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FPSC Classic Product Chat / V120 Public Beta 18 (RC)

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Scene Commander
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Posted: 7th Jan 2013 20:51
@Corno_1

I've not said I won't help, but you still haven't told me what the problem is, and as other have published working scripts, without further information, I have to assume it's a script problem. If it does turn out to be a bug, I'll happilly fix it.

@Everyone else.

Lee has or soon will post beta 8. A further beta wasn't planned, but as a few last minute problems where reported, I think this make sense.

The bug where pooled/shared ammo isn't being passed to new levels is still there as I'd not gotten a chance to look at it. I've let Lee know so he hopefully won't go live until it's fixed and I'll look at it this week.

Enjoy.

SC
Flatlander
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Posted: 7th Jan 2013 20:58
Scene Commander, sent you an email.

THEORY - you know everything but nothing works. PRACTICE - when everything works but don't know why. For me, theory and practice are combined: nothing works and I don't know why.
Scene Commander
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Posted: 7th Jan 2013 21:45
Replied, I'm happy with that, if you are..

SC
Flatlander
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Posted: 7th Jan 2013 23:16 Edited at: 7th Jan 2013 23:16
@Corno_1

Sent you an email. Actually several emails.

THEORY - you know everything but nothing works. PRACTICE - when everything works but don't know why. For me, theory and practice are combined: nothing works and I don't know why.
Flatlander
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Posted: 8th Jan 2013 01:20 Edited at: 8th Jan 2013 01:21
As many have already seen beta 8 is available.

There will be a beta 9 as well. There are at least one debug and fix that Scene Commander is making and one code update regarding "plrcurrentweapon." We all are pretty positive that this will be the last beta.

THEORY - you know everything but nothing works. PRACTICE - when everything works but don't know why. For me, theory and practice are combined: nothing works and I don't know why.
Nickydude
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Posted: 8th Jan 2013 01:36
The beta 8 zip file appears corrupt, I've downloaded it twice and get the following error each time I try to unzip:

! D:\FPS_Creator_V120_BETA8 (1).zip: The archive is either in unknown format or damaged

I reject your reality and substitute my own...
Flatlander
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Posted: 8th Jan 2013 01:45 Edited at: 8th Jan 2013 03:36
@Nickydude,

I have a feeling that it might be damaged/corrupted. I heard from Lee that the internet went down at 99%. He thought he was able to continue the 1% when it was back again. I am downloading it now and see what happens with my download. If it is damaged then by the time it gets sorted we may be seeing beta 9 instead.

Addendum:

I get an invalid zip file as well. I will be sending Lee an email but he won't get it until another 8, 9 or so hours as he's probably catching a few z's right now.

THEORY - you know everything but nothing works. PRACTICE - when everything works but don't know why. For me, theory and practice are combined: nothing works and I don't know why.
BlackFox
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Posted: 8th Jan 2013 03:14 Edited at: 8th Jan 2013 03:14
Nice. A BETA 8

Is there a chance the music issue may be looked at? To refresh memory, in the "setuplevel.fpi" there is a "state=0" line that defines the music. If you do not have it in there (either removed or commented out), each time you enter a level, the lag is bad.

This issue has existed since well before. I realize that some (including us) either define a sound file with "no sound" or some of us have a 2 second sound play before we call other music. Is there a chance we can find out why removing that line or not defining any music has this effect? I have checked our source and may have missed the exact section, so perhaps some fresh eyes can look at it. If not, it is not a deal breaker for us. We have a development ready to go and if this can't be addressed I will need to make a change before it goes out.


There's no problem that can't be solved without applying a little scripting.
Flatlander
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Posted: 8th Jan 2013 04:37 Edited at: 8th Jan 2013 14:06
You may not like it but I doubt that they will mess with it. The actual command "music" works and therefore if they try new code it might break things and we don't want that to happen.

Now, there is a work-a-round. Do this in your setup.ini file:

:state=0:music=path2audio,musicvolume=1,soundscale=0
:state=0:musicoverride=none,musicvolume=1,soundscale=0

I tested it and you will not get any sound and you won't even get any lag.

Addendum:

You can also retain the current musicvolume and soundscale.

:state=0:music=path2audio,musicvolume=50,soundscale=25
:state=0:musicoverride=none,musicvolume=50,soundscale=25

The first code had the volume and soundscale is leftover from a previous test.

Addendum #2

Sorry, it is setuplevel.ini where this is coded.

THEORY - you know everything but nothing works. PRACTICE - when everything works but don't know why. For me, theory and practice are combined: nothing works and I don't know why.
BlackFox
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Posted: 8th Jan 2013 04:49 Edited at: 8th Jan 2013 15:29
EDIT- found the exact cause and fixed it on our source.


There's no problem that can't be solved without applying a little scripting.
Flatlander
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Posted: 8th Jan 2013 05:18
OK, I will.

Beta 8b is now ready for download and the zip file is good this time.

THEORY - you know everything but nothing works. PRACTICE - when everything works but don't know why. For me, theory and practice are combined: nothing works and I don't know why.
Pirate Myke
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Posted: 8th Jan 2013 06:36
Thank you guys for all your hard work.

Corno_1
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Posted: 8th Jan 2013 11:31
@Flatlander sent you an email. Great work
@Scene: Flatlander solve my problem! If this will go in beta9 it would be great, so I can give my next Crosshair script away after some tweaks(Script+hud)

Thank you very much, It helps me a lot

Corno


Scene Commander
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Posted: 8th Jan 2013 12:23
Quote: "Scene: Flatlander solve my problem! "


I've agreed with Flatlander that we'll use his code, as we now have a little more time than I thought - which should please everyone. We've also made some changes to improve ease of use.

I've also fixed the issue with shared/pooled ammo not being passed when changing levels.

SC
Tax 78
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Posted: 8th Jan 2013 14:33
Thanks for the hard work

honour to you


Tax

Sorry but I use a translator
Flatlander
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Posted: 8th Jan 2013 15:19 Edited at: 8th Jan 2013 15:20
Quote: "I've also fixed the issue with shared/pooled ammo not being passed when changing levels."


I can confirm that this is now working.

Scene Commander knows that I know that I don't have to test it to see if it's working but we both know that more than one confirmation is best.

THEORY - you know everything but nothing works. PRACTICE - when everything works but don't know why. For me, theory and practice are combined: nothing works and I don't know why.
BlackFox
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Posted: 8th Jan 2013 15:40
@ Scene Commander

Quote: "fixes for plrcurrentweapon"


Regarding r743, the "fixes" to the "plrcurrentweapon" condition. What exactly was the change made for, since it works as it should? Can you detail what this fix does to the code and what improvement exists?


There's no problem that can't be solved without applying a little scripting.
Flatlander
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Posted: 8th Jan 2013 16:56 Edited at: 8th Jan 2013 18:37
[Edited some of my sentence structure and added a significant word that was missing. Man, I can't even talk today!]

If you don't mind my answering this, Blackfox.

The change had to do with "performance" or the way the code checks for the current weapon. There were a couple of Gosubs within the old code. The first one being in the command code and the second in the called routine. As you know the engine loops through all of the code continuously and gosubs will slow things down when using multiple amounts of the same command within the same loop and especially within the same script. For example:



and it could even go up to the whole 9 slots. I'm not saying this is a good way to do this script but depending on what is needed or being done, then it might be the only way. I can't be the judge of that.

Addendum:

I also added the ability to just use the gun name rather than a partial path. The partial path usage still works for those who are used to it. Here are the command values that can be used:

* plrcurrentweapon=1 (slot number where the weapon player is holding comes from that slot)
* plrcurrentweapon=ww2\colt45 (partial path)
* plrcurrentweapon=colt45 (just the gun name which indicates the gun folder)

The comments on the google FPSC changes were also described by Scene Commander, "improved performance and flexibility." I had already explained in more detail the performance improvement and in the addendum I explain the flexibility. A new value to be accepted by the command.

THEORY - you know everything but nothing works. PRACTICE - when everything works but don't know why. For me, theory and practice are combined: nothing works and I don't know why.
Flatlander
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Posted: 8th Jan 2013 19:20 Edited at: 8th Jan 2013 19:20
WW2 and SciFi Lifts

If anyone would like to check out the lifts there are level maps in the mapbank\examples folder.

lift1_scifi.fpm
lift1_ww2.fpm
lift2_scifi.fpm
lift2_ww2.fpm

lift1 is the base platform and lift2 is the top platform. This is only found in the installed beta 8B (current beta) and above.

THEORY - you know everything but nothing works. PRACTICE - when everything works but don't know why. For me, theory and practice are combined: nothing works and I don't know why.
bruce3371
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Posted: 8th Jan 2013 19:24
Just tried out 1.20.8b, and I'm please to say that I've not had any problems. In fact it's an improvement over b7, in that I can now load and test NBT's London Pack sample map!

Now I'm going to try harder to break the new beta lol

Scene Commander
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Posted: 8th Jan 2013 19:31
@Blackfox..

Just what Flatlander said.

Quote: "Just tried out 1.20.8b, and I'm please to say that I've not had any problems"


I'm sure you will Seriously, glad to know it's working well for you.
BlackFox
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Posted: 8th Jan 2013 19:41
My apologies for not replying right away to the "plrcurrentweapon" question/answer. I have been dealing with our four year old all morning being very sick. I just finished cleaning up and getting him calm down.

Quote: "The change had to do with "performance" or the way the code checks for the current weapon. There were a couple of Gosubs within the old code. The first one being in the command code and the second in the called routine. As you know the engine loops through all of the code continuously and gosubs will slow things down when using multiple amounts of the same command within the same loop and especially within the same script."


That makes sense, and I notice that it *is* in fact faster than the original. For example, I have a level where there is a script controlling the "light" for each "weapon"- torch, glow stick, flashlight. Three separate scripts all using the "currentweapon" command (reminder we use "currentweapon"- you use "plrcurrentweapon"). When we merged the three scripts together, it was faster using the change to the command rather than the old code.

Quote: "I also added the ability to just use the gun name rather than a partial path. The partial path usage still works for those who are used to it. Here are the command values that can be used:

* plrcurrentweapon=1 (slot number where the weapon player is holding comes from that slot)
* plrcurrentweapon=ww2\colt45 (partial path)
* plrcurrentweapon=colt45 (just the gun name which indicates the gun folder)"


Noticed that, and it makes the command more versatile in that regard. Since we had our scripts using "currentweapon=x" (where X is the slot number), it does allow for elimination of errors. For example, if I specify that slot=1 is the torch and slot=2 is the glow stick, and a player picks them up in reverse order, then my lighting is incorrect for each weapon. By using your method, the slot allows for the specific weapon and not rely on the actual slot number. So if i pick the weapons up in one order or another, the lighting matches the correct weapon each time.

Thanks for the info.


There's no problem that can't be solved without applying a little scripting.
Flatlander
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Posted: 8th Jan 2013 19:44
@bruce3371

You know what you are called Bruce? An ante-programmer. I'm not sure of the spelling. It might be anti-programmer. It seems when I first heard about it they spelled it with an e on the end but anyway, long, long ago, in a college far, far away when I was studying Computer Science, they told me that as a programmer you should also be an ante(i)-programmer. One who can test it so thoroughly that you should end up breaking it.

THEORY - you know everything but nothing works. PRACTICE - when everything works but don't know why. For me, theory and practice are combined: nothing works and I don't know why.
bruce3371
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Posted: 8th Jan 2013 19:47
lol flatlander, I think SC has learnt to dread getting my test reports!!!

Flatlander
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Posted: 8th Jan 2013 19:50 Edited at: 8th Jan 2013 19:50
Quote: " I think SC has learnt to dread getting my test reports!!!"


I hate to continue this but we need some humour and relief. I think he hates to see an email from me at times as well.

THEORY - you know everything but nothing works. PRACTICE - when everything works but don't know why. For me, theory and practice are combined: nothing works and I don't know why.
BlackFox
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Posted: 8th Jan 2013 19:53
Quote: "I hate to continue this but we need some humour and relief. I think he hates to see an email from me at times as well"


That's what he gets not paid for.

Besides, you email him. I end up calling him. Which do you think he dreads more?


There's no problem that can't be solved without applying a little scripting.
bruce3371
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Posted: 8th Jan 2013 19:57
Nowt wrong with some light relief, even in the most serious of threads!

(On topic) The only thing I did notice when testing 8b, was that I got the standard 'levels too large' error message when starting the test, but ignored it, and the test build completed, so I wasn't too worried about it.

Just thought I'd mention it, in my official capacity as tester/SC annoyer lol

ncmako
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Posted: 8th Jan 2013 19:58 Edited at: 8th Jan 2013 20:03
@Flatlander
Quote: "If anyone would like to check out the lifts there are level maps in the mapbank\examples folder"

Sorry, but my folder is empty.
Anyone else's?
I double checked and I have beta8B
s4real
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Posted: 8th Jan 2013 20:08 Edited at: 8th Jan 2013 20:10
Quote: "Besides, you email him. I end up calling him. Which do you think he dreads more?"


Me emailing him or talking to him lol .


As for the audio problem you can del the main.wav and keep the line in the setuplevel and it will keep the speed or have it direct to a wav file thats not even there.

The source is designed to only work if it find a sound if it don't it wont do anything.


NIce work on the latest betas.
best s4real

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Flatlander
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Posted: 8th Jan 2013 20:53
Quote: "Quote: "If anyone would like to check out the lifts there are level maps in the mapbank\examples folder"
Sorry, but my folder is empty."



I'm sorry, I thought Lee was going to add that. I guess he didn't. So here are the lift maps. Just download them using the download button.

THEORY - you know everything but nothing works. PRACTICE - when everything works but don't know why. For me, theory and practice are combined: nothing works and I don't know why.

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Flatlander
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Posted: 8th Jan 2013 20:56 Edited at: 8th Jan 2013 20:57
Quote: " Which do you think he dreads more?"


Probably the telephone call. It's harder to ignore that and voice on the other end. :LOL:

EDIT: Sorry for the double post but I wasn't thinking about I had already posted.

THEORY - you know everything but nothing works. PRACTICE - when everything works but don't know why. For me, theory and practice are combined: nothing works and I don't know why.
rolfy
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Posted: 8th Jan 2013 21:56
With Beta 8 the wobble is back for me, I am using custom terrain segments and entity's. I probably might not have noticed so easily otherwise as its not so pronounced on stock segment floors but its definitely there

It was gone completely for me with Beta 7.
Scurvy Lobster
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Posted: 8th Jan 2013 22:28
I have the wobble too with Beta 8. Didn't see it in Beta 7 (with alpha fixes).
MK83
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Posted: 8th Jan 2013 22:52
me too.

mk83 Productions
BlackFox
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Posted: 8th Jan 2013 22:59
I have the wobble too. Wait a minute, never mind. It is this head cold giving me the wobble, or maybe the Neo Citran I took.

Sorry SC, just some post-beta thread humor. I could not resist the opportunity.


There's no problem that can't be solved without applying a little scripting.
Flatlander
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Posted: 8th Jan 2013 23:13
@Blackfox



Rolfy, I loaded the "misty" environment map level and now waiting for the threads to finish. Does it take a real long time for you? Anyway, if I'm patient enough and get it finally playing, then I'll see what I get on those custom segments.

If I'm not then I will do without the shadows and quality textures and have a lower light mapping in the setup.ini files so I can at least get it to start the level.

THEORY - you know everything but nothing works. PRACTICE - when everything works but don't know why. For me, theory and practice are combined: nothing works and I don't know why.
geistschatten
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Posted: 8th Jan 2013 23:14
I seemed to get the wobble even when I stopped walking in the level and while walking, but almost unnoticed and it only lasts a second or so. Like I would walk forward, stop, then it would wobble. It was with a fresh install upgraded all the way to beta 8 and using the armoury prefab and the small lab prefab (presumably it happens with all segments though).

Also, I tried it holding a weapon from the GCS, a stock WWII weapon, and with no weapon; all of them produced the same wobble result, although it was less noticeable when not holding a weapon.
rolfy
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Posted: 8th Jan 2013 23:23 Edited at: 8th Jan 2013 23:33
Flatlander, if your using high lightmap settings then yep it will take a while, it will also take some time for these terrains to load as well first time you do so, creating the dbo and bin files, they are after all 401 segments. I dont actually know how long it would take to lightmap a whole grid of stock segments like this and it is likely that with terrain contours producing light and shadows it may take longer. I dont have an estimate currently as it was a while back, but if you want me to I will load one up and let you know how long it takes on my comp.
If you dont need the whole grid you can remove the segments on the outer edges, the first corner segment is basically one large segment for the outer rim, the inner 20x20 is sliced for enemy collision.
You could take some out and lightmapping will go much faster.

If you just want to test for the wobble simply turn lightmapping off
s4real
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Posted: 8th Jan 2013 23:31 Edited at: 8th Jan 2013 23:36
If SC or Flatlander added any performance enhancements in beta 8 without calculating for the new syncrate system then this could cause wobble, I might have some time to look into it and see what would be causing the wobble again for people but it looks like a timing issue.

Nice work anyway flatlander and scene

best s4real

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Flatlander
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Posted: 8th Jan 2013 23:51 Edited at: 8th Jan 2013 23:54
Thanks Rolfy but no need. I deleted all of the lights except for the middle one. I know it's meant to have the others as well but I want to look at whether or not I can see the possible wobble effect. Since you said custom segments I had some of yours (the environment segments which I plan on using for outdoor stuff with the Doctor).

As you know both SC and I just can't seem to view a wobble. In fact the way it's looking I see a perfectly stable head. I'm not speaking of my own mind you.

Can someone create a video of what they are seeing. You could send it to me and I can put it on youtube (unlisted) and SC and s4real could then take a look.

Here's Misty for ya. This is at a max frame rate for my system 150-300.



THEORY - you know everything but nothing works. PRACTICE - when everything works but don't know why. For me, theory and practice are combined: nothing works and I don't know why.
s4real
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Posted: 8th Jan 2013 23:57
@F l a t l a n d e r :- I'm think the wobble could be due to lower spec or how there system deals with memory and cpu usage, the problem is dbp is cpu bound so some system will not have the issue and some will.

I did have an idea to have the specs of the machine checked so if its below a certain spec certain things would have different coding methods for the machine having the issue.

Well thats my idea on it.

best s4real

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Flatlander
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Posted: 9th Jan 2013 00:06
I thought, it probably had something to do with machine specs, memory and cpu usage. That would be great if you could spot something but how will you know the minimum spec that works fine?

This might take some time? If you need any help with testing I'd be glad to help. It would be good that one of the other's who are having a problem be a part of the test. Or you could put it out there like the alpha testing that was done before.

THEORY - you know everything but nothing works. PRACTICE - when everything works but don't know why. For me, theory and practice are combined: nothing works and I don't know why.
bruce3371
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Posted: 9th Jan 2013 00:13
I have an old dinosaur of a lower spec machine, so would be happy to test (I too had the wobble effect in Beta 8b, and the latest alpha, that SC sent me. Sorry SC, I forgot to report the wobble )...

s4real
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Posted: 9th Jan 2013 00:50
KK I will have a look and see whats going on.

best s4real

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MK83
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Posted: 9th Jan 2013 02:11 Edited at: 9th Jan 2013 02:18
Heres a vid of wobble.
M2N-sli deluxe
4 gig ddr2 ram
gtx 260 video card
AMD 9800 black 4 core cpu
windows 8

FPSC 1.20.8
Terrorstrike .fpm

mk83 Productions

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AngelTheKiller
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Posted: 9th Jan 2013 02:44
I also have the same problem when I move.

Hello.
s4real
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Posted: 9th Jan 2013 04:37
This is a beta 9 alpha 1 test unofficial for beta testing only.

Just wanted to see if this has the wobble removed or not for your machine.

Test at your own risk

Best s4real

Pack ya games with vishnu packer its free. Vishnu game launcher is now released.
Help keep vishnu free by pledging now :- http://vishnu.chipin.com/vishnu

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MK83
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Posted: 9th Jan 2013 04:56
Quote: "Just wanted to see if this has the wobble removed or not for your machine."
It is fixed.

mk83 Productions
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Location: Bronx, New York
Posted: 9th Jan 2013 09:07
While I didn't test Beta 8B or the Beta 9 alpha yet. The only "issue" or annoyance I want to report that seems to really burns me since around V113 or so, is that the invisible wall and floor segment from Model Pack 8 (Bonus pack) doesn't appear in the map editor. Before, I remember it appearing as a black wall or floor segment. But sometime around V113 or so, I can't see it in the editor anymore. This caused me a lot of stress in some of my areas as I have to add the wall in a area twice and retest every nook and cranny of where the walls are placed. Sometimes I miss, then I have to exit the test, add the wall, re-build the test game and do it over and over again. All of this was avoided in the past because the invisible walls and floor segments appear black in the map editor for the user to see.

This also seems to affect ANY invisible segments. I re-installed the Model pack and segments, FPSC from scratch with the latest version at the time and even went with re-install of Windows at the time a few times. I'm only reporting this as an annoyance, not an "issue" really.

Intel Core i5 3570, Nvidia Gefocre GTX 560 OC 1024MB, 16GB RAM, P8H77-M Pro, Windows 7 Home Premium x64
Scurvy Lobster
18
Years of Service
User Offline
Joined: 3rd Mar 2006
Location: Denmark
Posted: 9th Jan 2013 09:23 Edited at: 9th Jan 2013 09:23
I can confirm the problem reported by 4125. The Egyptian MP8 Bonus invisible wall and floor segments aren't shown when placed in the editor (like they once were). They work fine ingame however.

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