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FPSC Classic Product Chat / V119 Public Beta

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Nickydude
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Posted: 8th Dec 2011 10:58
Quote: "and also my spawned characters will disappear after they are spawned"


I'm having that trouble also:http://forum.thegamecreators.com/?m=forum_view&t=191114&b=24

I reject your reality and substitute my own...
Scene Commander
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Posted: 8th Dec 2011 11:48
@Anyone who is having issues with the spawned characters.

This has been fixed in R494 and should be ok for the next beta. It is working for me, so if anyone has already compiled the source and is still having problems, please let me know.

http://jimjamsgames.yolasite.com
Conjured Entertainment
AGK Developer
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Posted: 8th Dec 2011 15:10 Edited at: 8th Dec 2011 21:39
Yay, Yay, this is great!
So much control added.

I have not been playing with FPSC for quite awhile now, because of AppGameKit and other projects.
It is amazing how many new features we have now with v119 and the extent if power it offers for controlling the internal stuff.
This looks fantastic Lee, and I am looking forward at getting a chance to try these new features out.

Thanks Lee

Quote: "
mousesclick=x (condition) – Returns the current mousestate.

X=1 returns true if left button is depressed
X=2 returns true if right button is depressed
X=3 returns true if both left and right buttons are depressed
"

very cool



gendestroier
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Posted: 8th Dec 2011 15:26
hey ! how you doing conjured ! you won't regret if you donwload this last beta, it's pretty darn good for a beta, trust me, you'll like it even more when you test it.

mods for creating a inteligent game,at least
Conjured Entertainment
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Posted: 8th Dec 2011 16:23 Edited at: 8th Dec 2011 16:27
Quote: "hey ! how you doing conjured !"

GREAT!
AMAZING stuff happening for me, but a Non-Disclosure Agreement prevents me from giving any details away until around this time next year.
I hope all of you guys are doing well too.

Quote: "you won't regret if you donwload this last beta, it's pretty darn good for a beta, trust me, you'll like it even more when you test it."

Oh, I believe you.
I'm sure this one is great, and I'll be back to FPSC soon to work more on my animated movie project 'Battle of the Dead'.



Tax 78
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Posted: 8th Dec 2011 19:55 Edited at: 8th Dec 2011 19:56
INFORMATION

Version 1.19-beta 3 does not create the multiplayer game (crash).

Returning to the version 1.18, game multiplayer is created.

Tax


Sorry but I use a translator
Flatlander
FPSC Tool Maker
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Posted: 8th Dec 2011 21:27
Everything is working through r482. I will now integrate from r485 through r494. I will compile and test one at a time.

TheDesertEagle
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Posted: 9th Dec 2011 00:01
i thought 1.19 betas supported wasp mod?????????

Joey-May god have mercy upon my enemies, because I won't.
Favourite Game-Call Of Duty MW2
Flatlander
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Posted: 9th Dec 2011 05:44
V1.19 does contain WASP mod. So now RPGmod has WASP because of it being a part of FPSC.

I must have initially done something wrong when I tried to integrate so much at one time. Doing it a release at a time I have successfully integrated through r500. So, I'm no longer getting a disappearing spawned character nor is culling making a wall segment disappear.

Scene Commander
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Posted: 9th Dec 2011 07:01
Quote: "i thought 1.19 betas supported wasp mod"


The integration isn't complete yet, what features do you feel is missing?

Note: Team Death match and FPSC IP will not be added for various reasons.

http://jimjamsgames.yolasite.com
Errant AI
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Posted: 9th Dec 2011 07:22
Just added to the google code DB...

Issue #128 aiusefullaim not working
http://code.google.com/p/fpscreatorengine/issues/detail?id=128&thanks=128&ts=1323411625

Will there be a new beta released soon?
unimansoftent
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Posted: 9th Dec 2011 08:33
oh sorry, bad translation: oh Great a new patch , thanks lee, for sending me to my house my FPSC copy, arrived safely at my home, your loyal customer unimasoftent!

independent game developer
The Nerevar
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Posted: 9th Dec 2011 23:42
What are the minimum and the recommended system requirements for this update?

I'd have to say........ The Game Creators can make dreams come true.
TheDesertEagle
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Posted: 10th Dec 2011 03:45
I guess ill have to rethink making multiplayer games

Joey-May god have mercy upon my enemies, because I won't.
Favourite Game-Call Of Duty MW2
maho76
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Posted: 10th Dec 2011 12:38 Edited at: 10th Dec 2011 12:43
has anyone a hint wich mods will work under 1.19 beside LEWIS´MOD? i have in mind that rpg only works under 1.16 or 7, PB will only work under a 1.18 beta. any other hints or corrections?

thx for info.

EDIT: sorry, see that RPG-MOD is also based on v1.19. great news, thanks flatlander & ched.
SgtBrown5
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Posted: 19th Dec 2011 19:04
I have found a bug involving the barriers that go I got here.

http://forum.thegamecreators.com/?m=forum_view&t=95544&b=24

It starts out fine and when I pull the switch it seems to turn off, but the invisible wall does not dissapear. I have had this in my levels since V1.17 and it worked all the way till now. I am running the lates V1.19. Im not sure what could be causing it to malfunction, but it is.

Also the abiance settings for testing you level does not save when you hit enter.

Other than those two things I have found no bugs.

SgtBrown5
Scene Commander
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Posted: 20th Dec 2011 16:44
Quote: "It starts out fine and when I pull the switch it seems to turn off, but the invisible wall does not dissapear. I have had this in my levels since V1.17 and it worked all the way till now. I am running the lates V1.19. Im not sure what could be causing it to malfunction, but it is. "


Hi, the only way I could replicate this was if the barrier decal and the invisible way didn't share the same name. Please check that you have named both identically. If this is still an problem after that could you please post an FPM showing the issue.

Quote: "Also the abiance settings for testing you level does not save when you hit enter."


I'm sorry, I couldn't replicate this at all, everything seems to be working when I test it on the upcoming 19.4 beta, I've not tested with earlier betas, but as the code hasn't changed in this area, can't see it being any different.

http://jimjamsgames.yolasite.com
Ched80
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Posted: 21st Dec 2011 06:52
Hi Scene Commander,

I sent you a mail about plriszoomed= not working, did you get it?

I'll re-iterate it here anyway. Basically it looks like plriszoomed=1 returns true regardless of the state of the weapon, or whether you're holding a weapon at all. I couldn't see what was wrong in the code though.

Hockeykid
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Posted: 21st Dec 2011 08:39 Edited at: 21st Dec 2011 08:43
Quote: "I'll re-iterate it here anyway. Basically it looks like plriszoomed=1 returns true regardless of the state of the weapon, or whether you're holding a weapon at all. I couldn't see what was wrong in the code though."


Just took a look, it would appear that most of Scene Commander's conditions are programmed incorrectly. The plriszoomed condition should be:



Scene Commander was proving the condition true rather than false. His would work if he put a



At the top of each of each of his condition's case statement, as he did for some of them.

Sean

Tax 78
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Posted: 22nd Dec 2011 00:01
information:
Version 1.19 beta4, don't create the game multiplayer-----> crash error
Tried with different maps, but it doesn't work.
Always the same error appears.

Error screen:


Tax


Sorry but I use a translator
Akanto10
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Posted: 22nd Dec 2011 00:45
The condition "plrusingreload" does not work. I've submitted the issue and have possibly found the issue.

Thanks,
Akanto

| Windows 7 Home Premium 64 - Bit | AMD Athlon II X4 @ 2.8GHz | Nvidia GeForce GTX 460 1GB | 6GB DDR3 RAM | 1TB HDD |
Ched80
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Posted: 22nd Dec 2011 08:33
The plriszoomed and plrisnotzoomed conditions now work a treat! cheers.

Scene Commander
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Posted: 22nd Dec 2011 11:35
@all.

I've fixed the raised issues with the conditions, but I'll be reviewing all of the new conditions to double check they made the move from WASP of V1.19 correctly.

http://jimjamsgames.yolasite.com
Scene Commander
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Posted: 22nd Dec 2011 13:53
Quote: "Version 1.19 beta4, don't create the game multiplayer-----> crash error"


I'm afraid I can't replicate this issue, I'm able to build and play multiplayer maps, as always, could you please supply an FPM outlining the issue so I can test.

http://jimjamsgames.yolasite.com
Ched80
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Posted: 22nd Dec 2011 15:04
Using "setvar=" to set entity positions using "$EPX", "$EPZ", etc. does not seem to work. The entity position does not change.

I've attached a script that I've been testing.

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maho76
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Posted: 22nd Dec 2011 22:33
can you please check following:
when you readybuild a level/game and use the autosave command within a script, it saves in the first slot and loads it when loading game. but it also loads the first saved slot when you want to play a new game as long as you dont delete the first slot by hand out the folder.
should not do this as far as i can think. happens in wasp+1.18 and 1.19. cant check 1.18, original exe is on a drive out of reach atm.
bruce3371
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Posted: 23rd Dec 2011 04:24
Got a problem with 1.19 beta 4 crashing, showing the usual generic 'level may be too large' message.

It happens when I approach an entity and try to 'use' it. Here is the entity's ai main script that I'm using;



This script worked perfectly well before 1.19. Unfortunately, I can't tell you which beta version the error first occured with, as I only tried this script with beta 4.

Scene Commander
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Posted: 23rd Dec 2011 12:48
Quote: "can you please check following:"


I'll look into this and see if I can replicate.

Quote: " Got a problem with 1.19 beta 4 crashing, showing the usual generic 'level may be too large' messag"


Sorry buddy, that script seems to be working for me, maybe someone else could test it and see if they have a problem.

http://jimjamsgames.yolasite.com
TheDesertEagle
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Posted: 23rd Dec 2011 16:00
when i build multiplayer maps
i get the error
but it still saves it and the map works fine

Joey-May god have mercy upon my enemies, because I won't.
Favourite Game-Call Of Duty MW2
Cyborg ART
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Posted: 25th Dec 2011 20:25
Quote: "V13

gravitygun=x (gunspec) - turns weapon into gravity gun, allow plr to pick up an object with right click within range X, right click again, drops, left click throws
magnet=x (gunspec) - turns gravity gun into magnet, left click hurls held object towards player
gravitystrength=x (gunspec) - sets the psyhics weight the gravity gun will handle
magnetstrength=x (gunspec) - sets the psyhics weight the magnet will handle

"


Is this in the latest beta (4)? Or for an upcoming release?
If its allready in, how do I set it up?


- A secret signature -
Gun_Guy
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Posted: 26th Dec 2011 00:47 Edited at: 26th Dec 2011 00:54
Is the multiplayer being worked on at all?
If so I have a bag of bugs to report but didn't want to flood the Google Code
Scene Commander
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Posted: 27th Dec 2011 08:45
@Cyborg Art.

As far as I'm aware the gravity gun specs are part of the latest beta. I've attached a sample gunsepc for the sci-fi blaster which gives a very basic outline of this in action.

Quote: "Is the multiplayer being worked on at all?"


If you've any bugs at all, please post them on google code, as they won't get looked at all if they aren't reported.

http://jimjamsgames.yolasite.com

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Cyborg ART
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Posted: 30th Dec 2011 23:07 Edited at: 30th Dec 2011 23:24
Thanks! Will test!

[edit]
Nope, doesnt work. But adding one of those magnet or gravity to the gunspec will prevent the entity aimed at to react to the shot, so it does something. But not the thing I guess it should.


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Scene Commander
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Posted: 31st Dec 2011 07:31
Quote: "Nope, doesnt work. But adding one of those magnet or gravity to the gunspec will prevent the entity aimed at to react to the shot, so it does something. But not the thing I guess it should"


What are you expecting it to do? As it works for me. Remember that it is designed to Rclick to pick up an entity, and Lclick to throw is once it's carried. The direction of throw is based on forward for a gravitygun, and towards the player if magnet is active. The magnet will only work if gravitygun is already set. Email me if you're still having problems and we can discuss any issues you're having rather than swamp the beta test thread.

http://jimjamsgames.yolasite.com
Cyborg ART
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Posted: 31st Dec 2011 14:44
Well, I expect it to work as a gravitygun
Rightclicking will hide the weapon and then act as it always has been when picking something up. Are you sure that Beta 4 got these?

I will send you an e-mail.


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Scene Commander
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Posted: 31st Dec 2011 15:05
Source update.

Fixed issue 128.

@Cyborg Art.

I've just checked my working copy, and it's all working as it should. I've not checked beta 4 as I always work from my copy so I can't swear that it is in there. However I've attached a new sample gunspec for the blaster, a working .exe and a sample fpm for you (and anyone else) to test.

http://jimjamsgames.yolasite.com

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Cyborg ART
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Posted: 31st Dec 2011 15:42
Works perfectly! Thanks!


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Bestorio
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Posted: 1st Jan 2012 17:26
I have a problem with FPS Creator, (Details attached)

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Rozza121
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Posted: 2nd Jan 2012 00:36
any news on the issue i submitted yet?

http://code.google.com/p/fpscreatorengine/issues/detail?id=127

beta 4 still has the same problem too
TheDesertEagle
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Posted: 3rd Jan 2012 15:52 Edited at: 3rd Jan 2012 15:56
alot of the old scripts are not working wit beta4
like the model pack 53 scripts

Joey-May god have mercy upon my enemies, because I won't.
Favourite Game-Call Of Duty MW2

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Scene Commander
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Posted: 3rd Jan 2012 16:53
Quote: "alot of the old scripts are not working wit beta4
like the model pack 53 scripts"


In what way are they not working for you? I've just tested Allies, Enemies and Friends and they all seem to be doing what's expected of them.

http://jimjamsgames.yolasite.com
Dark Frager
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Posted: 3rd Jan 2012 20:09
Hmm, I seem to have a issue where my level crashes in test game at this one certain spot. The level is barely even touching the cap (1.1gb) and this didn't happen before in 1.18. I can post the fpm here but thats assuming you have the correct media to open it. There is nothing to recreate here as I'm guessing it's just your average error.

"I guarantee you'll miss me, 'cause you changed the way you kissed me." [href]www.youtube.com/TheDarkFrager[/href]
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Scene Commander
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Posted: 4th Jan 2012 07:15
Quote: "Hmm, I seem to have a issue where my level crashes in test game at this one certain spot"


Well, as you know, it's hard to test crashes on maps using anything but default media but I own most model packs so if you post the fpm and let me know what packs/free media used and I'll look into it.

http://jimjamsgames.yolasite.com
TheDesertEagle
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Posted: 4th Jan 2012 15:46
I was using the potral script for my ally
,
and if i use activate if used in a trigger zone fpsc crashes(while im test)

Joey-May god have mercy upon my enemies, because I won't.
Favourite Game-Call Of Duty MW2
Scene Commander
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Posted: 4th Jan 2012 19:01
@TheDesertEagle.

Ok, I can now confirm this bug. Strangely though I couldn't replicate it until I ran the FPSC cleaner, and more oddly, the pack now no longer works with any of the builds, including V1.18.

Have you recently run FPSC cleaner? and if so was everything working before.

http://jimjamsgames.yolasite.com
TerrorNation
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Posted: 4th Jan 2012 19:25
@Scene Commander

Is there any way of printing the values of custom or system variables (i.e. $DIS) to the screen? This would be helpful for objective distance counters in game.
Ched80
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Posted: 4th Jan 2012 19:35
I'm not sure about internal variables like $DIS, but you can set up a numerical HUD to display the value of a custom variable. Use "huduservar=VarName" to state which variable the HUD should use and set "hudtype=6".

TerrorNation
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Posted: 4th Jan 2012 19:40 Edited at: 4th Jan 2012 19:46
@Ched80

I remember that I had once tried this but it didn't work for me at all. I'll have another go at it and let you know if it worked


EDIT:

It is successfully working, thank you very much!
Ched80
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Posted: 4th Jan 2012 20:00
It works with $DIS? or did you set a custom variable equal to $DIS?

Glad it worked!

TerrorNation
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Posted: 4th Jan 2012 20:05
I haven't tried with $DIS, but my plan was to set another custom variable to $DIS if it didn't work directly as a work around

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