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FPSC Classic Product Chat / Official FPSC Migration Discussion Thread

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Akanto10
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Posted: 13th Sep 2010 05:43 Edited at: 13th Sep 2010 05:44
Quote: "in the water. having to breathe air."


LOL, I forget to do that sometimes...
Flatlander
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Posted: 13th Sep 2010 20:19
Quote: "no, no
AIR MODE

in the water. having to breathe air."


DOH!

That would be a good feature. If it doesn't happen and we have some decent water in v1.18 then I probably could add that into RPG Mod.

I reject your reality and substitute my own!

Add more adventure to your game -- use RPG Mod
ZockerX
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Posted: 15th Sep 2010 19:00 Edited at: 15th Sep 2010 19:01
Question, is a cam mode planned like noclip/free cam?
So I can recording nice cinematic scenes for ingame videos.

Mehzeb
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Posted: 15th Sep 2010 23:09
Yup that would be quite nice actually. Cutscene creation should be an agenda for 1.19. An editor to create cutscenes using user created maps and fpsc media would reduce the time and have the potential to actually aid developers create professional quality games with minimal 3D app training.

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.
ZockerX
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Posted: 16th Sep 2010 00:21
Quote: "Yup that would be quite nice actually. Cutscene creation should be an agenda for 1.19. An editor to create cutscenes using user created maps and fpsc media would reduce the time and have the potential to actually aid developers create professional quality games with minimal 3D app training."


Oh yes, a cutscene editor...would be so awesome!
That's just what I needed, some
features for ingame video creation in FPS Creator.

Greetings ZockerX

Scurvy Lobster
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Posted: 16th Sep 2010 09:41
It has been 1½ month since the release of V118 beta 1. Any ETA on beta 2?

Arseny
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Posted: 16th Sep 2010 12:52
So, you know about one of fpsc problems - static entites don't display correctly, if they are multi-textured.Can you fix it in 1.18, or it,s impossible to do?
And I think it will be nice, if you will enable run-animations for gunspec
vortech
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Posted: 16th Sep 2010 13:42
Multitextured wont work as static. It's not a bug. It's engine limitation. (but it may work with tons of coding.


Check for pure horror.
Cyborg ART
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Posted: 16th Sep 2010 19:28
Quote: "And I think it will be nice, if you will enable run-animations for gunspec "


Allready there, just add run = x,y to the gunspec

Quote: "It has been 1½ month since the release of V118 beta 1. Any ETA on beta 2?
"


I think Lee is away for the moment, so I bet there wont be any updates until he is back.

Brunopark09
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Posted: 16th Sep 2010 21:51
Quote: "Is water still scheduled for V118? I couldn't see it in the graphics feature list anymore?"


I just want water in fpsc!!!

-Why didn't God take gaga,justin bieber or kesha instead of Randy Rhoads, Cliff Burton or Dio?
GreenDixy
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Posted: 16th Sep 2010 23:16
Quote: "I just want water in fpsc!!!"


@Brunopark09 - why not use Wassershader its water and not to bad of an affect

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

GreenDixy Productions http://GreenDixy.Com
mrmango
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Posted: 17th Sep 2010 01:00
Its a tired old request. Yes I have seen many models and other bits to do the job. But even x10 in x9 should be in now. We are playing with bloom and particles. But water should be in there now.

A lot of people could disagree, but it should be a instant win for 118.

Fingers crossed.
mrmango
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Posted: 17th Sep 2010 01:02
Wassershader is a ok effect. But placing the entities makes some nasty lines in between. It looks awful, you can see the split between each one.

Not bad if you are bridge a gap that one can do.
skaterdude
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Posted: 17th Sep 2010 04:16
When it is said that Dualshock controller support has been added, how do I use my controllers for Windows in my games? I cannot find the an option or window for it.

Thanks,
skaterdude

System: Windows 7, 2.5 Ghz Quad-Core, 1 TB HDD, 8 GB RAM, ATI Radeon HD 4650 | My Superheroes: bond1 and Errant AI

Nomad Soul
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Posted: 17th Sep 2010 16:24
There should definately be an option in the new menu system being added to map the player controls to custom settings for keyboard and controller. Thats been standard in games forever.

DarkJames
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Posted: 17th Sep 2010 20:32
im still nervous about one thing

will there be a new Flashlight system?

something like Penumbra or something like that?

Bigsnake
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Posted: 17th Sep 2010 20:59
Quote: "will there be a new Flashlight system?"


Probally not. I would like lee to complex the FPI language though cause I guess it's noob freindly but you can't do a incredible ammount with it. Maybe just enough to be able to code your own features without having to alter the FPSC code cause I don't have any of the DBpro extenstions cause I don't use it often enough to acturly want them.

Windows 7, Amd Athlon 7750 Black Editon (64 bit,3ghz + Dual Core), ATI Readon HD 4870 1gb Edition, 4gb Ram.
Zay
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Posted: 17th Sep 2010 21:16
Quote: "Flashlight system?"

The flashlight system was the one thing I need the most from migration,but I guess Lee scratched off that feature

Contact me in Skype,name- nejcplan
A dude
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Posted: 17th Sep 2010 23:56
Quote: " why not use Wassershader its water and not to bad of an affect"


When I use it it looks like a cartoon!
Flatlander
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Posted: 18th Sep 2010 05:38 Edited at: 18th Sep 2010 19:49
Quote: "Quote: "will there be a new Flashlight system?"

Probally not. I would like lee to complex the FPI language though cause I guess it's noob freindly but you can't do a incredible ammount with it. Maybe just enough to be able to code your own features without having to alter the FPSC code cause I don't have any of the DBpro extenstions cause I don't use it often enough to acturly want them."


RPG Mod is complex and does a lot of things. There is a flashlight that uses the spot light feature of DBPro. This is integrated into v1.17 and will be integrated into v1.18 when available. so you have best of both worlds.

Addendum

The spotlight does not work with static objects nor segments. Therefore this issue renders my flashlight useless. Sorry about that. The best flashlight effect is the script by s4Real and a full screen hud. In fact I have used this in the past to great success with the player. They can see it is a flashlight even though it really isn't.

Here is a link to s4Real's flashlight.

[href]http://forum.thegamecreators.com/?m=forum_view&t=118690&b=24[/href]

I reject your reality and substitute my own!

Add more adventure to your game -- use RPG Mod
rolfy
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Posted: 18th Sep 2010 06:13 Edited at: 18th Sep 2010 12:57
Why is there not a thread dedicated to this in the bug reports forum? seems to me that a lot of these reports are being buried in here, or am I just not seeing it anywhere?
I dont want to trawl this thread looking to see if anyone else has reported the same issues I am finding.
Anyhoo since there appears to be nowhere else I have to say I got major problems with ambience being fixed when I build a game, whatever I set the setuplevel.fpi to it will appear that ambience is fixed around 25 in build.
Even using scripts it just wont change for a built game unless I use the < > keys. All works fine in test game.
Flatlander
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Posted: 18th Sep 2010 09:09 Edited at: 18th Sep 2010 16:02
@rolfy

I spent the last 45 minutes playing with ambience. As far as I can see in the source code there is some new code dealing with ambience and I'm not sure exactly what it does yet. However, there is an interesting "feature" during testing. I don't know if I'm going to be able to explain this very well, but I'll try. First of all you are right about the ambience in the setuplevel.fpi not working. However, try this.

1 Run your test level.
2 Now adjust the ambience using the "," and "." keys until it is the way you like it.
3 ESC out of the test level
4 Run your test level again. It will be at the same level as you had adjusted it in step #2.

I even exited out of the map editor, reloaded the same level and then ran the test level again. It remembers the ambience setting that you used when adjusting it with the keyboard in game. I have not checked it out but I would imagine it will be the same ambience in another level. You would just have to adjust it to your new level using the keys in game.

Now what I have not done yet is to see if the same level of ambience is retained when you build the stand-alone. The next test would be to see if the ambience changes using the commands with a stand-alone game.

I see this as a great advantage in the one can change it with the keys in game and not have to continually change the fpi file and then test again.

So, I'm not sure that this is a bug. It might be buggy but if they went to all this work, then I'm sure it has been pretty well tested. It is just undocumented for now. Although, I have not looked at the downloaded documentation with it.

ADDENDUM:

I believe now it might be a bug in the test level. For some reason it is ignoring the value set in the setuplevel.fpi file (ambience value). Although it does retain the adjusted values as created by the ambient keys, there is no way of knowing exactly what value you are using until you build the executable. The executable will recognize the values of the ambient command as well as the setuplevel.fpi command.

Attention Lee

As far as my tests have revealed I have confirmed Rolfy's ambient issue. It appears that it is only when in the test mode. We can't seem to set the ambience parameter within the setuplevel.fpi It will always remain the same. Even when there are lights within the level. It also ignores the setting when full shaders are turned on with or without lights. It seems to remain at the 25 to 75 range unless you use the ambient keys. See the above discussion plus rolfy's discussion.

Hope you are having/had a great vacation.

I reject your reality and substitute my own!

Add more adventure to your game -- use RPG Mod
rolfy
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Posted: 18th Sep 2010 12:48 Edited at: 18th Sep 2010 12:55
Yep, it sets fine for test level but seems fixed in build game its a real killer.
As I say for me it doesn't matter if you use the keys to change value in test game (I had already noticed it retained these) it wont change only retains values in test, no matter what I do for a built game the value changes made with keys does not carry over to build for me. Nor will it recognise the setuplevel or scripts in triggers.
Flatlander
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Posted: 18th Sep 2010 15:02
In the source code I noticed that while in test mode there is an ambient override. It checks a file and if it exists it will take that value in the file and use that value. I am not sure what that is for except to retain values from a previous test level. I am commenting out this code just to see what happens.

I reject your reality and substitute my own!

Add more adventure to your game -- use RPG Mod
Nomad Soul
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Posted: 18th Sep 2010 15:56
The test game functionality is not a bug. Lee implemented it so developers can change ambient lighting ingame and the engine will save those settings for the next test. It would be useful if the ambient light value was displayed in realtime during tests however.

There is no issue with ambient lighting in built games for the final V117 build. FPSC will use the ambient light value in the levelsetup.fpi script. If anyone has an issue with this try re installing V117.

Personally I don't think the < and > keys for ambient light should be active in built games because it looks unprofessional to end users. There should be a proper gamma correction setting in the new menu being worked on if you want that type of thing.

Flatlander
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Posted: 18th Sep 2010 16:18
That is correct. As I looked at the source code some more, it is working as it was coded. In the attention to Lee I deleted the "bug" part.

However, there is an issue with ambience in test mode that is confusing. When you have ambience set to a particular value in the setuplevel.fpi file you expect it to be just that the next time you run the test level. But that doesn't always happen. The override code will override it depending on the circumstances.

For example, you start out with an ambience of 15 without the ambience override file existing. The level will start out at 15. Then you enter a trigger zone that set's the ambience to 99. It will work. However, when you exit the level and restart it it will find the ambience override file and override the ambience. It will not start out with an ambience of 15 like it should (like you wanted). It will start out with an ambience of 99.

I commented out the override code. This is the first time I actually messed with Lee's code in this way. Doing that I feel more in control with the ambience. It works the way I remembered it working.

So, whether we will deploy this version of RPG Mod to all the others, I'm not sure.

Nomad, RPG Mod allows the developer to disable the ambient keys when he builds the stand-alone. I could do the same with the override. I could flag it so that it wouldn't be used or it could be used, depending on the developer.

I reject your reality and substitute my own!

Add more adventure to your game -- use RPG Mod
BlackFox
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Posted: 18th Sep 2010 17:23
Quote: "Anyhoo since there appears to be nowhere else I have to say I got major problems with ambience being fixed when I build a game, whatever I set the setuplevel.fpi to it will appear that ambience is fixed around 25 in build."


I can confirm the same issue. Rather annoying.

Quote: "RPG Mod allows the developer to disable the ambient keys when he builds the stand-alone. I could do the same with the override. I could flag it so that it wouldn't be used or it could be used, depending on the developer."


Good idea, Flatlander. I don't know why it was done this way, but I find it annoying when my ambience will not stay at the value I set it at. Good catch to both you and Rolfy.

- BlackFox

RPG Mod- Create a world full of adventure
rolfy
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Posted: 19th Sep 2010 00:14 Edited at: 19th Sep 2010 00:29
Quote: "There is no issue with ambient lighting in built games for the final V117 build. FPSC will use the ambient light value in the levelsetup.fpi script. If anyone has an issue with this try re installing V117."
I have uninstalled re-installed several times trying to fix this, for me it is a real issue.
I might not have noticed it so much but I want 99 full ambience with no lighting and without this its extremely noticable.
I have tried even placing static and dynamic light in scene to no avail, using a script in a trigger zone only resulted in inability to use keys to change it and whe return to test game the ambience would be fixed at the low built game level and wouldn't change at all, had to re-install just to get it working for test level again. Stiil wont change for a built game.
I really dont want the same ambience set up for every level I create either and with this set up it looks like you would have no control over this, I want it back the way it was
seth zer0
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Posted: 20th Sep 2010 01:05 Edited at: 20th Sep 2010 01:10
Does anyone else have a problem with 1.18 beta not using the pixel shaders in test game(maybe in build also haven't tried it there.). In 1.17 they work great but when ever I try 1.18 out and test a game its like I have them all off. Am I doing something wrong. I have my setup.ini setting to this.



I cant figure out why it wont do pixel shader for me in 1.18. My system spec are
intel core due duel core 2.3ghz
4gb of ram
nvidia 9800gts 512

Conjured Entertainment
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Posted: 20th Sep 2010 03:47 Edited at: 20th Sep 2010 04:50
Quote: "Personally I don't think the < and > keys for ambient light should be active in built games because it looks unprofessional to end users. There should be a proper gamma correction setting in the new menu being worked on if you want that type of thing."

I like it in there as an option for people who can't see good if I want to cater to them.
I usually override it though by setting the ambience manually in a script.
That way I can make things darker after each cutscene to progrees from dusk to dark of night.
There is really no need to take out the , and . key controls for ambience since you can easily override it with a script.

I'll try this bug out and see if my scripts are not working now too.

EDIT
I'm using v118 and my ambience is working as it should.
Not sure about the pixel shader either because my shader tests have come out ok, but I have only tested Bond's shaders. (and variations)

   Conjured Entertainment

 WARNING: Intense Madness
rolfy
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Posted: 20th Sep 2010 04:13 Edited at: 20th Sep 2010 04:14
Using scripts to control ambience (didntwork) I found that after use even in test game the . , keys wouldnt work anymore and changing setuplevel didnt work either, I encountered this same problem with using script to change skybox way back at v1.4, so be careful as I had to re-install to get things working again.
Conjured Entertainment
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Posted: 20th Sep 2010 04:51 Edited at: 20th Sep 2010 16:24
Quote: "Using scripts to control ambience (didntwork) I found that after use even in test game the . , keys wouldnt work anymore and changing setuplevel didnt work either, I encountered this same problem with using script to change skybox way back at v1.4, so be careful as I had to re-install to get things working again. "

My scripts are adjusting the ambience fine for me. (they are designed to disable user adjustments - I use the , and . for volume control of the music)

EDIT
On closer inspection, my scripts are not running fine.
The ambience goes to 25 regardless of the value I set for it.

   Conjured Entertainment

 WARNING: Intense Madness
Marc Steene
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Posted: 20th Sep 2010 06:03
To disable the , and . keys, you'd need to use the script:

:always:ambience=x


[b]FPSC MIGRATION: http://forum.thegamecreators.com/?m=forum_view&t=142497&b=21
rolfy
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Posted: 20th Sep 2010 10:09
Yes the above script does disable the keys, as I keep trying to say though....lol....I used that and it made no difference to a BUILT game,the ambience level appears very low when I try to set it to full with no response to either scripting or the setuplevel.fpi. When I returned to test level after using such a script the ambience was frozen and the keys no longer worked.
From what Blackfox is saying I am not the only one with this problem, maybe more folks should try to build a level and see if they get the same thing.
Conjured Entertainment
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Posted: 20th Sep 2010 15:31 Edited at: 20th Sep 2010 16:45
Quote: "From what Blackfox is saying I am not the only one with this problem, maybe more folks should try to build a level and see if they get the same thing."

I too now am suffering from this, so thanks alot for making me change the setting.
Any ambience action call from 0 to 100 results in the ambience changing to 25 ?!?!?!
This is bad news for me, because I was just about finished my game and now it just came to a screeching halt again.

Quote: "I want it back the way it was"

Yeah, please fix the ambience=x action. (it was better the old way when we had control of the ambience during a level via our scripts)

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BlackFox
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Posted: 20th Sep 2010 16:24
[sarcasm]

Rolfy, Conjured. Did you try to reinstall v1.17? Did you repeat the process multiple times? Lol...

[/sarcasm]

It is a pain. At first I thought it was something in my levels, but after Flatlander gave the description, it pretty much described what I was experiencing. Fortunately, we can disable this issue on our end and continue onward. But I agree, please fix the ambience=x action for the sake of others.

- BlackFox

RPG Mod- Create a world full of adventure
Conjured Entertainment
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Posted: 20th Sep 2010 16:26 Edited at: 20th Sep 2010 16:42
Quote: "Fortunately, we can disable this issue on our end and continue onward."

How do you fix it on your end?
Everything I try results in ambience=25

Quote: "I commented out the override code. This is the first time I actually messed with Lee's code in this way. Doing that I feel more in control with the ambience. It works the way I remembered it working."

Please TGC, comment this out for one of the betas for v118 so we can get back to our DarkFun.
Having the auto ambience set from the last setting is nice, but if it is causing this problem then I vote to get rid of it. (at least one version without it)
I would rather have to reset it each time in the test rather than give up full control for the builds. [/tantrum]

Quote: "I can confirm the same issue. Rather annoying."

It is beyond annoying; it's it's well it's something worse than annoying, I just can't find the right words.

Quote: "[sarcasm]

Rolfy, Conjured. Did you try to reinstall v1.17? Did you repeat the process multiple times? Lol...

[/sarcasm]"

Now that's annoying.

[pouts]I'm going back to play with DarkVoices and my lip sync files. Hmph!

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BlackFox
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Posted: 20th Sep 2010 16:59
Quote: "
How do you fix it on your end?
Everything I try results in ambience=25"


Using RPG Mod (lol, we are one of the developers). Flatlander coded the mod to bypass this issue with a command. If the users want to use it the way it is now, they put in the command in their setup. If not, they keep the command out, therefore fixing the issue and allowing the developer to control the ambience. A fix for now.

Quote: "
Now that's annoying."


I apologize for my sarcasm. It gets to be a broken record when you hear the local hobbyist say that reinstalling the software will fix the problem. It gets to be a pain when the old way worked, then it does not work in the next release, then one has to wait until it is fixed in the next release.

Quote: "
It is beyond annoying; it's it's well it's something worse than annoying, I just can't find the right words."


Irritating, bothersome, pain in the backside. Either of those will suffice.

Quote: "
Having the auto ambience set from the last setting is nice, but if it is causing this problem then I vote to get rid of it."


I agree. Or here's a thought, and I may have missed it from the upgrade notes and documentation. If you (TGC developers) are going to monkey around with things like the ambience, then at least make sure you pass that piece of information on to us all. Some people here do developments for a living. It brings our production down to a halt when things work great, then suddenly don't and you know it did. If I did miss that information in the docs, then skip my last.

- BlackFox

RPG Mod- Create a world full of adventure
Conjured Entertainment
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Posted: 20th Sep 2010 17:05 Edited at: 20th Sep 2010 17:23
Quote: "I apologize for my sarcasm. It gets to be a broken record when you hear the local hobbyist say that reinstalling the software will fix the problem. It gets to be a pain when the old way worked, then it does not work in the next release, then one has to wait until it is fixed in the next release."

I was only joking, hence the smilies.

Quote: "Irritating, bothersome, pain in the backside. Either of those will suffice."

I was thinking of something else.

I'm still having fun with the lip sync stuff though, so I have something to keep me busy whilst we wait for a fix...

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Flatlander
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Posted: 20th Sep 2010 17:33 Edited at: 21st Sep 2010 00:49
I am doing tests on ambient lighting and then recording them using fraps. I will then upload them to youtube for your viewing pleasure.

The tests are as follows:

Comparing a scene (radio room) in test mode and then in built executable. One is without lights and one is with one small light. I have a trigger zone that has ambiance set at 99. This test is using the default that actually prevents ambiance override in test mode.

The other comparisons will use the rpg_useambientoverride command so that test mode will use ambient override. This will give an example of what this override actually does.

I'll edit this post with the youtube videos when they are uploaded.

Addendum #1:

@CE - just saw your video of "help." You are having way too much fun. :LOL:

Addendum #2:

There is no ambience override in these examples

Preferences:

* Lighting Shadows - Best for quality selected
* Visuals - Full shaders selected


Here is the first of the comparison tests. The first video shows a level that DOES NOT have any lights at all within the level. When there are no lights within a level, ambience cannot be changed and the default ambience will alwasy be 25. This is in test mode ONLY. I have ambience in the setuplevel.ini set to 15. However, ambience is not 15 but 25. I moved into the trigger zone which should have changed the ambience to 99 but it did not.

http://www.youtube.com/watch?v=p-y0a1eJAHA

The following video shows the same level with ONE LIGHT. You should notice the light to the right corner of room. You will notice that it is darker. That is because the setuplevel.ini has a start value of 15. Therefore this is the ambience that is used. Now, when I walk into the room with the trigger zone it will change the ambience to 99 as shown.

http://www.youtube.com/watch?v=CM--cBI9lFU

So, the main difference between the two is that one does not have any lights and the other one does have a light.

Addendum #3:

There is no ambience override in these examples. These examples are the exact same as in Addendum #2 except these are executable builds. The do the same thing as in test mode. Therefore in these examples, there does not appear to be any "bugs" as in built executable does not change the ambience. The only time it doesn't is when there is no lights within the level.

Preferences:

* Lighting Shadows - Best for quality selected
* Visuals - Full shaders selected

No lights executable.

http://www.youtube.com/watch?v=4JSpnUrtjng

Executable with light.

http://www.youtube.com/watch?v=u53oi-JJEoQ


Addendum #4:

The videos here addendum #4 will find ambience override. I have used the rpg_useambientoverride for these levels.

Preferences:

* Lighting Shadows - Best for quality selected
* Visuals - Full shaders selected

The first video shows a level that DOES NOT have any lights at all within the level. When there are no lights within a level, ambience cannot be changed and the default ambience will alwasy be 25. This is in test mode ONLY. I have ambience in the setuplevel.ini set to 15. However, ambience is not 15 but 25. I moved into the trigger zone which should have changed the ambience to 99 but it did not.

http://www.youtube.com/watch?v=Rzqp6IxFmmU

The following video shows the same level with ONE LIGHT. You should notice the light to the right corner of room. You will notice that it is darker. That is because the setuplevel.ini has a start value of 15. Therefore this is the ambience that is used. Now, when I walk into the room with the trigger zone it will change the ambience to 99 as shown.

http://www.youtube.com/watch?v=EjGsdUkHkTs

Now, to show what happens in a test level that has override turned on (which is only found with RPG Mod but is the default for v1.17+). The first time I ran the level ambience was set at 15. We then went into the trigger room and the ambience was set at 99. Now when we run this level again in test mode the ambience will start at 99 instead of 15 as was set in the setuplevel.ini.

http://www.youtube.com/watch?v=wsvsbhTIhJk

If the ambience would be changed in at this say back to 15 or if we use the ambient keys to make it darker, then the ambience would be set to that value and the next time the level is run, then it would start at that ambient value.

NOTE:

I have to say that the first video within this addendum is almost black. I think that is due to the video recording. It was not as black as this on my computer.

Addendum #5

Here is the last video upload, I think I'll do. I believe these examples show that there is really no issues with even the built levels. This video is the built level of the level used in addendum #4. You will see there is a light and therefore the ambience will change when going into the trigger zone.

http://www.youtube.com/watch?v=_wQ7cSzwh4A

Now, if you run the game again, you will still get the starting ambience and not the override like in the test mode. Of course if you save the level after the ambience changes you will get the ambience that was saved.

NOTE:

To wrap this up, if you do not have any lights in your level, then you will always have an ambience of 25. (I noticed in the code that there is a special circumstance where it might by 75; but, I'm not sure when that would occur.). However, if you have at least one light, then you have control over your ambience, except for in test mode when there will be an overriding value of the last ambience that was used in the level.

I hope this is somewhat clear and useful.

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Soviet176
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Posted: 20th Sep 2010 18:28
I am getting a lot of lighting errors as well, for instance, when I set ambiance to 0, all my characters turn completely black even when I turn the ambiance back up. I am getting this in 1.18 B1

Putting fear back into sliced bread since 4th May 2010
BlackFox
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Posted: 20th Sep 2010 23:57
Quote: "I was only joking, hence the smilies."


Yes, I knew you were. I figure if I insulted you, then you would at least let me know so I could rectify the problem.

Quote: "I am doing tests on ambient lighting and then recording them using fraps. I will then upload them to youtube for your viewing pleasure."


Nice work on the explanation, Flatlander. I guess that shot the theory of reinstalling the update to fix the issue. So until Lee and group address this, the only way around this is live with it, or in our case with RPG Mod, we bypass it.

- BlackFox

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Flatlander
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Posted: 21st Sep 2010 01:44 Edited at: 21st Sep 2010 01:47
Thanks Blackfox. I finished all the videos I'm going to make. I was going to make more but it seems to be redundant.

I do hope this will explain the issues with ambience. If there are any issues.

@Soviet

We have to realize that v1.17+ treats ambiance and lighting somewhat differently as shown in my last major post.

First of all, there are differences between the "lighting shadows." There are three possible effects. Then we have "Visuals" - "no shader effects" or "full shaders."

Ambiance does not effect entities, segments, or characters in the same way or equally. In other words if you have lights in your level, changing the ambiance in the level will not make the characters, entities or segments to show up. It will be the light placement. If there is a light near a character then that character will more than likely show up. However, there is another possible problem and which is not a bug. But it is what kind of shader is associated with the character(s). Some shaders may not work well with a character and they will be black no matter what you do. If that is the case, then change the effect to fastbone. If you are using v1.17+ and have a video card that allows for 2.0 shaders then go to the ps 2.0 folder and choose fastbone. I have found 100% of the time so far that this will work with the character and it will not be all black but have the texture it was meant to have.

I don't know if this helps but just play around with it using the various lighting methods available.

Experimenting - trial and error - has always been the method used the most with computers. That includes not only programming but game development and the use of game development tools and engines.

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PW Productions
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Posted: 21st Sep 2010 05:58
It says that we can now use Anti-Aliasing as well as new gun functions (melee being the one I'm talking about). How do we use these? I tried commenting out the melee lines in all EAI gunspecs (if they had any), and yet after jamming all buttons, the player refused to swing his gun around. Also, I can't find any 'Anti-Aliasing Flags' in the setup.ini


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Marc Steene
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Posted: 21st Sep 2010 06:06
The settings menu code will be added to the next beta release.

Quote: "If I did miss that information in the docs, then skip my last."


It was on the Google Code feature list that ambience would be remembered from the last test game - in theory that's pretty useful if you're not using scripts and only have one level, otherwise it's a real pain and shouldn't apply to built games.


[b]FPSC MIGRATION: http://forum.thegamecreators.com/?m=forum_view&t=142497&b=21
PW Productions
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Posted: 21st Sep 2010 06:29
Got it, thanks Marc


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BlackFox
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Posted: 21st Sep 2010 06:36 Edited at: 21st Sep 2010 06:53
[Quote] "If I did miss that information in the docs, then skip my last."[/quote]

Quote: "It was on the Google Code feature list that ambience would be remembered from the last test game - in theory that's pretty useful if you're not using scripts and only have one level, otherwise it's a real pain and shouldn't apply to built games."


After sifting through the v117 changes on the TGC site to get the FPSC v1.17 update, I did find that particular line:

Test Game now remembers the ambient light setting to save the user constantly re-adjusting each test

So you are correct, and I missed it. My apologies, and thanks for pointing this out. Now how about an answer to the other questions raised- can it go back to the way it was, or will it remain as it is now? Personally, I don't really care. We've coded our mod to bypass this little annoyance. But if it gets switched back to the way it was, then please ensure to pass that piece of information on. This helps some of us save valuable development time when encountering these types of issues.

- BlackFox

RPG Mod- Create a world full of adventure
Conjured Entertainment
AGK Developer
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Posted: 21st Sep 2010 09:30 Edited at: 21st Sep 2010 09:40
Quote: "When there are no lights within a level, ambience cannot be changed and the default ambience will alwasy be 25."

Do you mean to tell me that all that big post is saying is to place a light in the map and then it will work? lol

Okay, I tried it and it worked fine. (I had lights in the first test but not in my second one that didn't work)

I don't remember needing to place a light for that to work before.
Is this a new thing or is my memory slipping?

Thanks Flatlander, and I guess there is no bug after all, except the one in my brain. (caught in the cobwebs)

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Flatlander
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Posted: 21st Sep 2010 10:22 Edited at: 21st Sep 2010 10:23
Quote: "Do you mean to tell me that all that big post is saying is to place a light in the map and then it will work?"


Yup.

Quote: "I don't remember needing to place a light for that to work before.
Is this a new thing or is my memory slipping?"


I know for sure that in v1.15, it was this way. I think it always was this way.

Quote: "Thanks Flatlander, . . . "


Your welcome.

Quote: " . . . and I guess there is no bug after all, except the one in my brain. (caught in the cobwebs)"


:ROFL:

Of course, that big post also shows how ambient override works as well as that it does work in both test mode and a built executable.

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DarkJames
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Posted: 21st Sep 2010 17:04
I dont really understand that

so it would be kinda like a preview of lighting before test??

like in U.D.K?

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