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 / V118 Public Beta 17

Author
Message
bruce3371
13
Years of Service
User Offline
Joined: 4th Aug 2010
Location: Englishland
Posted: 13th Oct 2010 19:57
"Water, water, everywhere and not a drop to drink" lol

Deathcow
FPSC Reloaded Backer
18
Years of Service
User Offline
Joined: 13th Nov 2005
Location: Right here!
Posted: 13th Oct 2010 21:22
@knxrb

I had tried what you advised, but for me it is still not working.

DC

Soviet176
14
Years of Service
User Offline
Joined: 19th Sep 2009
Location: Volgograd
Posted: 13th Oct 2010 21:26
Quote: "If you have a file called 'script.gx9' in your '..\FPS Creator\Files\' folder then rename that to something like 'script2.gx9' and then rebuild your game.
The 'script.gx9' file points to GX9 scripts for the menus which unless you manually edit do not yet load images for the menu
"


I have tried this. It seems FPSC does not copy over the GX9 folder with the scripts. Even after copying it over manually it still did not work. I even tried to take the script out of the files folder and into the folder with the .exe. Then I tried re-placing it into the files folder, and got rid of the 'Files' text in the script. Still nothing.

Putting fear back into sliced bread since 4th May 2010
Gencheff
13
Years of Service
User Offline
Joined: 12th Jun 2010
Location: UK by way of USSR
Posted: 13th Oct 2010 21:31
Could someone post a screenshot of the water.I don't have the time to install everything and test it.

Does it resemble EFX Mod's water?

bruce3371
13
Years of Service
User Offline
Joined: 4th Aug 2010
Location: Englishland
Posted: 13th Oct 2010 21:50
Here's a picture of the water in my sewer level. It worked fine for me, I edited the water script and created 2 extra scripts with different depths/heights of water, this was the medium depth script (works out at just under 1 segment deep/high).



kjwtechno
16
Years of Service
User Offline
Joined: 7th Dec 2007
Location:
Posted: 13th Oct 2010 21:52
Something has changed Win Zone.
I think it could be a bug.
Having trouble getting win zone to work on 1.18 beta 3.
Player enters win zone and game does not exit.
Just makes a click sound as the player first enters it.

Kenneth J. Williams
=chris=
13
Years of Service
User Offline
Joined: 4th Sep 2010
Location:
Posted: 13th Oct 2010 22:01
Alright i noticed two problems:

1. With water i had low frames per second
2. Bloom was very very high
GreenDixy
15
Years of Service
User Offline
Joined: 24th Jul 2008
Location: Toronto
Posted: 13th Oct 2010 22:41
ok so tested beta 3 had to adjust post-bloom.fx for the sliders part when using the water my normal 20+ went down to like 11-13

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

GreenDixy Productions http://GreenDixy.Com
DarkJames
14
Years of Service
User Offline
Joined: 11th Aug 2009
Location:
Posted: 13th Oct 2010 22:54
i know this must sound fool, but,how do you trigger water in v1.18?

A dude
14
Years of Service
User Offline
Joined: 15th Mar 2010
Location: The Solar System
Posted: 13th Oct 2010 22:56
Go to the water level in the samples folder and right click on the triggerzone. That should tell you.
bruce3371
13
Years of Service
User Offline
Joined: 4th Aug 2010
Location: Englishland
Posted: 13th Oct 2010 23:00
Place a trigger zone where you want the water to appear then use the water script (which can be found in the new waterscripts sub-folder in the scriptbank) for the trigger's ai main script.

You can also edit the 'waterheight' value in the script to alter the depth of the water.

uzi idiot
Valued Member
14
Years of Service
User Offline
Joined: 27th Dec 2009
Location: Who Knows?
Posted: 13th Oct 2010 23:07
water reflection is weird, it reflects and distorts the hud model.
this is a screenie further up


good frame rates matter...
bruce3371
13
Years of Service
User Offline
Joined: 4th Aug 2010
Location: Englishland
Posted: 13th Oct 2010 23:55 Edited at: 13th Oct 2010 23:56
The water works fine, but I've noticed something wierd. The graphics look blurred and pixellated, almost like it's being run with old style software acceleration. It was fine with 1.18 beta 1, but it's been like this with betas 2 & 3.



=chris=
13
Years of Service
User Offline
Joined: 4th Sep 2010
Location:
Posted: 14th Oct 2010 00:07
Has anyone else noticed the sound on the commando is screwed up?
bruce3371
13
Years of Service
User Offline
Joined: 4th Aug 2010
Location: Englishland
Posted: 14th Oct 2010 00:20
I found the problem with the blurred graphics, it was a problem with the bloom; when I installed beta 2, it had overwritten Nbt's reduced bloom files which I use! I re-installed his files and it looks fine now.

GreenDixy
15
Years of Service
User Offline
Joined: 24th Jul 2008
Location: Toronto
Posted: 14th Oct 2010 00:31
@nbt or bruce3371 where can i get the files to change the bloom ty

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

GreenDixy Productions http://GreenDixy.Com
Nbt
14
Years of Service
User Offline
Joined: 11th Oct 2009
Location: Behind you!!
Posted: 14th Oct 2010 01:08
Quote: "@nbt or bruce3371 where can i get the files to change the bloom ty"


Attached are two edited post-bloom.fx files

Medium_post-bloom.fx is a toned down bloom and Subtle_post-bloom.fx is almost no bloom. Of course remove the 1st part of the name (the xxxxxxxxxx_ bit)

Attachments

Login to view attachments
GreenDixy
15
Years of Service
User Offline
Joined: 24th Jul 2008
Location: Toronto
Posted: 14th Oct 2010 01:24
your awesome thank you Nbt

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

GreenDixy Productions http://GreenDixy.Com
defiler
15
Years of Service
User Offline
Joined: 4th Apr 2009
Location: Canada
Posted: 14th Oct 2010 01:29 Edited at: 14th Oct 2010 01:53
Does anyone here use depth of field and notice white outlines on every item? is this a bug or what? in v117 it never happened but ever since i upgraded to the beta 2 and 3 i have noticed it.

edit: water works but when i go underwater its all buggy and its like there is no skybox.

Limitless Box studios current project: Lost Contact

knxrb
FPSC Tool Maker
15
Years of Service
User Offline
Joined: 10th Oct 2008
Location: United Kingdom
Posted: 14th Oct 2010 01:47
I'll have a look at that black screen issue, I think I know what's causing it

knxrb
GreenDixy
15
Years of Service
User Offline
Joined: 24th Jul 2008
Location: Toronto
Posted: 14th Oct 2010 01:48
im so happy there is a bigger team on this merge will make things go so smooth

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

GreenDixy Productions http://GreenDixy.Com
Soviet176
14
Years of Service
User Offline
Joined: 19th Sep 2009
Location: Volgograd
Posted: 14th Oct 2010 02:08
I get this problem a lot, on certain segments using shader, I get this giant black shadow thing. Using the water map.

Putting fear back into sliced bread since 4th May 2010

Attachments

Login to view attachments
Tombsville
13
Years of Service
User Offline
Joined: 10th May 2010
Location: Tombsville
Posted: 14th Oct 2010 02:17 Edited at: 14th Oct 2010 02:18
Changed the following in 'setup.ini':

newblossershaders=0
postprocessing=0
lightmapquality=15

...and this in "Preferences"

Lightmapping for quality
No Shaders
Full Textures

The program will no longer load and gets stuck at the start screen (see attached photo)

Reminds me of the same problems I had before in 1.18 and why I switched back to 1.17.

Windows XP Home, AMD Athlon 64x2 Dual Core Processor @ 2.61 GHz, 3.00 GB RAM, NVIDIA GeForce 8500GT

Attachments

Login to view attachments
bruce3371
13
Years of Service
User Offline
Joined: 4th Aug 2010
Location: Englishland
Posted: 14th Oct 2010 02:56
Quote: "Something has changed Win Zone.
I think it could be a bug.
Having trouble getting win zone to work on 1.18 beta 3.
Player enters win zone and game does not exit.
Just makes a click sound as the player first enters it."


I'm having the same problem, I had a look at the ai main script, but it just uses the same plrinzone script as the normal trigger zone and I can't find any script which looks as though it might be a win zone script. Anyone got any ideas?

Tombsville
13
Years of Service
User Offline
Joined: 10th May 2010
Location: Tombsville
Posted: 14th Oct 2010 03:16
Did a complete, clean re-install of 1.18.003.

ONLY changed "postprocessing=0" (as I always do as bloom, etc., causes frame rate drop on my comp).

Used to get 60+ FPS on 1.17, first 1.18 beta.

Now, I am only get 25-30 FPS.

........................

Windows XP Home, AMD Athlon 64x2 Dual Core Processor @ 2.61 GHz, 3.00 GB RAM, NVIDIA GeForce 8500GT
Soviet176
14
Years of Service
User Offline
Joined: 19th Sep 2009
Location: Volgograd
Posted: 14th Oct 2010 03:29
Quote: "Now, I am only get 25-30 FPS."


Press x in game

Putting fear back into sliced bread since 4th May 2010
Nbt
14
Years of Service
User Offline
Joined: 11th Oct 2009
Location: Behind you!!
Posted: 14th Oct 2010 03:55
Quote: "[quote]Quote: "Something has changed Win Zone.
I think it could be a bug.
Having trouble getting win zone to work on 1.18 beta 3.
Player enters win zone and game does not exit.
Just makes a click sound as the player first enters it.""


I'm having the same problem, I had a look at the ai main script, but it just uses the same plrinzone script as the normal trigger zone and I can't find any script which looks as though it might be a win zone script. Anyone got any ideas?[/quote]

Lee added a new command "nextlevel=x" which allows you to specify the level to jump to without ending the previous level etc. I wonder if this has anything to do with the game not ending when reaching the winzone ??

KeithC
Senior Moderator
18
Years of Service
User Offline
Joined: 27th Oct 2005
Location: Michigan
Posted: 14th Oct 2010 03:56 Edited at: 14th Oct 2010 03:57
Think I'll wait till some things are ironed out, before upgrading. Thanks to all those brave souls who are doing the testing though! You all help make FPSC what it is today!

-Keith

Soviet176
14
Years of Service
User Offline
Joined: 19th Sep 2009
Location: Volgograd
Posted: 14th Oct 2010 04:03
Quote: "Lee added a new command "nextlevel=x" which allows you to specify the level to jump to without ending the previous level etc. I wonder if this has anything to do with the game not ending when reaching the winzone ??"


Can you give me an example of what that means? does that mean, I can like open a box and go to a level for a flash back, beat it and end up right in the same spot as before?

Putting fear back into sliced bread since 4th May 2010
bruce3371
13
Years of Service
User Offline
Joined: 4th Aug 2010
Location: Englishland
Posted: 14th Oct 2010 04:08
Quote: "Lee added a new command "nextlevel=x" which allows you to specify the level to jump to without ending the previous level etc."


I can see that being usefull for a completed game, but not much use when you're trying to test an individual level.

Was there a 'winzone' type script previously? Or is there one now, that I just haven't seen in the scriptbank?

BlackFox
FPSC Master
15
Years of Service
User Offline
Joined: 5th May 2008
Location: Knight to Queens Bishop 3
Posted: 14th Oct 2010 04:19 Edited at: 14th Oct 2010 04:33
Quote: "Lee added a new command "nextlevel=x" which allows you to specify the level to jump to without ending the previous level etc. I wonder if this has anything to do with the game not ending when reaching the winzone ??"


If it came from Project Blue, which had the following (taken from the last PB manual I have):

nextlevel=X --> Makes it so when the current level is completed, Level X will begin

I don't think it is meant to jump to a specific level to do something, then return to the previous. If I understood the command correctly, I believe you can specify the specific level- instead of going from level 1 to 2, you could go from level 1 to 4.

As far as I know, only our mod allows for the player to go to a specific level, then return to a previous level to continue on, unless Project Blue has a similar feature.

- BlackFox

RPG Mod- Create a world full of adventure
raymondlee306
14
Years of Service
User Offline
Joined: 24th Oct 2009
Location: Ohio
Posted: 14th Oct 2010 04:27
just out of curiosity, will project blue work with the 118 BETA 3, has anyone tried it yet?
Tombsville
13
Years of Service
User Offline
Joined: 10th May 2010
Location: Tombsville
Posted: 14th Oct 2010 05:40 Edited at: 14th Oct 2010 05:48
@Soviet176

Quote: "Press x in game"


Could you be a bit more specific as to exactly what this is supposed to accomplish?

Windows XP Home, AMD Athlon 64x2 Dual Core Processor @ 2.61 GHz, 3.00 GB RAM, NVIDIA GeForce 8500GT
defiler
15
Years of Service
User Offline
Joined: 4th Apr 2009
Location: Canada
Posted: 14th Oct 2010 06:09
So if i set like for example the win zone put nextlevel= level2
would it do?

1. take you right away to that level

2. fade out, do the load screen, then pop you back in

Limitless Box studios current project: Lost Contact

Flatlander
FPSC Tool Maker
17
Years of Service
User Offline
Joined: 22nd Jan 2007
Location: The Flatlands
Posted: 14th Oct 2010 07:14 Edited at: 14th Oct 2010 07:15
Blackfox explained it well and defiler, this only works in a built game where the command would be nextlevel=2. However, if you are in level 1 there is no need to use the nextlevel command it will automatically go to level 2. However, if you are in level 1 and you want the player to go to level 3 then you would use it. This starts a brand new level with all the default positions set. Everything starts with 0 state. If you use this to go back to level 1 from level 3 then again everything will be reset as if you were starting all over again. Only RPG Mod will allow you to retain saved positions as Blackfox stated. There might be some things you can do using variables to retain some of the positional data but it will take some scripting.

I reject your reality and substitute my own!

Add more adventure to your game -- use RPG Mod
defiler
15
Years of Service
User Offline
Joined: 4th Apr 2009
Location: Canada
Posted: 14th Oct 2010 07:36
ah, so in the test build game it is disabled. Gotcha.

Limitless Box studios current project: Lost Contact

Crazy Acorn
15
Years of Service
User Offline
Joined: 16th Mar 2009
Location: Stalking people...
Posted: 14th Oct 2010 07:57
Kind of a noobish question but how do I turn off bloom because I forgot how to and second how do we add water like press a key or do something else??? Just wanted to know this badly...

Layken
14
Years of Service
User Offline
Joined: 8th Apr 2010
Location: Tam gdzie mnie niema
Posted: 14th Oct 2010 08:10
I have beta3 and particle decals doesn't work.
rolfy
17
Years of Service
User Offline
Joined: 23rd Jun 2006
Location:
Posted: 14th Oct 2010 08:32 Edited at: 14th Oct 2010 09:59
Not really seeing the water in screenshots above so downloaded and tested for myself, its not bad at all but could use some control over reflection, refraction etc.
Also in nature reflections are darker than the object reflected these arent quite making it.
Does it run using a timer of some sort for refresh rate? I couldn't help but spot it, its a lot like a badly looped animation with a really noticable end/start.
Maybe its just my low end laptop thats to blame.

Still heres a couple of screenshots of what I get.



Poloflece
13
Years of Service
User Offline
Joined: 14th May 2010
Location: Australia
Posted: 14th Oct 2010 10:30
Indcredible, but it either has bloom or wierd black outlines and several weapon glitches with transparency


Poloflece, not to be mistaken for polofleece, polar fleece or polar flece.
rolfy
17
Years of Service
User Offline
Joined: 23rd Jun 2006
Location:
Posted: 14th Oct 2010 10:41 Edited at: 14th Oct 2010 10:55
I havent experienced any black outlines, may be down to the lightmapping defaulting to lower settings on install. I dont use the bloom at all as it washes out everything including the skybox even at low settings so I probably never will.
I haven't tested with weapons or any objects with transparency yet (FPSC has always had issues with overlapping alphas) but will definately take a look.
vortech
14
Years of Service
User Offline
Joined: 18th Mar 2010
Location: Finland
Posted: 14th Oct 2010 13:02
Since I havn't tested this yet, does water work with sliders?


Check for pure horror.
And Now with real demo.
Leongamerz
13
Years of Service
User Offline
Joined: 14th Aug 2010
Location:
Posted: 14th Oct 2010 13:04 Edited at: 15th Oct 2010 15:04
Hi

The Bug



Bug
..................


A.I Used The WaterScript And Its To Bad For FrameRate And Its Only
Reach 28-37.(Thats My FrameRate)

B.I Hate When I Throw Something In Water.Its Only Can See The Half
Of Entity.

C.The Bloom Is To Bad.I Suggest To Use The Shader Like V1.17.

D.When I Swim In The Water.I Cant See The SkyBox

Ok Thats All

Hello
Soviet176
14
Years of Service
User Offline
Joined: 19th Sep 2009
Location: Volgograd
Posted: 14th Oct 2010 13:37
Quote: "Could you be a bit more specific as to exactly what this is supposed to accomplish?"


In test game mode, when your running around press X just once. It will take off the 30 FPS lock and bring it to 60. PRESS IT

Putting fear back into sliced bread since 4th May 2010
Tombsville
13
Years of Service
User Offline
Joined: 10th May 2010
Location: Tombsville
Posted: 14th Oct 2010 15:29 Edited at: 14th Oct 2010 16:11
@Soviet176

Quote: "In test game mode, when your running around press X just once. It will take off the 30 FPS lock and bring it to 60. "


Your suggestion does not work.

Is this a feature in X10?

I have X9.

@Gorlocks suggestions

In setup.ini, change 'postprocessing=1' to 'postprocessing=0'. That will completely disable bloom.

To get an idea of how to use the water feature, take a look at the 'trigger zone' in the included 'water room' sample. The trigger zone has the 'water.fpi' script in it. Right click on the script to open it and you can see the various script settings.

Windows XP Home, AMD Athlon 64x2 Dual Core Processor @ 2.61 GHz, 3.00 GB RAM, NVIDIA GeForce 8500GT
Crazy Acorn
15
Years of Service
User Offline
Joined: 16th Mar 2009
Location: Stalking people...
Posted: 14th Oct 2010 15:53
@Tombsville

Thanks yo!

Tombsville
13
Years of Service
User Offline
Joined: 10th May 2010
Location: Tombsville
Posted: 14th Oct 2010 19:13 Edited at: 14th Oct 2010 19:31
Noticed that without weapons displayed on screen, frame rate fluctuates wildly between 35-60 (+ or -), mainly staying on the low end.

With weapons on screen, frame rate will not raise past 30 FPS.

This mainly occurs in the larger demo levels (sci-fi, WWII).

In the 'Terror Strike' demo, the frame rate w/weapons stays exactly 37 almost all of the time and gets in the upper 50's without.

Only change made is "postprocessing=0" in setup.ini.

Windows XP Home, AMD Athlon 64x2 Dual Core Processor @ 2.61 GHz, 3.00 GB RAM, NVIDIA GeForce 8500GT
Bigsnake
15
Years of Service
User Offline
Joined: 7th Apr 2009
Location: England
Posted: 14th Oct 2010 19:39 Edited at: 14th Oct 2010 19:40
Just saying, About this whole water thing, has anyone ever noticed that this is a beta ? Therefore meaning it is under testing so there will be bugs that should be stated and not repeated again and again

Also if your having bad framerate then it's probally your specs cause I hardley get any lag in my FPSC whatsoever (50FPS min with having to render alot)

Windows 7, Amd Athlon 7750 Black Editon (64 bit,3ghz + Dual Core), ATI Readon HD 4870 1gb Edition, 4gb Ram.
Tombsville
13
Years of Service
User Offline
Joined: 10th May 2010
Location: Tombsville
Posted: 14th Oct 2010 19:47 Edited at: 14th Oct 2010 19:58
Quote: "Also if your having bad framerate then it's probally your specs cause I hardley get any lag in my FPSC whatsoever "


I assume you are referring to those who are having bad frame rate problems with the new water feature.

The frame rate problem I am posting about is the difference I am experiencing between 1.17 & 1.18 demo levels where 1.17 had no frame rate problems for my 'specs' as apposed to the framerate loss in 1.18.

A significant drop in frame rate between versions could mean a serious problem is occurring that affects frame rate and not necessarily a simple issue of low 'specs' on a computer.

Just clarifying.

Windows XP Home, AMD Athlon 64x2 Dual Core Processor @ 2.61 GHz, 3.00 GB RAM, NVIDIA GeForce 8500GT
Bigsnake
15
Years of Service
User Offline
Joined: 7th Apr 2009
Location: England
Posted: 14th Oct 2010 20:25
Quote: "The frame rate problem I am posting about is the difference I am experiencing between 1.17 & 1.18 demo levels where 1.17 had no frame rate problems for my 'specs' as apposed to the framerate loss in 1.18."


Yeah, I think there were a few graphical updates between the 2 (Like the overdosed bloom) which causes lower spec machines to lag a little more.

Windows 7, Amd Athlon 7750 Black Editon (64 bit,3ghz + Dual Core), ATI Readon HD 4870 1gb Edition, 4gb Ram.

Login to post a reply

Server time is: 2024-05-02 00:23:29
Your offset time is: 2024-05-02 00:23:29