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

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rolfy
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Posted: 30th Apr 2013 01:04 Edited at: 30th Apr 2013 01:06
We all know your doing this without pay and trying to fix issues and we all appreciate it s4.
Its for sure that Lee would have shut this one down long ago, but to be fair he likely wouldn't have kept adding new features which seem to have caused some issues or held up other things.
I can also understand Blackfox point of view where he uses this software in a more commercial business sense and therefore his builds are a lot more complex, its not an option that he should manually copy over missing media whatever as he uses a LOT of media that he cant keep having to check whether or not its included in his final product. This eats up time and he's likely got other projects backed up because of it.

We all appreciate the effort and time you guy's are putting into this.

I don't trip over...I do random gravity checks.
seppgirty
FPSC Developer
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Posted: 30th Apr 2013 01:22
@ s4real

i think it's safe to say that we ALL appreciate what you and scene commander are doing for the FPSC community. Just do the best that you guys can do.

gamer, lover, filmmaker
Tax 78
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Posted: 30th Apr 2013 17:29 Edited at: 30th Apr 2013 17:31
Is it possible?

flashlight=1 or 0 v.1.20..17

You can move the lighting to the player's head? instead of feet
you must jump to watch what's on the table

Look screen



Tax

Sorry but I use a translator

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ncmako
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Posted: 30th Apr 2013 19:50
s4real & Scene Commander
Same here, I thank you both for the hard efforts you put into this.
It is in my opinion the best so far, nice smooth and stable.
But if Lee says it's time...well maybe it's time.
Thank you both
best ncmako
Flatlander
FPSC Tool Maker
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Posted: 30th Apr 2013 20:54
Lee usually wants to put the versions to bed sooner than they need to be; but, he does this with the idea that there will be a next version.

I don't think there is going to be a next version. After this, FPSC will not be touched again by TGC. So, it is a good thing to try and smooth out as much as possible as long as there are good people like Scene Commander and s4real who are willing to spend their time (without pay) with it. It will end when they no longer have the time or it's finished to their satisfaction. Cheers to them both.


I'm addicted to programming and coffee!
Scene Commander
Support Manager
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Posted: 1st May 2013 12:04
Thanks all for your supportive words.

S4 and I are making a final list of issues. We are happy that this build offers stability for the majority of users (Unless we're mistaken - if so, let us know) and will look at the last few problems. We can't promise everything will be addressed (As I partically have a far amount of RL work to do), but we will aim to fix the issues that have been raised by the majority.

SC
Anubis
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Posted: 1st May 2013 14:35 Edited at: 1st May 2013 14:36
Firstly, i really appreciate the time and efforts you (Scene&S4) put in. Thank you very much.

Hope you can address the Dark AI problems..
They are dealbreakers for making a commercial game.. (in my opinion)

Dark AI -> enemies walk/shoot through doors
Dark AI -> enemies can shoot through entities, no hiding behind a barrel and stuff like that.
-> Blood decals also won't stick to the same door (which has probs with Dark AI, or the other way round), the decals will be found on the wall/floor behind the door.

Those 2 (Dark AI) issues are on the top of my list.

Thnks
Anubis

-+- There are only 10 types of people in the world. Those who understand binary, and those who don't -+-

[Chipset:X58 CPU:i7.950.64 GPU:HD5970 RAM:12GB DDR3 WIN:7.x64 PRO FPSC:1.20.10]
Scene Commander
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Posted: 1st May 2013 18:23
@Anubis.

I'm not sure how much we can do for the AI in the limited amount of time we have. Airslide, who many of the old timers will remember as a bit of a god, has kindly shared his Airslide SE code with S4 and I and has given permission for us to use it in FPSC should we wish.

The AI in SE is a step up from the AI in FPSC, so providing the transistion is fairly straight forward, we think we can at least offer some improvement without too much work for us.

No promises though, but fingers crossed.

SC
Pain
FPSC Reloaded TGC Backer
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Posted: 2nd May 2013 23:56
Thanks Guys for the hard work you put into this. You guys rock.

Happy with what ever you come up with for the end.

Thanks Again for your time and efforts.

PAIN!

Me = noob

and i love The TGC : )
Payam
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Posted: 4th May 2013 00:35
There should be an option in the setup.ini for activating the Vsync and deactivating it...

It could help a lot for testing the fps on different machines.

Have our guns was a mistake!!!

I am PaYaM
s4real
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Posted: 4th May 2013 01:38
@Have our guns :- vsync is the most stable setting for fpsc so thats why there isn't the option to deactivate it.

Not sure why people would want to deactivate it to be truthful just so people can say look 300fps when the engine is running at 34fps anyway.

best s4real

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Flatlander
FPSC Tool Maker
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Posted: 8th May 2013 06:57 Edited at: 8th May 2013 07:01
I did some testing with folder names because an object didn't make it over to the built game for me.

The object was within a sub folder (Various) within the folder Post-Apocalyptic Model Pack 2. Since I only had one object from this pack I decided to do some testing. I thought maybe it was the spaces, so I got rid of them. No joy. I thought maybe the dash was causing some confusion so I got rid of that. It now was Post_Apocalyptic_Model_Pack2. Still no joy. The only thing left was the length of the name. If the name was truncated then it would never find any of the sub folders. So, I shortened the name to Post_Apocalyptic_MP2. This worked. Obviously since it couldn't find the original folder then it won't locate any of the sub folders.

For some strange reason (not even looking at the code I can see how it could be so) it will find all the objects within the folder regardless of the name length. So, this is why it might be difficult to find the full algorithm of this routine.

So, if this is never fixed -- to allow for longer folder names -- I would suggest that before we use any objects we should make sure that the folder name is shorter than 21 characters. 20 max.

I'm not sure if it is the same with all the folders. For example everything in the skybox folder. I have no problem with rolfy_skies. His is about the only skies I use. So I'm not sure about anything else.

Also, this is just my observation and the way I fixed it does work for me.

I should have realized spaces were OK because I have at least one main entitybank folder with a space or two. But, they are shorter than the folder name above. I am not going to try and figure out the exact length the folder name can be as yet but if it is 20 characters or less it should work fine.

Let's assume that the truncation happens at the 20th character. Then the program will try to find sub folders within the folder Post-Apocalyptic Mod. Won't happen.


I'm addicted to programming and coffee!
Payam
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Posted: 8th May 2013 11:51 Edited at: 8th May 2013 12:05
@ s4real
The option for disabling Vsync is only for testing games.
For example I am always running 200fps on my GTX 580 so if it drops to 100 I will understand something is going wrong and I will fix that but if Vsync is always active,I will see my fps is 60 always no matter if it is 200 or 100.


I'm not using FPSC anymore for about one and a half year because there is no engineering option in it,There are lots of options FPSC doesn't have,for example I want disable textures and see my Z-Buffer or even my G-Buffer.
Making games is not only adding models,effects,post processes,etc.
People have to profile they're games in the best way possible.


Edit:Maybe someone can add these options as a mod first,if there were nice feedback from users,it can be integrate to the next version of FPSC.

Have our guns was a mistake!!!

I am PaYaM
s4real
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Posted: 8th May 2013 20:35 Edited at: 8th May 2013 20:36
@F l a t l a n d e r :- thanks for the info , we looking into making file transfer better at the moment Fpsc doesn't see folders at and uses a ref file to transfer files as far as im aware.

That why it has to have a build.ini file.

@Have our guns :- Uhmm maybe something to think about.

Not sure what you mean by disable textures but you can run fpsc in debug mode.

This gives you a lot more info when testing the game.

best s4real

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Payam
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Posted: 8th May 2013 21:31
@s4real,
Here is a shot from Z-Buffer:

As you see Z-Buffer is showing depth with disabled textures.

Have our guns was a mistake!!!

I am PaYaM
Flatlander
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Posted: 9th May 2013 00:45
@s4real

I took a quick look at the code and haven't got a clue right now as to why length of folder name would matter.

I do know that the buildfiles.ini contains all of the files (including folder path) that will be copied. Also, that the buildfiles.ini is generated by the savearray command using the filecollections array. It's just trying to find the code that would have anything to do with the issue I had tested for with good results in the end using a folder name that is 20 characters long. The original length was 28 characters with spaces and a dash. Not only did I change it to 20 characters but also used an underscore line instead of spaces or dashes.

I was hoping to have found something that jumped right out at me but no luck. I don't know if I will continue to look. I'll just deal with it. I don't have that many files that don't make it over to the stand-alone folder.


I'm addicted to programming and coffee!
s4real
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Posted: 9th May 2013 14:52
@F l a t l a n d e r :- Thanks for the info and you helped a lot it seems that windows vista and above can only handle 260 character limit per folder including sub folders.

Thanks again for picking this up.

best s4real

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Tax 78
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Posted: 12th May 2013 17:40
@all
Is just a curiosity

Who are those who work to Version 1.20?

Scene Commander
s4real

and others?

Tax

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Mini0013xx
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Posted: 12th May 2013 18:23
I did a build for a game I'm developing recently. I've noticed that the enemies in the game don't react the same as they did in the previous builds. For example:

In previous builds, the player would walk through a corridor and have enemies fire on him immediately. Now, the enemies just sit there until you either get close enough to them, or until you shoot them. This is a big problem because this game has WAY too many large areas the player fights in.

In another area, there would be an ambush. All the ai would run out and attack the player. Now, though, not all the ai come out, but instead stay inside of their little rooms until the player gets near them.

The enemies used to chase down the player. They would chase you through doors and such. Now, they just sit there and wait for you.

Enemies, instead of targeting you, sometimes wander aimlessly around.

I don't understand why they do this, but it should probably be corrected. If you would like I could send you the game build. (It's not much, there's a lot of things that need to be corrected, but I could still send it to you).

Thank you.
s4real
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Posted: 12th May 2013 19:53
@Tax 78 :- Its just scene and myself working on the source now and Flatlander helping out every so often if he picks things up.

@Mini0013xx :- Send me a link to the build not packed in like vishnu so we can test.


best s4real

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Tax 78
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Posted: 12th May 2013 21:52
@s4real ok thanks. I plan to make a gift to you 3, I want to give a little script pack, which I will finish in a few days.

Run system, very very hard script

Tax

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s4real
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Posted: 15th May 2013 13:28
Tax 78 :- Thanks for your time and effort.

best s4real

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Meows
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Posted: 16th May 2013 00:57
Thank you all for the fabulous work you have done with this software. It has really moved mountains and shaken virtual worlds since I first purchased it.

How ever it turns out as I am positive there will remain a few issues that we will have to find alternatives to as I have yet to see a bug free piece of software, as historically there is no way any one can accomplish this as it is inherently impossible to know what hardware the user has or how they have it configured. So Great work and many many kudos!

Flatlander
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Posted: 16th May 2013 01:50
Quote: "@s4real ok thanks. I plan to make a gift to you 3, I want to give a little script pack, which I will finish in a few days.

Run system, very very hard script "


Thanks for this. I really appreciate the script and huds. I would have paid for them, though.

Also, thanks s4real for including me, although I haven't been involved very much in the last several months. Also, I haven't really provided the kind of stuff you have been able to provide as far as the fixes go.


I'm addicted to programming and coffee!
Mini0013xx
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Posted: 17th May 2013 07:00
@ S4real

Here's the build.
https://mega.co.nz/#!E9JizYbC!MiudakNmQPJ1xMJQwbMDvkONinYvTzF7PKtY5-UcLaQ

Thank you so much for helping out. I think I realized that the way I designed the levels was specifically so that the enemies would run at the doors, but the way the enemies will just sit in front of the player and does not shoot needs to be fixed.

Once again, thank you SO much for all the progress you and the rest of TGC has put into FPSC over the years. It's very appreciated.
s4real
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Posted: 17th May 2013 14:09
@Mini0013xx :- Link doesn't work if you can re upload somewhere that does I be more than happy to look.

Best s4real

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Arseny
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Posted: 18th May 2013 21:35
Why enemy's shooting sound is being cut off at the last second?? That's weird, sorry.
Meows
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Posted: 19th May 2013 23:22 Edited at: 19th May 2013 23:55
just dnloaded http://files.thegamecreators.com/betafiles/FPS_Creator_V120_BETA17a.zip

win7 32 did the setup, opened FPSC and got this
what is the fix please?

seems the FPSC-MapEditor.ini is not included in the distribution,.
the screen for the editor keeps trying to adjust to 1600 x 900 and fails.

OK tried some things and it looks like the buildsetup.ini controls the editor, I changed the
width=1600
height=900
;width=1024
;height=768

and now the editor displays properly, how ever with my massive graphics card gforce gtx560 TI- frame rates went from 160+in ver 119 to just 60 in 120.17a

So my question is when I go to build a game and change the buildsetup.ini back to
width=1024
height=768
is it going to destroy the game or work properly.

BlackFox
FPSC Master
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Posted: 20th May 2013 00:40
@ Meows

The "buildsetup.ini" relates to the build, the "setup.ini" relates to when testing in the editor. When you open FPS Creator, the "setup.ini" is the one used. That is why you need to make changes to the "setup.ini" with FPSC closed. When you build your game, it is the "buildsetup.ini" settings that go to the build.

In regards to your issue, the file "FPSC-MapEditor.ini" is missing. It should be as follows:



Just make a file called "FPSC-MapEditor.ini" and place the above code in, save and open your FPS Creator. When that file is missing, the exact error you produced occurs.


There's no problem that can't be solved without applying a little scripting.
Mini0013xx
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Posted: 20th May 2013 07:11
@S4real

Here you go! I uploaded it to mediafire instead. Hope it works.

http://www.mediafire.com/?vmwjj3j9jy91y4v

Maybe it's just me, I don't know. I remember in earlier builds my enemies reacted differently.
Meows
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Posted: 20th May 2013 08:03
Quote: "BlackFox; Just make a file called "FPSC-MapEditor.ini" and place the above code in, save and open your FPS Creator. When that file is missing, the exact error you produced occurs."


Thank you BlackFox that fixed it!

Also Mini0013xx, I too noticed the mobs acting differently.
I loaded a old fpm file to test and instead of running me down like they were supposed to do they kinda "Hung out" like on a street corner like guys do. Instead of attacking me. They did attack after I put a round in them but even then they hung back and returned fire from a distance.

For appear I used


And for Main I use

destroy is basic ragdoll stuff.,
Now this is the TEAM script and this game and this level uses 2 enemy teams, Yet the mobs act as single units.

The shoot script is people chase10.fpi
the mob is the stock conker.

Meows
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Posted: 20th May 2013 08:36
Now this is pure strange. I got this crash on a new level, to test the mobs movement,


Will some one please tell me where FPSC is pulling the path from?
the real path is
PathToEXE=C:\Program Files\The Game Creators\FPS Creator
And FPS has never been in the (86) directories.

I went through the registry and checked all ini files I could find and not one had a path to a FPSC (86) directory,.

One more item please. I turned on Blood spatter in the BUILD.ini and NOT in setup ini and the editor would not load! Untill i reset the Blood spatter back to 0.


Meows
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Posted: 20th May 2013 09:02
OK I gave up and went back to 119 final.
Just a guess. but I bet you have to go find all the entitys, segments, and every little thing you changed in weapons.,
prefabs, skybank, GUI-X9, effectbank, databank, and reinstall it all one at a time. for 120 to start to work properly..

am i right?
I will wait for the Final 120RC.

s4real
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Posted: 20th May 2013 09:15
@Meows :- The frame rate is capped at 60fps for v1.20.17 so this is normal.

The build.ini changes every time a new game is built so it knows what to transfer to the built game and should never be touched.

Unfortunately you too late for bug reports and these issues will not be looked at unless we have time.We are looking at the last Dark ai bugs so this might be fixed anyway.


@Mini0013xx :- Thanks for the test if we have time we look into it.

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Meows
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Posted: 21st May 2013 03:31
s4real
FPSC Master

Many thanks. I know your way over worked, so send me a PM with a address and I will send you some of the best cupcakes you have ever had as a thank you for your efforts.

starmind 001
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Posted: 28th May 2013 05:45
I don't if this has been addressed, but the fade in of the camera is not that great after loading a level. Is this possible to fix or we just going to call it a lost cause and move on?

I have noticed that with this last build, the camera scales the window and then scales it again and then fades in. Almost like post processing is causing a problem.

In this video,you can see the double transitions. One with shaders and one without. I would like the camera to fade in after the level is loaded and shaders processed.

Again is this possible to fix??

s4real
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Posted: 28th May 2013 17:52
@starmind 001 :- As you see you a bit late for the deadline for bugs but we will try and look into this if we have time.

Scene and myself are very busy at the moment and finding it hard to find time to work on the last few bugs so the final release is a bit later than we expected.

best s4real

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starmind 001
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Posted: 14th Jun 2013 17:37
Quote: "As you see you a bit late for the deadline for bugs "

I see that now, oh well.

Scene Commander
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Posted: 16th Jun 2013 00:36
Hi all,

New beta uploaded... Hopefully this fixes a lot of things. A lot of thanks has to go to S4Real, who has picked up a lot of the bug fixes when real life prevented me from spending as much time on this as I'd have liked.

SC

Bringing you games since 1981!
Tax 78
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Posted: 16th Jun 2013 14:00 Edited at: 16th Jun 2013 14:01
Thanks for hard work

Problem:
If the enemy uses the autoslug, the sound of fire feels far

Look .fpm Attachment

Tax

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s4real
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Posted: 16th Jun 2013 20:46
Thanks for the report will try and look but this might be the last update.

best s4real

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A dude
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Posted: 16th Jun 2013 21:37
I get stuck on "Creating entity elements..." when I try to test a level.

Don't waste your life
s4real
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Posted: 16th Jun 2013 23:18
Is this an old level or a new one ?

Its always best to make a new level with a newer version of fpsc as a lot of things have changed.

best s4real

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Ertlov
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Posted: 17th Jun 2013 00:26 Edited at: 17th Jun 2013 00:28
Quote: "but this might be the last update."


I donĀ“t hope so, because RC18 has deactivated segment normal mapping when using bonds shader, which is pretty much the standard for mapped segments.
At least on my side.

Come to where the madness is:http://www.indiedb.com/games/into-the-dark
Ertlov
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Posted: 17th Jun 2013 00:37
Level in RC 17 (look at mapped floor and walls):

[img]null[/img]

Come to where the madness is:http://www.indiedb.com/games/into-the-dark

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Ertlov
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Posted: 17th Jun 2013 00:38
same one in RC18:

(and no, building a fresh level doesnt help, and yes, the shadersettings in setup.ini are set.)

Come to where the madness is:http://www.indiedb.com/games/into-the-dark

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Ertlov
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Posted: 17th Jun 2013 00:45
and here a completely new drawn containment room

Come to where the madness is:http://www.indiedb.com/games/into-the-dark

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s4real
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Posted: 17th Jun 2013 03:13
@Ertlov :- We not touched the shader side of the engine and after testing they seem to be working for me on the shader example map that comes with fpsc.

Are you using custom made shaders ?

Here's a picture sorry for all the debug info as im running fpsc in debug mode at the moment.

best s4real

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ncmako
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Location: Hendersonville,NC
Posted: 17th Jun 2013 05:12 Edited at: 17th Jun 2013 05:13
Same here s4real as Erlov's problem.
Most shaders are working, so is the "Military Base" room you pictured. It works prefect for me also. But not the Containment room. I do know one is a ps_2_0 shader and Bonds are ps_3_0 shaders.

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ncmako
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Joined: 19th Feb 2012
Location: Hendersonville,NC
Posted: 17th Jun 2013 06:10
Also, I don't know if it's related or not, but when testing the plain "chateau" prefab, the door I think uses the "bump.fx" I get this in the picture. Looks like the old "shadow blob" from 2 years ago? Just the door, nothing else.

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