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 / V120 Public Beta 18 (RC)

Author
Message
Scene Commander
Support Manager
16
Years of Service
User Offline
Joined: 3rd May 2008
Location:
Posted: 16th Jan 2013 11:03 Edited at: 16th Jan 2013 11:04
Quote: " is it just me or has wobble worsened again? I'm seeing more than I remember on the terrorstrike map"


I've just checked this and I'm nor seeing any wobble at all I'm afraid! Also, the code for this hasn't changed since the alpha release. Does Anyone else think the wobble has worsened?

Quote: "I still have problem with the weapons."


I'm not seeing this in my build either, Have you run the cleaner after the upgrade. Again, is anyone else seeing this?

Thanks,

SC
Ertlov
17
Years of Service
User Offline
Joined: 18th Jan 2007
Location: Austria
Posted: 16th Jan 2013 11:15 Edited at: 16th Jan 2013 11:18
Quote: "Edit: is it just me or has wobble worsened again?"


No, the wobble is worse than ever, it seems like the fixed code from the Alphas we got is not included in the RC9.

Also memory usage went up by 50MB compared to the Alpha Fix exes I got for B7.

Quote: " Have you run the cleaner after the upgrade."


Yes, of course!

Come to where the madness is:http://www.indiedb.com/games/into-the-dark
Snake200
17
Years of Service
User Offline
Joined: 9th May 2007
Location: Slovakia
Posted: 16th Jan 2013 11:36
I used the cleaner, but it didn't help.
Scene Commander
Support Manager
16
Years of Service
User Offline
Joined: 3rd May 2008
Location:
Posted: 16th Jan 2013 12:00
hmmm... Okay, I've installed and run tests on the published beta, and I'm really not seeing any wobble at all, and as far as I'm aware Lee compiled the latest published source, which was the same as Alpha fix.

I'm going to need to compile a list of users with the wobble problem, please post to say if this has been fixed for you or if you consider the issue to be worse.

Thanks,

SC
MK83
FPSC Reloaded TGC Backer
18
Years of Service
User Offline
Joined: 10th Jun 2006
Location: Greeneville, TN
Posted: 16th Jan 2013 12:26
player wobble is back, and stair sliding is about the same I was getting with alpha 4.

mk83 Productions
s4real
VIP Member
18
Years of Service
User Offline
Joined: 22nd Jul 2006
Location:
Posted: 16th Jan 2013 14:32 Edited at: 16th Jan 2013 14:51
Yes I can confirm that the wobble is back but my compile has the wobble as well using v9 editor , this is very strange.

Quote: ""I still have problem with the weapons.""


Is this with every weapon or just certain ones because I can't replicate the issue as well.

sliding and no jumping been there since v1 on stairs so its not in fact a bug but it does need sorting.

I also notice that the official exe is a lot bigger in size as well.

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
Snake200
17
Years of Service
User Offline
Joined: 9th May 2007
Location: Slovakia
Posted: 16th Jan 2013 15:03
Quote: "Is this with every weapon or just certain ones"


With every machine guns, such as MP40, Tommygun etc.
s4real
VIP Member
18
Years of Service
User Offline
Joined: 22nd Jul 2006
Location:
Posted: 16th Jan 2013 16:27
@Snake200 OK thanks will look into that.

I'm looking at the wobble in a different way to see if we can get a better fix for it.

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
s4real
VIP Member
18
Years of Service
User Offline
Joined: 22nd Jul 2006
Location:
Posted: 16th Jan 2013 17:30
Ok this is a complete different way to fix the wobble see if you get any better results with this method.

File attached remb as always this is unofficial .

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

Attachments

Login to view attachments
MK83
FPSC Reloaded TGC Backer
18
Years of Service
User Offline
Joined: 10th Jun 2006
Location: Greeneville, TN
Posted: 16th Jan 2013 17:50
Quote: "Ok this is a complete different way to fix the wobble see if you get any better results with this method."
I can say, NO wobble

mk83 Productions
ncmako
12
Years of Service
User Offline
Joined: 19th Feb 2012
Location: Hendersonville,NC
Posted: 16th Jan 2013 18:03
@s4real
Yes, had it too with 1.20.9(RC), Gone with your alpha test 1.
Smooth and stable again? I do noticed with every fix the game.exe is much smaller? From 25 down to 18 megs.
Scene Commander
Support Manager
16
Years of Service
User Offline
Joined: 3rd May 2008
Location:
Posted: 16th Jan 2013 18:22
S4 seems to have this all in hand, and as I've not had time to look at the issue again, that's all good.

If users with the problem can confirm that S4Real's build do in fact solve the issue, then we'll run with that.

SC
Flatlander
FPSC Tool Maker
17
Years of Service
User Offline
Joined: 22nd Jan 2007
Location: The Flatlands
Posted: 16th Jan 2013 18:48 Edited at: 16th Jan 2013 18:52
@ncmako,

Quote: "I do noticed with every fix the game.exe is much smaller? From 25 down to 18 megs. "


It depends on what the "directives" are set at when it is compiled. Lee normally, for beta versions, will compile the exe with

[DIRECTIVES]
RemoveSafetyCode=No
SafeArrays=Yes


This means that the compiled exe will be much larger. So, if S4 compiles with these directives set opposite to what Lee is compiling

[DIRECTIVES]
RemoveSafetyCode=Yes
SafeArrays=No

Then there will be a fairly large difference between Lee's beta compile and s4real's alpha compiles.

Lee will compile the final official release in this way as well which yields a smaller final exe file.

@SC,

With the performance enhancements and to allow the FR to max out according to the hardware, I am now able to use my laptop. So, it's off to the coffee shop once in awhile to work on my game. Hooray. BTW, no bobble with the old laptop.

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.
ncmako
12
Years of Service
User Offline
Joined: 19th Feb 2012
Location: Hendersonville,NC
Posted: 16th Jan 2013 19:20
@Flatlander
Quote: "It depends on what the "directives" are set at when it is compiled"

Ahh. Got it, makes total sense. Thank You.
yrkoon
20
Years of Service
User Offline
Joined: 14th Jan 2004
Location:
Posted: 16th Jan 2013 20:28 Edited at: 16th Jan 2013 20:31
Quote: "Ok this is a complete different way to fix the wobble see if you get any better results with this method."


With RC9 (applied to fresh install of V1.0), it was the first time ever that I noticed "wobble" at all (in ww2.fpm).

Wobble is totally gone after your alpha patch for RC9!

But: Regardless of your patch, I can't seem to edit waypoints in ww2.fpm, and some opponents are invisible at runtime as well as at edit time, only their shadows are visible at runtime.

Lives of great men all remind us we may make our lives sublime
s4real
VIP Member
18
Years of Service
User Offline
Joined: 22nd Jul 2006
Location:
Posted: 16th Jan 2013 22:25 Edited at: 16th Jan 2013 23:15
Quote: "But: Regardless of your patch, I can't seem to edit waypoints in ww2.fpm, and some opponents are invisible at runtime as well as at edit time, only their shadows are visible at runtime."


Something to look into.

Edit :- Look into the map and can edit waypoints no problem (you are pressing Ctrl before trying to edit?). No invisible opponents for me but I have noticed that the flak is well off and nowhere near the gun for the opponents.


@All :- This does need fully testing because it does change a few things and it could break something.



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
Burger
12
Years of Service
User Offline
Joined: 22nd Jun 2012
Location: New Zealand
Posted: 16th Jan 2013 23:53
About the ambience level staying for built games, its a really easy fix (one line of script).

Here's the link to thread: http://forum.thegamecreators.com/?m=forum_view&t=182933&b=23

"I'm inspired by my own wise quotes, thank you." - Burger, 6/7/12
s4real
VIP Member
18
Years of Service
User Offline
Joined: 22nd Jul 2006
Location:
Posted: 17th Jan 2013 00:01 Edited at: 17th Jan 2013 00:02
@Burger :- No need now because they disable anyway without script by default in a built game in the latest build.

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
Burger
12
Years of Service
User Offline
Joined: 22nd Jun 2012
Location: New Zealand
Posted: 17th Jan 2013 00:23
Quote: "No need now because they disable anyway without script by default in a built game in the latest build."


Well that's good

"I'm inspired by my own wise quotes, thank you." - Burger, 6/7/12
LeeBamber
TGC Lead Developer
24
Years of Service
User Offline
Joined: 21st Jan 2000
Location: England
Posted: 17th Jan 2013 03:42
Hi Guys, sorry I've been a stranger here but TheSceneCommander has been pretty good at running with this one I hardly like to interfere I have toggled by SETUP.INI directives for the next build to bring the size down and of course speed things up slightly. Maybe it's due to these settings that the 'wobble' which almost certainly is tied to performance, will be solved.

Hogging the awesome since 1999
The Nerevar
14
Years of Service
User Offline
Joined: 19th May 2010
Location: Vvardenfell
Posted: 17th Jan 2013 05:04
This is great! I don't see any bugs yet.

Is a framerate of 520-ish normal?

Fulfilling the Nerevarine Prophecy, one trial at a time, because I... Am... The Nerevar!
Akanto10
14
Years of Service
User Offline
Joined: 24th Apr 2010
Location: Earth
Posted: 17th Jan 2013 06:27
So far, there isn't any wobble at all with Beta 9 and RC9. I'm now checking to see if there are any commands that are broken.

Thanks,
Akanto

Scurvy Lobster
18
Years of Service
User Offline
Joined: 3rd Mar 2006
Location: Denmark
Posted: 17th Jan 2013 08:50
Wobble seems to be under control with alpha fix. Nice one
Scene Commander
Support Manager
16
Years of Service
User Offline
Joined: 3rd May 2008
Location:
Posted: 17th Jan 2013 09:45
Hi Guys,

Thanks for bearing with us while we try to get to the bottom of the wobble issue. I note from the thread that S4's fix appears to be working. I've not seen the code yet, but if it does work, that's all great. However, as we've both posted alpha fixes that were confirmed as working, only to break in the official beta, it's important that we find a permanent solution to this.

I'm talking to Lee about the problem and we've a few thoughts, so hopefully we'll have something for you in the next few days.

Thanks,

SC
Ertlov
17
Years of Service
User Offline
Joined: 18th Jan 2007
Location: Austria
Posted: 17th Jan 2013 11:42 Edited at: 17th Jan 2013 11:49
My experience:

1. Clean re-install of FPSC.
2. Application 1.2 Beta 9 RC

Result: Wobble!

added S4Reals exe: Crash on "Test Game".

I have deactivated virus scanners, UAC etc - and I have no clue what to do else.

EDIT:

FPSC Cleaner claims I`m not in the FPSC cirectory o.O

Come to where the madness is:http://www.indiedb.com/games/into-the-dark
s4real
VIP Member
18
Years of Service
User Offline
Joined: 22nd Jul 2006
Location:
Posted: 17th Jan 2013 12:21
@Ertlov :- I think this may be because you using a none english version of windows 7 because your map editor can't pick up the fpsc.exe unless its been compiled with a new map editor.

Only an idea.

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
Scene Commander
Support Manager
16
Years of Service
User Offline
Joined: 3rd May 2008
Location:
Posted: 17th Jan 2013 21:17
Hi all,

Ok, here's another alpha build, which may or may not solve the 'wobble' problem. It seems very stable this end.

As before, please let me know if this helps.

SC

Attachments

Login to view attachments
MK83
FPSC Reloaded TGC Backer
18
Years of Service
User Offline
Joined: 10th Jun 2006
Location: Greeneville, TN
Posted: 18th Jan 2013 01:57
@Scene Commander No wobble.

mk83 Productions
geistschatten
12
Years of Service
User Offline
Joined: 10th Apr 2012
Location:
Posted: 18th Jan 2013 02:16
@SC That alpha looks like it did the trick! No wobble on stock or custom segments
GreenDixy
16
Years of Service
User Offline
Joined: 24th Jul 2008
Location: Toronto
Posted: 18th Jan 2013 02:49
No wobble here eather.
Even runs smoother on the movements.

======================================
My software never has bugs. It just develops random features.
yrkoon
20
Years of Service
User Offline
Joined: 14th Jan 2004
Location:
Posted: 18th Jan 2013 06:04 Edited at: 18th Jan 2013 06:05
@Ertlov
Quote: "EDIT:

FPSC Cleaner claims I`m not in the FPSC cirectory o.O"

That is standard behaviour if FPSC is installed to a directory other than the default installation suggestion.
On windows 7, use the explorer's search facility from your fpsc root dir to remove .bin and .dbo files as an immediate remedy (watch out, searching for ".bin" will also list a few files which have "bin" as a partial string in their filenames, so you have to deselect those if you use ctrl-a to select the search result list). In the long run, use a program to do that for you (optionally calling it fpscreatorcleaner.exe)

Lives of great men all remind us we may make our lives sublime
Flatlander
FPSC Tool Maker
17
Years of Service
User Offline
Joined: 22nd Jan 2007
Location: The Flatlands
Posted: 18th Jan 2013 06:16
Well, I have to say somehow when I was working on my current game I happened to notice what might be called a "bobble" but it was oh so very slight. I was thought that it was how it sometimes look when I go walking along. Sometimes I seem to have a slight up and down vision of the surroundings.

However, the point is when I integrated the r753 (the new fix) it went away. As someone else had said everything seems to be running/looking smoother. This just might be the fix. At least I hope so.

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.
ncmako
12
Years of Service
User Offline
Joined: 19th Feb 2012
Location: Hendersonville,NC
Posted: 18th Jan 2013 06:41
Looks like you nailed it with this one Scene Commander.
No wobble or "wobblediboobledibu", very smooth play.
Thanks for all your hard work
Scurvy Lobster
18
Years of Service
User Offline
Joined: 3rd Mar 2006
Location: Denmark
Posted: 18th Jan 2013 08:25 Edited at: 18th Jan 2013 08:25
Latest alpha fix has no wobble in my test games. Thumbs up!
s4real
VIP Member
18
Years of Service
User Offline
Joined: 22nd Jul 2006
Location:
Posted: 18th Jan 2013 10:15
I'm glad that this fix did the job as I wasn't sure if it would break more things,when I added the fix my main concern is the player is height is controlled by physics, collision and height in the source and this was causing the wobble as it seem.With this new fix the old lift scripts might work again.

I will be making a thread for the unofficial updates because I think it gets to confusing having on this thread.




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
The Zombie Killer
13
Years of Service
User Offline
Joined: 27th Mar 2011
Location: Gold Coast, Australia
Posted: 18th Jan 2013 10:17 Edited at: 18th Jan 2013 10:43
@SC and @s4real
I've separated the X9 code (r753) into multiple dba files like it is with the X10 code. This helps modders and even you guys a lot, since it makes bugfixing easier because you have quicker access to specific areas of the code. Modders have it easier too because if an update only modifies one source file that the modder didn't even edit, then updating is simple.

File attached, not sure if it will compile because I haven't tried, but if it helps, no problem.

EDIT: As is my luck, it doesn't compile. It's missing the input system code from the map editor. I've added it in though, and uploading it to my dropbox.

EDIT2: Here we go: link

EDIT3: I am really dumb, it doesn't compile again because I forgot to define two dba files in the dbpro file. Add FPSC-Screens\FPSC-Screens.dba and FPSC-MapEditor\FPSC-Interface.dba into the project and now it should work.

-TZK

Scene Commander
Support Manager
16
Years of Service
User Offline
Joined: 3rd May 2008
Location:
Posted: 18th Jan 2013 12:17 Edited at: 18th Jan 2013 12:22
@Zombie Killer

Please keep this thread for V120 beta questions only.

@Everyone else.

I'd just like to say that 99% of the final wobble fix was S4's work, so many thanks for him for taking some of my workload.

SC
s4real
VIP Member
18
Years of Service
User Offline
Joined: 22nd Jul 2006
Location:
Posted: 18th Jan 2013 14:02 Edited at: 18th Jan 2013 14:03
You welcome scene , I'm looking into the flak issue now and the stairs slide and jumping issue.

I'm not sure where the code is thats causing the slide and jump issue on stairs yet.

@The Zombie Killer :- Interesting will take a look at it many thanks for your effort.

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
ncmako
12
Years of Service
User Offline
Joined: 19th Feb 2012
Location: Hendersonville,NC
Posted: 18th Jan 2013 17:45
Yes, Thank You s4real
If it wasn't for your input we might still be bobbing around
Again Thank You.
Scene Commander
Support Manager
16
Years of Service
User Offline
Joined: 3rd May 2008
Location:
Posted: 18th Jan 2013 20:05 Edited at: 18th Jan 2013 20:07
Hi Guys,

For those who've not noticed, Beta 10 is now up.

This has been built using the settings for the alpha posts, as these seem to be the most stable. We've tested 'booble head' and can't replicate it with this build.

We're hoping that this is the final beta, addressing any of the major (and most minor) issues. I'm hoping that this will also fix the sliding issue, or at least leave it at an acceptable level.

The jumping on the stairs has never been possible and so isn't being considered as a bug.

As, always, please let us know if this fixes things, especially the 'bobble' head issues.

SC
BlackFox
FPSC Master
16
Years of Service
User Offline
Joined: 5th May 2008
Location: Knight to Queens Bishop 3
Posted: 18th Jan 2013 20:24 Edited at: 18th Jan 2013 20:27
Quote: "The jumping on the stairs has never been possible and so isn't being considered as a bug."


As discussed with you and s4real, we have tested the "jumping on stairs" from the current version (1.20) right back to v1. It is as it always has been. You can't fix what is not broken, and it is a waste of your time to try and fix a "non-issue".

Your latest release looks good. Even getting some great FPS, and that is in a VM. I cannot seem to get any "bobble head" issue appearing, with or without my coffee.

By the way, I found the issue we discussed with the invisible wall segment type not appearing in the editor as it use to in v1.09, but how the entity type of the invisible wall does show up. Unfortunately, it is in the map editor section of the code and by changing it so the segment type is visible, it will cause a few issues for your current source. I am content as it is and use an entity version myself so we know where the invisible walls are. I cannot speak for the others that may find this an issue, but it will be a headache for you to address.


There's no problem that can't be solved without applying a little scripting.
bruce3371
14
Years of Service
User Offline
Joined: 4th Aug 2010
Location: Englishland
Posted: 18th Jan 2013 20:41
All Hail 'BlackCommanderFlatFoxLanderS4SceneReal'.....takes deep breath!!!

4125
16
Years of Service
User Offline
Joined: 3rd Feb 2008
Location: Bronx, New York
Posted: 18th Jan 2013 22:06
Quote: "By the way, I found the issue we discussed with the invisible wall segment type not appearing in the editor as it use to in v1.09, but how the entity type of the invisible wall does show up. Unfortunately, it is in the map editor section of the code and by changing it so the segment type is visible, it will cause a few issues for your current source. I am content as it is and use an entity version myself so we know where the invisible walls are. I cannot speak for the others that may find this an issue, but it will be a headache for you to address."


Thank you BlackFox for actually taking the time to looking into this. If it's a pain to fix this in the current code then by all means it could wait as it's not a show stopper. I have yet to test Beta 10 RC yet because I've been busy handling other matters but I will report what I get when I get the chance perhaps later today / tonight.

Intel Core i5 3570, Nvidia Gefocre GTX 560 OC 1024MB, 16GB RAM, P8H77-M Pro, Windows 7 Home Premium x64
bruce3371
14
Years of Service
User Offline
Joined: 4th Aug 2010
Location: Englishland
Posted: 18th Jan 2013 23:06 Edited at: 18th Jan 2013 23:07
After testing b10 rc, I am happy to say, there's no wobble!

This time I tested the sample map from the science pack 44, and with my old dinosaur of a PC, I got a framerate of 41! All round stability was good as well, I was even able to jump all over the furniture, and up the walls in the sample map, with no problems at all! So definitely an improvement all round I'd say!

Congratulations to Scene Commander, s4real and Flatlander for all their hard work, which has finally paid off, and of course to Blackfox as well, for all his input.

Have a or a or 2, or, 3 (on the other hand, who's counting? lol)

BlackFox
FPSC Master
16
Years of Service
User Offline
Joined: 5th May 2008
Location: Knight to Queens Bishop 3
Posted: 18th Jan 2013 23:20 Edited at: 18th Jan 2013 23:27
Quote: "Thank you BlackFox for actually taking the time to looking into this. If it's a pain to fix this in the current code then by all means it could wait as it's not a show stopper. "


It is no problem. I know SC, s4real, and Flatlander have been busy with the "wobble" issue so I took it upon myself to find the issue with the invisible segment wall type. After checking 10 versions of source code and many, many compiles/tests, I believe to try and put it back to the actual way one version displayed the segment invisible wall will in fact cause further issues for people using the current version of the engine. Even in our source it caused issues for things like textures, and even some other areas that just should not be happening. It is possible that something in our source was even conflicting with this, and in my experience sometimes you have to make small sacrifices to get things to work right without adding more headaches. I believe it is better to leave it as it is and just use an "entity" version of the invisible wall in some circumstances. Perhaps they will address things like this in their "Reloaded" version.

Quote: "Congratulations to Scene Commander, s4real and Flatlander for all their hard work, which has finally paid off, and of course to Blackfox as well, for all his input.

Have a or a or 2, or, 3 (on the other hand, who's counting? lol)"


You start that and people will have that "wobble" back again.


There's no problem that can't be solved without applying a little scripting.
MK83
FPSC Reloaded TGC Backer
18
Years of Service
User Offline
Joined: 10th Jun 2006
Location: Greeneville, TN
Posted: 19th Jan 2013 00:23
Works perfect for me. Thanks guys for the hard work.

mk83 Productions
Ertlov
17
Years of Service
User Offline
Joined: 18th Jan 2007
Location: Austria
Posted: 19th Jan 2013 12:42
Congratulations!

Wobble is almost gone, and there, where it appears, its rather feature than bug. (walking over dropped guns or corpses). Performance is up, RAM consumption is down.

Very good, I can now render out almost all of my work with 1024 LMS and 85 LMQ.

Impressive!

Two small remarks:

1. Static Objects on the ground with a height below 1 - 1,2 metres are now more likely to push you through the floor out of the level, but that can be overcome by clever leveldesign and bugfixing of the old levels.

2. Huge outdoor levels with simulated sunlight for LM are now consuming more RAM for LM than before.

However, from my POV this is good to go!

Come to where the madness is:http://www.indiedb.com/games/into-the-dark
Anubis
12
Years of Service
User Offline
Joined: 6th Nov 2012
Location: Netherlands
Posted: 19th Jan 2013 13:19
Hello,

I got a bug with this latest version.
I stayed with 1.19 till this 1.20.10 and yesterday evening i backed up my files and installed 1.20.10

Ok, here is my bug.. I have a Waterlevel of 208 in my first level.
So when im in the water i have 08 extra above the zero line (waterlevel 200) of the segment on floor 3.
With 1.19 i did a Shift-W-Space (Run-Forward-Jump) and i was out of the water.. With 1.20 i cant get out anymore. I have to raise the Waterlevel to 222 to be able to get out.
On Waterlevel 208 its just trying to get out with a lot of shaking, but no result.
Even worse is when there is no Vertical segment (wall) under the floor im trying to get out.. i get stuck under this floor board without any means (pushed every button, even CAPSLOCK-K) to get myself freed.. so i drown.

I can solve it with raising my waterlevel to 222, but i thought its worth mentioning.

In short.
-> FPSC 1.19 - Waterlevel 208 - No problem getting out of the water.
-> FPSC 1.20.10 - Waterlevel 208 - Cant get out of the water.

btw.. it seems swimming is slowed (even with SHIFT pressed) in comparison to 1.19, so i need to reconsider my Air supply, since you cant get that far anymore under water.

But like the waterlevel 'bug' i can work around this.

Grts
Anubis
s4real
VIP Member
18
Years of Service
User Offline
Joined: 22nd Jul 2006
Location:
Posted: 19th Jan 2013 14:12 Edited at: 19th Jan 2013 14:21
@Anubis :- Post a mapfile with the problem using stock stuff please.


Quote: "1. Static Objects on the ground with a height below 1 - 1,2 metres are now more likely to push you through the floor out of the level, but that can be overcome by clever leveldesign and bugfixing of the old levels."


If you could post a mapfile using stock please.


Please Note that there may be no more updates to the official as Lee wanting to get the final release out.

@scene:- Yes the stairs jump problem seems to be there to keep you on the stairs when you on them.

Quote: "By the way, I found the issue we discussed with the invisible wall segment type not appearing in the editor as it use to in v1.09, but how the entity type of the invisible wall does show up. Unfortunately, it is in the map editor section of the code and by changing it so the segment type is visible, it will cause a few issues for your current source. I am content as it is and use an entity version myself so we know where the invisible walls are. I cannot speak for the others that may find this an issue, but it will be a headache for you to address."


What was changed in the editor so they don't show and what issues do they come up with.

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
Anubis
12
Years of Service
User Offline
Joined: 6th Nov 2012
Location: Netherlands
Posted: 19th Jan 2013 15:15
I used the terrorstrike map and changed some things.
FPM attached.

I dont know if the parameters i use come along with a fpm file.. if not, change the waterscript to 158 (yes, somehow these variables are different for my game, but the problem is the same)

Notice there is a hole in the basement floor.. water is below the floor (with 158). Yet.. try and jump in and get out.. sure, normally it doesnt work, so no other outcome this time.. but after a few times trying to do get out (shift-w-space or w-space) i get stuck and cant move anymore.

second thing i notice is my health gets a hit when i get below in the basement, just when you're down the stairs. Same thing happens in my game after i plunged myself 2 stories down in a pool and get out. The moment you leave the water (still standing in 8 (200 +8 in my game) water i get a hit on my health. But that issue was around in 1.19 already. So its older than 1.20

For my 'bug' you get yourself a waterlevel/height of 178, and see what happens.. you cant get out (all the time), and when your trying to get out from where there is no wall to push off of (or something ) you get yourself stuck underneath/besides the floorboard.
Fiddle around with places to get out and the waterlevel between 158 and 198

The behaviour is somewhat different (waterlevels and getting out yes or no) from my game and i didnt notice the heavy shaking i had in my own level (need to check for ledged) when trying to get out via a wall adjacent floor.

Hope i made myself clear, otherwise let me know.

Grts
Anubis

Attachments

Login to view attachments

Login to post a reply

Server time is: 2024-11-22 21:17:00
Your offset time is: 2024-11-22 21:17:00