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

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Ertlov
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Posted: 2nd Feb 2013 15:12
If the hotkey is still "y", which means "z" on a german keyboard, that doesnt work either...

Come to where the madness is:http://www.indiedb.com/games/into-the-dark
s4real
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Posted: 4th Feb 2013 16:51
@Ertlov :- The Y button is working for me but there is something not right with the change from static to dynamic or dynamic to static.

If I change a static item to a dynamic item or the other way round the item don't show in the game at all so I think this needs a look at.

best s4real

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BlackFox
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Posted: 6th Feb 2013 19:58 Edited at: 6th Feb 2013 22:19
Regarding the file collection routine... Why is this in the source?



Why would you reference a useless video to be copied into a build? Why is it that custom videos used in a script calling the "makevideotexture" command never copy, on some systems the above mentioned video copies while other systems do not copy it at all?

Just like the skybox issue, is there no way to get the source to copy what is *called upon* for a build? If I assign a script for a dynamic console that has player interaction and it resides in the "scriptbank\NFM\GAME" folder, it copies the exact folder and script(s). Same is said when entities and segments are used- the folder(s) and file(s) copy to the built in the exact structure.

Yet when using the "makevideotexture", none of the videos required are copied over to the build, except the top-most video in my videobank folder. Again, we have to manually copy missing media. The same is said of the "video" command.

For example, in my "titlepage.fpi", I have the following videos defined on buttons:



When I do a build, only the video "00-at1-intro.wmv" copies to the build (videobank\ancient_tombs1\00-at1-intro.wmv" is the exact structure in the build). If I point to any other folder containing videos, only the above copies since it is the top-most folder and video. Manually copy them in the structure they should be and no problem. I've tested this in both my source (v1.17) and in v1.20 (r760).

If this is going to be completed and pushed out as a finished release, then I can rewrite the collection routine to suit our needs. It would be nice if this can be looked at before hand as it seems that some media copies while other media does not, which becomes time consuming when prepping for a final release.


There's no problem that can't be solved without applying a little scripting.
Nomad Soul
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Posted: 7th Feb 2013 01:19
Please can someone confirm if the entity swapping (static>dynamic and dynamic>static) issue is being looked into before V120 is final?

If this is the only bug I'm hoping to start using V120 for my default version of FPSC.

Also I agree with BlackFox that someone should check all the media files are being copied into built games properly. Having to copy assets across into built games manually would really suck.

J T Huges
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Posted: 7th Feb 2013 01:25
I have windows 7 and I was having problems trying to run b11 to b15 but after I downloaded the 2 files

msvcr71.dll and msvcp71.dll, everything is working great.

I am able to upgrade to beta 15 and have it running great.

thanks, cybernescence, good job looking into this.

I've kept a copy off on the side just in case they get delete.

Live Long -N- Rock'n Space Cowboys
Scene Commander
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Posted: 7th Feb 2013 17:36
Hi Guys,

Just to let you know, I am still monitoring this thread when I've got time and making notes of the issues , but I'm currently without the internet at home which is slowing things down quite a bit. Hopefully normal service will be resumed next week sometime.

Thanks,

SC
Corno_1
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Posted: 9th Feb 2013 15:22
hey can you look into the aiatcover and aimovetocover code! My enemies just stand there and do nothing!


ASTECH
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Posted: 10th Feb 2013 05:52 Edited at: 10th Feb 2013 05:54
Quote: "Well, your maxing it so you are going to have more complex light maps and therefore more VM taken up. You're going to have to sacrifices somewhere. I used to have it set at 100 but I decided to go down to 50 and keep the 1024 for texture size. I have to make my levels smaller but if one can make a level fun then you have succeeded in having a good looking level and a fun level to play. You can make several chapters -- each a game following the same theme with several levels. So, what do you expect with an inexpensive tool? The moon? But who am I to say anything?"


With all due respect and, excuse me if I'm wrong here, but it sounds like you think I don't know how to work with the memory cap. I actually have built my levels very streamlined. For what I'm doing in regards to how my levels work, 100 as my quality should be acceptable. I know the settings are overkill but using earlier 1.20 betas, I see less memory used versus more used when using newer versions.

My point is that is should be the other way around. Performance with memory usage should be getting better and not worse. A lightmap of ANY of my levels going up 100MB+ with a new .exe is rather counter-intuitive at the least.

But still, my main gripe is the spawn system. When you can see characters spawn at start (even though blacked out) before they are supposed too... THAT is a pertinent problem. This is especially so for people who need it as a main mechanic to their game.

PC Specs: AMD X4 2.7Ghz, 8GB DDR3 RAM, Nvidia 9800GT, Win. 7 Pro 64 Bit
s4real
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Posted: 12th Feb 2013 02:29
Well all the best with the final release, I'm not working on this beta anymore because scene and lee want to put this to bed and also I don't have the time.

best s4real

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Scene Commander
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Posted: 12th Feb 2013 11:20
@ASTECH

I've looked into the memory, and as far as I can tell memory consumption is down for me as well. It's possible that something has happened due to changes that have affected your maps. It's not something I'd be able to check correctly without an FPM.

Quote: "But still, my main gripe is the spawn system."


I can confirm that there does appear to be an issue with characters that spawn at start. It looks as if there is a pause between activation and floor finding. As I'm still without the internet at home (How long can it take - I was told it would take a couple of days two weeks ago!!), I'm not really able to upload any fixes, but have a couple of thoughts on the cause.

I'll try and check in as often as I can, and hope to be up and running by Friday (the new date I've been given.).

Thanks,

SC
Deathcow
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Posted: 20th Feb 2013 18:51 Edited at: 20th Feb 2013 18:52
@Scene Commander

I have been testing out 1.20.15 and removed all the lights from one of my levels and save as and FPSC crashes. It crashes when it is trying to load entities. Please see screenshot.

I had tried the same thing with the WW2.fpm and it also does the same thing.

I will upload the FPM file also.

DC

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Deathcow
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Posted: 20th Feb 2013 18:52
Uploaded FPM file WW2b.fpm

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Scene Commander
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Posted: 20th Feb 2013 20:00
@Deathcow,

Thanks for the report, I'm aware of the issue and have a fix planned. In addition, I'm aware of a problem with newly spawned characters not finding the floor at first, if very distant from the player. I'll be working on these last couple of bugs over the weekend and once we're sure all is well, be looking at hopefully a final beta.
Flatlander
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Posted: 20th Feb 2013 21:41
Let's see, is this the third final beta?

Just kidding. The wait has been worth 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.
AngelTheKiller
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Posted: 20th Feb 2013 22:35
I don't know if anyone notice this yet but, when I make a multiplayer level the final build haves oneshot only on the right side and objective on the left even though I did not put those on. I don't know if it just popped up on this beta or the last one but its misleading.
Deathcow
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Posted: 20th Feb 2013 23:50
@Scene Commander

Thanks for the quick reply. You have done a great job on this update and apart from this bug it is looking great.

Many Thanks

DC
s4real
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Posted: 21st Feb 2013 02:09
Quote: "I don't know if anyone notice this yet but, when I make a multiplayer level the final build haves oneshot only on the right side and objective on the left even though I did not put those on. I don't know if it just popped up on this beta or the last one but its misleading."


Yes I can confirm this bug as well.

best s4real

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unimansoftent
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Posted: 22nd Feb 2013 01:53
Lee, what happen with the new patch 1.20.16

The 1.20.15 patch have the same problem with the waypoints like the 1.20.10 version:



With 1.20.11 version the characters follow the waypoints:



But the 1.20.15 for second time with the same problem like 1.20.10.

This is my beta patch report of version 1.20.15.

Grettings

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Comby
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Posted: 22nd Feb 2013 18:13
Will V1.20 be available through the FPSC auto-updater,or this feature has been dropped?
Scene Commander
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Posted: 23rd Feb 2013 14:08
@AngelTheKiller

I'll look into the multi player bug, I'm sure it's something simple.

@unimansoftent

I believe it's been mentioned before, that for the waypoints to work well on stairs, walls on both sides are required. I've attached an FPM demonstrating this working.

Thanks,

SC

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uman
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Posted: 23rd Feb 2013 14:31
I am using V1.20.007 at the moment.

I have an issue perhaps someone can confirm if its fixed now?

Player cannot jump on entities using keyboard space bar without either getting stuck in them or otherwise having other various issues like forceably being pushed forward with loss of keyboard control and no escape?

I am trying to make some new large entities - floors, rocks and things of that nature. Model pack stock entities such as rocks behave the same - its not my models in particular.

I am trying to make some assets ready for Reloaded use perhaps so would like to fix this so I can test them out properly.

Not sure why the player in my version starts in level at about 6 feet from the ground and stays there and has to fall to ground level at start when you use a move key either?

Thanks

Scene Commander
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Posted: 23rd Feb 2013 14:36
@uman.

There have been a number of changes to player collision,some since V120.7. I'd suggest trying the latest beta and see if that helps.

SC
s4real
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Posted: 23rd Feb 2013 19:57 Edited at: 23rd Feb 2013 20:16
@uman :- There been some major work done since beta 7 you need to update to see if those problems been fixed as scene said.


I think one simple change in the source is having a big effect on the collision that scene added a bit ago lifts don't seem to be working that well anymore plus I have a model packs that don't work that great as well since the change.

maybe it needs to be changed back and looked at in a different way.

best s4real

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Tomahawk
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Posted: 24th Feb 2013 15:45
I just downloaded the V120 beta 15. I like the improvements but I was wondering, did Errant AI ever release the updates to his packs that he mentioned. Because I couldn't see any changes. I'm not sure if i did something wrong with the download, or he never had a chance to implement the changes he planed?
Snake675
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Posted: 24th Feb 2013 16:49
Hi there

@uman
Yes, i can confirm the thing with the player starting somewhat higher than ground. About the collision i am not shure

@x
Generally i stopped to install betas and stay with 1.20.003 wich seems most stable and *compatible to me.

I hope all those efforts lead to a stable, fast and *compatible version at the end - and FPSC wont be skated over by FPSCRL and goes to die...

* compatible with all earlier model packs, scripts etc

------------------------------------------------------------
i5 2.8 GHz 64bit / 4G ram / W7 home sp1 / geforce gts 250
FPSC 120 Beta 3
uman
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Posted: 25th Feb 2013 10:07
Downloaded the latest.

This fixes the player start position height but not the jumping on the large entity issue I still am taken for an automatic ride after jumping on it and loose control of the player to the game itself.

Some entities do not do this so it may be down to individual entities.

There are other glitches too obviously. The player can walk up shear vertical faces of large entities in places much like climbing a ladder though there is none.

If I start a new level and add the default ground segment to walk on. Place a container from Industrial model pack which is a large entity I can walk up the side of it and onto the top of it and at the edge of it one can partially hang off the edge and onto the side of it to a distance before falling in places. I even managed to go over the side without falling off and climbed back up.

I guess this is all related to the Player(camera) not having Poly collison. I suppose these are things which could be said to be expected in this case though it may well cause users games to have all kinds of collision related glitches for the end game player.

Just noting my findings in my instance no worry for me as I am not making games with it - just looking at the moment at stuff for possible reloaded use which is a bit premature but FPSC may be helpful for media prototyping content in readiness perhaps.

rolfy
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Posted: 25th Feb 2013 12:09 Edited at: 25th Feb 2013 12:30
Quote: "Some entities do not do this so it may be down to individual entities.
If I start a new level and add the default ground segment to walk on. Place a container from Industrial model pack which is a large entity I can walk up the side of it and onto the top of it and at the edge of it one can partially hang off the edge and onto the side of it to a distance before falling in places. I even managed to go over the side without falling off and climbed back up."

Sounds like a collision setting error, unless others are having the same issues. I suspect its setting is wrong as it doesn't happen for you with all entity's, even a lot of the stock media is set incorrectly. Why you would want full poly collision on a lamp or trashcan prop for instance is beyond me, but if you set them to static that's what you'll get by default as its set in the .fpe.
Make sure this container is static and its set to collision 2 (box). Unless you want to move it or blow it up it needn't be dynamic and as large dynamic entity's will cause collision issues it would make sense if dynamic could use box collision too.
At present I believe its only sphere or cylinder. Which would explain your being able to partially walk off before falling.

It might also be worth checking out the scale in the fpe as sometimes this too can cause collision errors, its always best to make the model actual size and not be scaling it in the engine.

I don't trip over...I do random gravity checks.
s4real
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Posted: 25th Feb 2013 12:29
Quote: "Sounds like a collision setting error"


The fact that the collision worked before is what I think uman trying to say, model pack 3 does have major collision problems as I've just tested it.

This isn't the only problem with the collision, the problem is that scene commander fixed some collision issues that where in fact to do with the timing of the engine so now the timing is now working these fixes are having an effect on collision as they didn't need to be fixed.

I think a revert back may be needed as lifts don't work as they should anymore even with flatlander script fixes.

@uman :- Yes I can confirm your issue.

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rolfy
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Posted: 25th Feb 2013 12:34 Edited at: 25th Feb 2013 12:46
It seems odd if some media has no issues and some does, it suggests a problem with the media itself.
I would take a look at the models before messing with the code to narrow it down, though it doesn't solve the lifts issue.
I have seen it with entity's before which weren't exported with the pivot at 0,0,0 where collision would be offset when placed in FPSC, sometimes it screws it up sometimes it works fine.

I don't trip over...I do random gravity checks.
uman
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Posted: 25th Feb 2013 13:57 Edited at: 25th Feb 2013 14:12
Actually these and or similar issues have always existed or for a very long time.

As said previously large entities from other model packs for instance Hills and Rocks cause similar issues so placing a hill in a level I can get stuck in it or simply cant walk over it when approaching parts of it as the polys are obviously an issue.

I have a space level just testing where if I place a rock from a model pack as an asteroid and place the player on it and walk around it I get the errors where I simply cant walk all over it as the entity refuses this ability to the player on the other hand as said I can in some instances walk up sheer vertical faces of very high vertical objects. These are nothing to do with my personal settings as the objects can be using out of the box entities as it were from TGC model packs.

In the reverse to this in the space level I have a model entity rock (asteroid) which I have made as a test using a lower polygon rock model I made and place this next to the TGC model pack rock in the level and I can walk around my own model without a problem.

Personally I am not really complaining here by the way as FPSC has always had various and numerous issues with collision as is a matter of fact. I dont know the ins and outs as far as the physics system or engine is concerned just reporting findings. FPSC was and is not designed for managing easily collision over large entities especially of an outdoor type perhaps such as terrain or very large entities of other types. Its a dungeon crawler really best suited to using stock media I guess so I expect nothing much from it other than if its a game engine then Player collision should be solid the engine developer end out of the box. Same is true of model packs they should be solid and tested to be so extensively before release. You cant expect the average FPSC user to know anything about using stock media or model pack media correctly if it is not so out of the box or to know why the engine or a model or script causes collision problems as would the perhaps the expert users here so as to correct anything easily. A new purchaser expects to be able to buy a model add it and it should work the scripts and everything else comes with it out of the box and should work for them.

"Sounds like a collision setting error" What setting is this then? I thought there was only two - either collision on or off? what else should be necessary? In a game engine collision should be automatic by default i.e. On obviously as you dont want to be walking through or falling through everything, unless otherwise turned off for a reason. If its more complicated than this then its too complicated for normal users. FPSC is a basic engine and should not need a users to have a degree in rocket science. Collision should be by and large as said on or off and taken care of by the engine in its basic form. I understand the complexities just as anyone else does though I always try to look at this from a new users point of view and generally speaking most will be not game making experts - if they were I doubt they would be using FPSC.

Why you would want full poly collision on a lamp or trashcan prop for instance is beyond me,

I was referring to poly collision for Player not entities.

I have tried changing the collision setting for entities to Collision = 2 and I still have various issues. Jumping on the spot just once on some entities - Model pack rocks results in the player still being stuck on the spot unable to move.

See attached screen shot. This is a container from Model Pack 3 collision = 2. Fro a start at ground I can approach the container walk up the side of it and get on top. The Player seems to be half way into the ground height and too low. As you can see I can walk to the side of container and walk out over the edge and hang there a considerable distance from the side of it without falling. The box collision box holding me up if so seems to be very large here - massive? I can also move sideways and get back to the top of the container albeit the player seems to be very low within it seemingly as if the player is halfway buried within it unless thats an illusion. I cant actually see the player to see his position of course but the camera seems way too low walking over the top of the container in places the camera seems almost near container top level height, certainly the player seems to be around 50% lower than he should be?

Anyway this is all to time consuming and complicated for me to debate endlessly which in the case of FPSC has gone on for more years than I can remember and collision has always had its problems. - At the end of the day it either works or it dont for each individual I guess.

Hopefully Reloaded wont have any Player or Enemy collision problems or that wont get it off to a good start.

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Flatlander
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Posted: 25th Feb 2013 17:08
As far as lifts, I have no problems with the WW2 and Scifi lifts when using them in combination with the segments with which they were designed. And actually I have no problems with them as far as using the dynamic entity by itself without the segments (tubes).

However, checking out MP3, the dynamic small boxes have a real bad issue. When you jump on them, the entity is thrown -- shot like a canon ball - across the room and hurts the player. The large boxes seem to be just fine. I also tried jumping on a big box and then jumping down on top of the small box. Same thing happens. I tried making it immobile. It at least doesn't shoot across the room but there are collision issues with the player getting stuck. Making them static seems to be OK but the player simply jumps over the box when you use a combination of the "space bar" and "w" keys.

I do seem to have more difficulty with this than in the past.

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: 25th Feb 2013 17:46
@F l a t l a n d e r :- This was my fault as the test map I was using I didn't change the scripts to yours I thought the scripts had been changed as default and didn't realize yours where name lift2 so my fault on that one.

Yeah model pack 3 has the same collision problems in early versions of fpsc because it seems to not been updated for when fpsc changed in about v1.15 this pack was made around v1.03 if I remember.

I just tested the model pack in v1.15 and it has the same problems so this in fact is more like the models needs to be changed like rolfy said.

So I apologize to both of you

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rolfy
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Posted: 26th Feb 2013 01:22 Edited at: 26th Feb 2013 02:44
Quote: ""Sounds like a collision setting error" What setting is this then? I thought there was only two - either collision on or off? what else should be necessary? In a game engine collision should be automatic by default i.e. On obviously as you dont want to be walking through or falling through everything, unless otherwise turned off for a reason. If its more complicated than this then its too complicated for normal users."


Quote: "Why you would want full poly collision on a lamp or trashcan prop for instance is beyond me,

I was referring to poly collision for Player not entities."


I wasn't referring to you personally uman, in fact my whole point is that as you say this stuff should all work straight out of the box. In FPSC, stock media seems to have mostly all entity's and some segment values set to collision=1 (poly collision) by default when many of these objects should be set to collision=2 (box).
There are a few settings you can use and not only will it help collision but performance as well.
My point with a small object like a lamp is that mostly these will be dynamic so you can move them around or destroy it and dynamic collision will default to only sphere or cylinder, which is fine. If you make it static its setting is 1 in the .fpe which is full poly collision and I reckon if you have a few of these small objects in an area then the engine has to calculate all this collision when box will do just fine and reduce calculation.

The player collision itself I believe is sphere or cylinder and cant be changed so poly on small objects is entirely pointless.

Sometimes overlapping meshes with different collision settings can cause issues as well, such as a stair segment (collision=1) cutting into a floor segment mesh. These segment parts should all be collision=2. You should always try shifting an offending entity up off the floor a little (just a little so its not noticable) and see if this fixes things, this a fault with all engines and not exclusive to FPSC so its not something to blame the engine for and new users should learn about these things really if they want to create games. I understand the need for it all to work flawlessly out of the box but you will encounter these problems with any given games engine.

As you seem to understand this should have been addressed by the creators of media and not the end users, but in creators defense the collision settings are not documented properly..

As for large objects having issues it can be a bit hit and miss and sometimes too few or to many poly's in a large object and the complexity of its shape can cause issues, however there are two settings you can try changing which might fix it, collision=1 for full poly or you could try collision= 3 (reduced) which uses a percentage of the mesh collision to create a less complex, but shaped, collision which might help with higher poly objects. Player collision only, enemy characters are bound by null space so wont walk on surfaces that dont conform to 1x1 grid size.

You can make these changes in the entity .fpe and it might be best to delete bin and dbo files after changing and drop the entity into a fresh map before testing your original level.

If changing settings still causes issues then the creator needs to take a closer look at the model to fix it, as I said an offset pivot at export or asking the engine to scale the entity can screw things up, you will find that this kind of thing will be an issue to all and not as suspected the engine working for some and not others, it will be the same across the board.

I completely agree all this stuff should work straight out of the box, particularly with official model packs, but without any real quality control your going to have to rely on the creators themselves to do so and mostly they work fine, but sometimes you will come across problems like this and they should be fixed as a priority or removed from sale.

I don't trip over...I do random gravity checks.
uman
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Posted: 26th Feb 2013 09:37
No worries,

As always I also was not personalising anything and not really pointing the finger at anyone at all. Certainly not engine Modders and not even the Model Pack developers, nor even TGC in fact though they may ultimately be responsible for the products they sell as it were.

FPSC was never designed initially for many of the things we expect it to do and everyone has done a great job in extending it.

Yes I understand the various model complexity issues and though not an expert modeller I do understand the basics as you have mentioned having worked with many engines, models and their issues for such a long time.

As it happens I was only testing really basic visual aspects of element design for some content I had thought of making in preparation for use in Reloaded which I know nothing of exactly e.g. what model, texture formats or physics it will use and so on so who knows what may or not be useable. Dont even know if it will use a skybox as yet.

In classic as we know there are workarounds for various issues in many cases if need be though more work of course.

Have a look at the attached and you can imagine some problems might occur in FPSC classic, and perhaps given its core abilities for handling of collision could be expected.

Effectively though the scale is difficult to see because there is little to relate it too, the model is effectively a terrain - a one piece model and largely fills the whole of the FPSC world size. Its a relatively simple model with varying degrees of ploys distributed unevenly because of the variety of shaping but not a high number overall.

I have no problem walking this at all at any location. I can walk/climb vertically to the highest part at only one point - good place for a ladder eh! The only issue is that there are to be seen if you look closely some deep crevices in the flat area before you which the player cannot quite walk over so needs to jump and Jumping is an issue when the player loses all control of the keyboard and goes for an automated ride after the jump so its game end as it were. As this model surface is largely flat inserting a basic segment floor beneath would fix this for both player and enemies to walk and jump successfully I imagine so that would probably provide a workaround for that too though I have not tried it.

As this is for Reloaded use potentially it dont matter anyway and anything done now could be big waste of time I guess until we know more of Reloaded which is why the textures and even the model are not final of course being a concept prototype as it were.

I have done enough on that for now and may move on and make some more if time allows - should be able to find some for that as a Reloaded beta even looks like being a way off yet so its FPSC classic testing for now.

I find it easier to get stuff into Unity for simply "Looking At Testing" as it were but thats just making more work in conversion of models and so on if its not staying there and as with most of us dont really want to waste time unecessarily. The problem with FPSC classic in testing things for outdoor environments like this is that everything like the model here is restricted in scale to fit the FPSC world sizes. Clearly you cant insert a terrain/model larger than this or shape it towards a horizon at all. Well you could by simply making it smaller relative to the player I guess and rescale it later but now I am getting complicated

Enough from me on this I must get back to work.

Happy game making all.

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rolfy
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Posted: 26th Feb 2013 09:56 Edited at: 26th Feb 2013 10:03
Quote: "Jumping is an issue when the player loses all control of the keyboard and goes for an automated ride after the jump"

I have noticed this too with recent updates on even smaller terrain and the player will either keep going to the horizon or land when it meets a segment, maybe that is something which needs looked at.
I wasn't going to make an issue of it, as you say its not designed for terrain use and I would simply disable jump or slice it into segments, but it wasn't always like this.

As for FPSCR with terrain modeling built into the editor I expect no collision issues so for me at least its not something I would waste time on for now.

I don't trip over...I do random gravity checks.
uman
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Posted: 26th Feb 2013 10:00
Hi Rolfy,

Forgot to say thanks for your help and advice anyway which is much appreciated.

rolfy
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Posted: 26th Feb 2013 10:09
Your welcome

I don't trip over...I do random gravity checks.
uman
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Posted: 26th Feb 2013 12:57
Heres one for you attached.

Its called shoot the alien legs. Only joking

All stock media scifi characters, at game start when you have a look around.

Probably my stock characters or something else going on here.

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rolfy
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Posted: 27th Feb 2013 01:33 Edited at: 27th Feb 2013 02:43
I do have one thing I would like to report concerning objects with transparency, when setting transparency to 2, the entity will not appear correctly in the editor when right clicked. The alpha appears to have sorting issues and makes it very difficult to place objects with any accuracy, if I reset it to 1 it will show as it should but when you have a lot of foliage or whatever to place it gets really tedious having to change settings back and forth as I have to apply the change then right click again.
Enough of a chore to me but newer folks are going to have a hard time, I am still on beta 12, and as creating new media I fear switching anything that works for me as is, so it may be fixed by now but I haven't seen anyone else report it.





This setting is required to prevent the sorting issues you see here except in-game its more likely to occur with dynamic entity's and other transparent textures behind the object, so its a must have.
It works as it should in-game its just an issue in editor.

I don't trip over...I do random gravity checks.
Scene Commander
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Posted: 27th Feb 2013 09:00
@Uman.

Thanks for the report, I was aware of the issue and had meant to look at it the weekend just gone, but I got distracted playing a game (I know, I know!).

@Rolfy,

I'll look at the transparancy issue, but if it's an editor problem which it looks like, I'll have to pass it to Lee.

Thanks for the reports,

SC
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Posted: 27th Feb 2013 09:43
Rolfy, if those images were in reverse order -- the bottom to top and top to bottom -- that would look really creepy. Something out of the "Little Shop of Horrors."

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: 27th Feb 2013 10:35 Edited at: 27th Feb 2013 10:37
Yeah, now that you mention it it does look like its sneaking up on you
As you can see though for some reason the segment in the background 'hides' the bush which in fact is in front
Quote: "
I was aware of the issue and had meant to look at it the weekend just gone, but I got distracted playing a game"

I have already had to send Lee's mum a message concerning these goings on, dont make me send yours one too.

I don't trip over...I do random gravity checks.
Scene Commander
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Posted: 27th Feb 2013 11:18
Quote: "I have already had to send Lee's mum a message concerning these goings on, dont make me send yours one too."


My mum is very firm about me working so I wouldn't like that. Bearing that threat in mind, I got straight to work and have fixed the character 'sinking' issue and uploaded the files to the SVN.



SC
s4real
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Posted: 28th Feb 2013 02:41
I have notice that there is big issues with static entities collision, wolfs DOJO is a perfect example to download to find the problems.

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Flatlander
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Posted: 28th Feb 2013 03:53 Edited at: 28th Feb 2013 23:24
I haven't even looked at his DOJO yet. That would be too bad to have collision problems with it.

Addendum #1:

I move around so freely at first through the dojo and then, bam, I get stuck. The crouch will always get you out of it but that of course is a pain. BTW, don't use <SHIFT><K> because it will not get you unstuck. In fact it will solidify the stickiness and you won't even be able to use crouch. Also, it is so inconsistent.

Addendum #2:

The "revenge" version of the dojo works fine with v1.20 r765. I don't know what Wolf did but he fixed it.

Addendum #3:

The "revenge version worked well the first time, I went in and out of the hall or whatever you would call it (several times) and never got stuck.

Then I went reloaded after saving and now it doesn't work.

Go figure.

Now I know why there are segments. You build rooms with segments and not static entities I guess. However, it's nice to be able to go into a building without making another map area for it using the transport player action.

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.
Mini0013xx
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Posted: 2nd Mar 2013 16:43
There's a bug in which character entities can shoot through dynamic entities, for example tables and doors.

Also, one thing still remains. Character entities cannot move from one floor to another no matter how hard they seem to try. (And sometimes this can't be fixed with waypoints.)

Although, if you don't fix the second one, I'll be fine with that. The first one, however, is VERY bad.
AngelTheKiller
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Posted: 3rd Mar 2013 00:09
This happens with any segment or door for some reason. Also pass the side where you cant place nothing in the editor, those dark segments appear and it takes up memory.

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s4real
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Posted: 3rd Mar 2013 02:38
Not sue what we looking at with that picture, are you using ray shader in that map

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AngelTheKiller
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Posted: 3rd Mar 2013 03:51
ray shader? I'm using the default settings on fpsc. These segments I did not place there. I build a room and the room got copied for unknown reasons and made this. This happens with stock models too.
s4real
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Posted: 3rd Mar 2013 04:34 Edited at: 3rd Mar 2013 04:34
Uhmm thats a strange one not seeing that problem myself maybe a fresh install and then update is needed.

Looks like some files got corrupted but its a new error I've not seen before.

What op system you running

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