouse click command allowing you to have mouseover and click detection "


Does this work only in paused game mode or in game too?
Would be cool to be able to click entities in game.
Marc Steene
FPSC Master
18
Years of Service
User Offline
Joined: 27th Mar 2006
Location: Bahrain
Posted: 31st Aug 2010 20:43
Entities aren't HUDs so I don't see how that could possibly work


[b]FPSC MIGRATION: http://forum.thegamecreators.com/?m=forum_view&t=142497&b=21
ctm
19
Years of Service
User Offline
Joined: 25th Feb 2005
Location:
Posted: 31st Aug 2010 21:23 Edited at: 31st Aug 2010 21:26
Quote: "Entities aren't HUDs so I don't see how that could possibly work "


You come close to a entity and look at it -> pickobject=1 gets true
then you could hide the plr weopon -> hideplrweapon
then you could show a transparent mini hud that looks like a mouse pointer -> :hudshow=x.

When clicking the left mouse button would make hudselected become true it would look like clicking the entity.

That was my idea.

A condition like "mouseused=x" would certainly be more easy

Login to post a reply

Server time is: 2024-11-23 12:16:51
Your offset time is: 2024-11-23 12:16:51