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FPS Creator X10 / X10 V109 BUG REPORTS

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seth zer0
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Posted: 26th Feb 2009 17:21 Edited at: 26th Feb 2009 17:29
sorry browser messed up
seth zer0
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Posted: 26th Feb 2009 17:23 Edited at: 26th Feb 2009 17:30
Same here weired
seth zer0
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Posted: 26th Feb 2009 17:28
Couldn't tell yeah. I'll load it into X9 and see if its already all in X10. Have to install X9 first, haven't used it since I got X10. Hey at least ill get to see bond1 model pack 22 in its full glory as well
mgarand
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Posted: 26th Feb 2009 22:11
i also have this problem,

When you place a few allies and make 1 enemie (or 2 whatever) i use a trigger zone to trigger my enemie so if i walk in a chamber the enemie spawns and will fight with the allies, but before the spawn the allies are shotting like crazy guys, and if the bad guys were killed they shoot on nothing.

Blitzkrieg k
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Posted: 27th Feb 2009 00:31
Okay, the M107 and The G18 from model pack 10 are still not working even with the new beta. I'm gying to try out the m107 but I can't
LeeBamber
TGC Lead Developer
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Location: England
Posted: 28th Feb 2009 00:19
Righty, the new model packs are uploaded to the Order History page. For those of you with model packs, you can now download new model packs that have been tweaked to work with the new X10 V109 BETA7 version to resolve most of the reported issues. I will be continuing to fix those remaining issues that are still up in the air for BETA8, so if you find your X10 is still not behaving with the new model packs and V109 BETA7, and you have not already done so, provide a good step by step so I can reproduce the problem. Remember we are focusing on model pack compatibility and not adding new features, thanks.

I drink tea, and in my spare time I write software.
Defy
FPSC BOTB Developer
VBOTB Developer '09
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Posted: 28th Feb 2009 01:03
Quote: "V1.09 BETA 7 - 24/02/09:
* Fixed memory leak when lightmapping universe (conversionmap not needed in LM)
* Fixed memory leak caused by two texture blocks being created over each other"

YES! well done.
Does this apply with the x9 version? prior or planned with any version number fix i can check details on?
I don't expect you to go over the finer details. I'm happy you have been able to find a solution for x10 users.
Rampage
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Posted: 28th Feb 2009 05:30
@Lee, what if we don't have our model packs in our order history as I don't because I changed the emails on which I bought them on, I only have my DarkBASIC Professional stuff in my order history at the moment.


DarkBASIC Pro. Teh awesumness
RickV
TGC Development Director
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Posted: 28th Feb 2009 10:18
Rampage - you need to email us via Support mail. Tell us your old email address and the new one, we will then update all old orders.

Rick

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TGC Team
[Check out Jed McKenna - http://www.wisefoolpress.com/]
Nickydude
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Posted: 28th Feb 2009 15:40
So is it the "Beta installer for FPSC / X10 / DB Pro etc." versions we download and install for X10?

Nickydude
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Posted: 28th Feb 2009 17:26
One thing I've noticed is that you can have a model pack installed for either X9 or X10. If you've installed it for one and try to install it for the other it just gives the option to modify, repair or install. I have model pack 23 installed for X9 and it won't let me install it for X10, I can either modify it, repair it or remove it, non give me the option to reinstall it to a different folder.

Nickydude
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Posted: 28th Feb 2009 18:15 Edited at: 28th Feb 2009 18:15
*Sorry for triple post*

Completely uninstalled X10 and model packs then downloaded all the 'beta install' packs (there isn't one for 'Bonus Egypt' ). Installed X10 then installed the V1.09 Beta 7 install, seems you need to install the 1.08 patch first as the 1.09B7 installs things in different places that X10 can't find, like FPSC-MapEditor.exe, the latest beta installs it in the 'bin' directory while X10 is looking for it in the main directory.

Also the missing light entities from model pack 3 are still an issue for me. Here's a simple room with a MP3 light entity that should be there on the ceiling. Is it missing for anyone else?

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Mike Johnson
TGC Developer
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Posted: 28th Feb 2009 19:18 Edited at: 2nd Mar 2009 11:57
One thing I can do is to generate new identifiers for these installers. That will solve the problem of getting this modify, repair, uninstall option. *Edit* I misread the problem. Maybe can't do this right now.

Bonus pack for Egypt will go up on Monday.
Airslide
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Posted: 28th Feb 2009 19:44
Thinking of timer-based fixes, I noticed the head bobbing seems rather ridiculous at high framerates. Perhaps it is not correctly timed?

Nickydude
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Posted: 1st Mar 2009 23:49
Quote: "One thing I can do is to generate new identifiers for these installers. That will solve the problem of getting this modify, repair, uninstall option."


Sounds like a plan to me.

AaronG
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Posted: 2nd Mar 2009 02:59
I've got the same problem with the lights, Nickydude.

I downloaded one of those beta installers for Model Pack 9, and it just said "Modify, Repair, Remove" and I hit repair and it just reinstalled to the X9 directory.

So, how can I go about getting these in X10? (I'm assuming that's what these installers are meant for)


Click above to sign up for the Axifer Designs Dev-Team!
Blind Digger
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Posted: 2nd Mar 2009 09:15
beta packs
I use room segments from Arteria Sci Fi Pack One
Showup in the editor but are invisable ingame.exe
Work in test game butnot in exe
Scurvy Lobster
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Posted: 2nd Mar 2009 17:54
Bug: X10 enemies can't follow waypoints.

More here: http://forum.thegamecreators.com/?m=forum_view&t=145912&b=33
kjwtechno
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Posted: 3rd Mar 2009 03:33 Edited at: 3rd Mar 2009 13:40
I don't understand is beta install' packs (there isn't one for 'Bonus Egypt'

"Bonus pack for Egypt will go up on Monday."

Is there going to be a beta install for the Bonus pack for Egypt?

I have Bonus pack for Egypt in my order history should I use it as it is or wait for a beta install?

Kenneth J. Williams
Blitzkrieg k
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Posted: 3rd Mar 2009 23:47
I have a small request. I recently moved the appearwithheadshots.fpi script from "free" to X10 in hopes of headshot detection. Unfortunately it didn't work out. You can tell because if you take a pistol or sniper, set two enemies up with the script and shoot anywhere aside from the head on one, and another aiming only at the head, the amout to the same amout of shots. So could we please get a revised headshotfpi script for X10?
kjwtechno
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Posted: 4th Mar 2009 00:50 Edited at: 4th Mar 2009 00:54
Small bug with Model Pack 9 I think.
I don't know if it has been reported already but here is what happen.

M203 SOPMOD-A (launcher) 2/2
Is invisable when you make an .exe file. With the V1.09 Beta 7
Just shows a cross hair target.

I removed the gun launcher and the game now works ok without it. But it would be nice if it worked with the gun launcher.

http://www.789site.com/images19/image1.jpg

Kenneth J. Williams

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Squalker
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Posted: 4th Mar 2009 01:14
Quote: "I have a small request. I recently moved the appearwithheadshots.fpi script from "free" to X10 in hopes of headshot detection. Unfortunately it didn't work out. You can tell because if you take a pistol or sniper, set two enemies up with the script and shoot anywhere aside from the head on one, and another aiming only at the head, the amout to the same amout of shots. So could we please get a revised headshotfpi script for X10?"


X10 does not support headshots as yet.... and Lee is not adding any new features to X10 till migration is done.... He is only fixing current bugs and improving model pack compatibility in this update..
mgarand
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Posted: 4th Mar 2009 07:26
about that grenade launcher, you needto manually copy the gunfiles in your gamecore of the game, MANUALLY

kjwtechno
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Posted: 4th Mar 2009 07:54
Ok I will try that out tomorrow.
Thanks.

Kenneth J. Williams
Scurvy Lobster
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Posted: 4th Mar 2009 11:04
kjwtechno: are you using the newly uploaded model packs with improved X10 compatibility?
Blitzkrieg k
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Posted: 4th Mar 2009 13:05
[quote]X10 does not support headshots as yet.... and Lee is not adding any new features to X10 till migration is done.... He is only fixing current bugs and improving model pack compatibility in this update..quote]

okay then how about fixing up the room segments for model pack 2 they end up being... wierd.
The Next
Web Engineer
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Posted: 4th Mar 2009 17:13 Edited at: 4th Mar 2009 17:15
The new beta installer for Model Pack 3 needs fixing please.

the textures all need to be in dds in order for it to work in X10 at the moment they are TGA and that doesn't work in X10 the fpe still need to say TGA but the file extension needs to be DDS dont ask me why but thats the only way it works did all mine manually by myself as i have the tools to do so but most people wont have.

Scurvy Lobster
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Posted: 4th Mar 2009 17:51
Ok, so that must be why nearly none of my home made custom segments work in X10 - I don't have the textures in DDS format.

Lee: Is this something to be added to X10 or should we begin converting ourselves? It falls somewhere in between a bug and a feature.
The Next
Web Engineer
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Posted: 4th Mar 2009 23:07
I would also like to report a problem with normal mapping and spec mapping i have made many models with normal and spec mapping in the last week, i was using V1.08 before and it worked fine no issues but now when ever i set the ambience lower the model stays the same lightness so in a dark room the model is as if the ambience is 100% it does this on all my custom models.

It also does it on mgarands models checked with him today.

Roger Wilco
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Posted: 4th Mar 2009 23:24
It sounds like the issue might be related to the alpha-map in your specular texture. It's used for self-illumination, so if the specular texture's alpha map is white, it will always stay illuminated.

Nomad Soul
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Posted: 5th Mar 2009 00:43
Hi Lee

I can't seem to get enemies to follow waypoints and attack when they see me or when I attack them.

I can only get characters to follow waypoints when neutral.

Is there a way of getting enemies to follow waypoints?
charfei70
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Posted: 5th Mar 2009 04:14
Yeah, I can't get waypoints to work with enemies. I tried the pace script but all they do is start shaking.
mgarand
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Posted: 5th Mar 2009 07:17
i got same problem as the Next

Rampage
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Posted: 5th Mar 2009 08:03
Ditto...


DarkBASIC Pro. Teh awesumness
seth zer0
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Posted: 5th Mar 2009 16:37 Edited at: 5th Mar 2009 16:47
Is there a way to make the Ork in model pack 21 not fall apart. Every thing on him basically falls off. Head and shoulders
or is this a bug to. I also have a problem with him actually standing/walking on the floor.(might of fix that the floor part.)

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Nickydude
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Tutelage Systems
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Posted: 6th Mar 2009 02:25
Lee, I would like the FPI scripting language to also apply to Allies and Enemies. If they walk over a HURT trigger I would like them to get hurt just like a player would. Is this possible?

kjwtechno
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Posted: 6th Mar 2009 04:17
Scurvy Lobster

Yes, I was using the new model packs with the Beta installers.

I don't know if it was just a fluke with that grenade launcher,
M203 SOPMOD-A (launcher) 2/2 The level was acting ok in test mode but really buggy when I made the .exe

Then when I removed M203 SOPMOD-A (launcher) 2/2 from the level then it played fine with the .exe file.

I been busy and have not had a chane to try it again by adding gunfiles manually to the gamecore files.

Kenneth J. Williams
Blitzkrieg k
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Posted: 7th Mar 2009 03:52
Hey I found a bug! Character models are not scaled properly and seem to be much shorter than they used to.
mgarand
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Posted: 7th Mar 2009 12:21
you can scale them on your one if you want

Blitzkrieg k
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Posted: 8th Mar 2009 19:42
okay but what I mean is that originaly my officer used to be the same height and now he is shorter. Oh and also model pack 2 (without the beta stuff) looks funny.
DeV1L$n0w
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Posted: 9th Mar 2009 15:46 Edited at: 9th Mar 2009 15:48
hi guys i have little question about the beta version.

iff i make a little game or a map in the beta with model packs items and stuff will it work in the final release of v1.09?
Or do i need to remake the whole map and replace all the items and guns to work with the normal version?

oh and the beta is really great many good fixes but i do have some objects look transparant and stuff lol but yeah its beta

"Quitters never win,winners never quit"
seth zer0
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Posted: 9th Mar 2009 20:42
It is save to your mapbank folder so yeah it will be there even when you upgrade to the final version.
DeV1L$n0w
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Posted: 9th Mar 2009 22:07
hmm ok i hope so because the model packs are also beta it says in order history but i asume that for the final release those will be changed to in normal versions well i will see when the time comes lol after all this v1.09 will make x10 really way better

"Quitters never win,winners never quit"
seth zer0
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Posted: 10th Mar 2009 07:58
No just the installers are beta not the models.. Meaning there trying out a new way of allowing people to install them..
Blitzkrieg k
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Posted: 11th Mar 2009 00:23
hey, um i have a problem that's been bugging me: window grand. It always seem to have a hole where the contour should be.
seth zer0
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Posted: 11th Mar 2009 01:40
Yeah me too.. even in x9 dont know why.
Uthink
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Posted: 11th Mar 2009 03:34
Okay, I've installed the latest beta.
But the ragdoll is still not preserving the character size before death!

"Everyone has a plan 'till they get punched in the mouth" -- Mike Tyson

http://www.fpscx10-online.com
seth zer0
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Posted: 11th Mar 2009 04:39 Edited at: 11th Mar 2009 16:59
It was working for awhile, was weird it just stop working all of a sudden. But it was only the stock stuff displayed the ragdolls right.

(Edit could not even read what i typed sorry about that.)
Rampage
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Posted: 11th Mar 2009 05:57
Haven't heard from Lee in a while.


DarkBASIC Pro. Teh awesumness

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