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

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Ertlov
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Posted: 17th Jun 2013 10:22
S4Real, could you please test with the containment room and bonds PS3.0 shader?

Come to where the madness is:http://www.indiedb.com/games/into-the-dark
Ertlov
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Posted: 17th Jun 2013 10:46 Edited at: 17th Jun 2013 10:48
Quote: "Looks like the old "shadow blob" from 2 years ago?"


Unfortunately, I have to confirm that, on two different dev stations running different Windows Versions, both clean new install.

See the Picture attached, fact is:

1. wall_spec_ill.fx & floor_spec_ill.fx work fine

2. Bonds Ps3 segment shader doesn´t work, when you get close you have a shifted "light blob", otherwise its plain flat.

3. The return of the Blob! All segments and segment parts using bump.fx have a huge, beautiful, haunting Blob.

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

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Scene Commander
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Posted: 17th Jun 2013 13:13
Hi guys,

Thanks for the report, I think I know what may be causing the 'return of the blob'. I'll try and hurry through a fix all being well.

SC

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Scene Commander
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Posted: 17th Jun 2013 13:36
Hi again,

Sorry for double post, but I didn't want anyone who had read my last post to miss this one

I've attached a build which should fix the 'blob' issue, could anyone experiencing it please confirm (or deny and send me scuttling back to code land.).

SC

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ncmako
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Posted: 17th Jun 2013 16:39
That's a negative Scene Commander. Containment room attached.

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ncmako
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Posted: 17th Jun 2013 16:41
Here's just the plain Chateau. Very flat texture.

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Scene Commander
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Posted: 17th Jun 2013 19:06 Edited at: 17th Jun 2013 19:22
@ncmako.

Thanks for feedback, I'd noticed that while my fix did solve some issues, it appears to run a lot deeper, so it's back to comparing a lot of code .

I'll get back to you all on this one!

*Edit*

I've attached another build, this seems to be working for me on the containment room, please report back if this isn't the case for everyone, as I feel I'm not quite at the bottom of this one .

SC

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ncmako
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Posted: 17th Jun 2013 19:46
It's trying....I can make out the texture outline now
But you say it's working on your end now, is part of the problem my end (settings)?

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ncmako
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Posted: 17th Jun 2013 19:48
I've seen this blocky texture before when there was another problem some time ago...then fixed

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ncmako
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Posted: 17th Jun 2013 19:58 Edited at: 17th Jun 2013 20:03
Scene Commander
Just to double check, reinstalled 1.20.17a, and shaders are fine.
Chateau also ok, no more "shadow blob".

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A dude
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Posted: 17th Jun 2013 21:22
Quote: "Is this an old level or a new one ?"


Actually, I found out that the problem was a script for some reason.

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Ertlov
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Posted: 17th Jun 2013 21:48
Quote: "I've seen this blocky texture before when there was another problem some time ago...then fixed"


I have the same here. And loads more memory consumption.

Come to where the madness is:http://www.indiedb.com/games/into-the-dark
s4real
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Posted: 17th Jun 2013 21:55
Very sorry about the shader issue and confirm this is a bit of a show stopper.

Scene and myself are working on fixing this.

best s4real

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s4real
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Posted: 17th Jun 2013 22:46
I've attached an unofficial Fpsc for people to try and see if it fixes the problem.

best s4real

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A dude
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Posted: 17th Jun 2013 23:08
The action "walkkeys=0" conflicts with "plrforcemove=-1"!
See http://forum.thegamecreators.com/?m=forum_view&t=205744&b=23

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Ertlov
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Posted: 17th Jun 2013 23:57
Quote: "I've attached an unofficial Fpsc for people to try and see if it fixes the problem"


containment room still unshadered, but very funny bugs like falling throw the floor in the beginning...

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Ertlov
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Posted: 17th Jun 2013 23:59 Edited at: 18th Jun 2013 00:33
restarted, and now it works. But only small rooms so far, my bigger levels that used 1600MB before are now 2GB+ and crushing

Edit: It´s not as bad as thought, "only" ~ 200 Megs more usage.

Come to where the madness is:http://www.indiedb.com/games/into-the-dark
s4real
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Posted: 18th Jun 2013 00:37
@Ertlov :- Had to compensate memory for the fix , the speed fix caused some issues as you noticed.

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Ertlov
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Posted: 18th Jun 2013 00:41
yeah, but it works. All shaders working.

Come to where the madness is:http://www.indiedb.com/games/into-the-dark
s4real
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Posted: 18th Jun 2013 02:00
@A dude :- Will look into if i have time

@Ertlov :- Glad its working again


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ncmako
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Posted: 18th Jun 2013 17:18
Thank you s4real
beta19 seems to have fixed all shader problems.
Ertlov
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Posted: 18th Jun 2013 21:17
Can we expect a memory-optimized built, too? an RC 19 ?

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Scene Commander
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Posted: 18th Jun 2013 22:16
@Ertlov

S4 and I will do what we can, but as we've said, our time is now very limited, so I'm afraid we can't promise anything at all.

I personally have a couple of fixes I need to make that I noticed the other day when I was scanning the code for this shader issue, but can't say much more.

SC

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s4real
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Posted: 19th Jun 2013 23:52
unofficial beta test v1.20 beta19a

In this version I've changed the way the lighting is done a bit you do have to have a light in the map for amb to work, this could save on memory test and try.

darkai seems to be broken in the official at the moment they don't walk through doors for some odd reason.

Press the end key will deactivate the console debug info.

So please test and see how you get on this is not an official release and is only for testing only.

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ncmako
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Posted: 20th Jun 2013 16:47
s4real
Just tested beta19a. Used plain chateau. One static and one dynamic light in front of door. Also noticed test builds for one of my maps are up (from 1100megs to +1700)
Here are my results. Note: ambience set up to 100.

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s4real
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Posted: 20th Jun 2013 17:02 Edited at: 20th Jun 2013 18:10
Thanks for testing did you clean the dbo and bins before you started ?

I'm seeing a drop in memory use is anyone else seeing any issues?

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ncmako
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Posted: 20th Jun 2013 20:38 Edited at: 20th Jun 2013 20:45
@ s4real
Quote: "did you clean the dbo and bins before you started ?
"

Yes, tested again and ran cleaner 3 times to be sure. Same results.
Tested prefab chateau, one dynamic light in front of door(no static lights) test build 1010 megs.

static lights appear to be working.

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s4real
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Posted: 21st Jun 2013 00:40
@ncmako :- Seems this is not working very well so changed it back, to save memory you have to have a static light in the map but the dynamic lights don't work that great so its scraped.

will be putting up another beta tester soon.

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A dude
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Posted: 21st Jun 2013 01:35
Don't know if it's just me but every time the preview loads for the setuplevel.fpi, an error message pops up saying "Runtime Error 302 - Sprite does not exist at line 7108".

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s4real
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Posted: 21st Jun 2013 01:57
@A dude :- Official or unofficial are you trying ?


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A dude
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Posted: 22nd Jun 2013 02:13
The latest unofficial.

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s4real
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Posted: 22nd Jun 2013 20:46
Hi here is another fpsc unofficial for beta testing.

The new memory changes have been taken out so should be all right now this is more bug fixes than anything.

You can now take the stats bar off with out keeping you finger on it.

Home is del and end is reactivated the stats.


Viral pack52 is now working in this version.

best s4real

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ncmako
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Posted: 22nd Jun 2013 21:15
s4real
Thank you. Ran a couple quick test builds. All looks good so far.
Shaders run fine. We may have a winner here Will let you know more.
best
ncmako
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Posted: 23rd Jun 2013 02:51
s4real
Noticed quite a jump in test builds though. Here's a pic of 1.20.19c Yes, ran cleaner several times between beta's.

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ncmako
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Posted: 23rd Jun 2013 02:52
And here's 1.20.17c

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s4real
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Posted: 23rd Jun 2013 03:01
I had to take away a lot of the memory savers as they causing issues plus the darkai fixes have added more memory use but we will look into reducing the use after making sure its stable.


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ncmako
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Posted: 23rd Jun 2013 05:00 Edited at: 23rd Jun 2013 05:13
Also, just noticed, dynamic lights are acting funny. Seem to be turning on/off with distance? (and the shaders too) I really don't know how to put it
attached fpm.
Same results with 1.20.17c & 19c.
I sort of narrowed it down to when using two or more dynamic lights and "bumpent.fx" shader

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s4real
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Posted: 23rd Jun 2013 14:17 Edited at: 23rd Jun 2013 14:19
@ncmako :- Thanks for beta testing the newer unofficial betas as this helps a lot.

with the memory increase would it be possible to tell us where the memory increase is when its loading.

I can confirm the dynamic lighting bug thanks.

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ncmako
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Posted: 23rd Jun 2013 19:06
s4real
Seems the biggest jump is right after "building portals" (955MB used) to "calculating object lights" (1590 MB used). Removing all dynamic lights helps some.
1.20.19c
s4real
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Posted: 23rd Jun 2013 20:06 Edited at: 23rd Jun 2013 20:35
Dynamic lights are meant to be used for like flashing lights or if you need to use a script as you can only have so many in a map and are re-calculates them every time it builds where static lights are baked and only need to be built once.

I advice to use dynamic lights as little as possible as this speeds building time and uses less memory.

I'm still looking into why they keep going on and off.

Does this happen in beta18 ?


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ncmako
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Posted: 23rd Jun 2013 22:39 Edited at: 24th Jun 2013 02:47
Quote: "I advice to use dynamic lights as little as possible"

I absolutely understand and use as little as possible. I was testing some shaders and only by chance caught this.
Quote: "Does this happen in beta18 ?"

Funny you should ask, I don't think this problem existed before 18.
Now after installing 18, it seems to happen no matter what game.exe I run.

edit: I thought I still had the official 17 release, but I do not Reinstalled 18 and same problems with lights.
michael x
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Posted: 24th Jun 2013 20:16 Edited at: 24th Jun 2013 21:48
the dynamic lights has always been known to cut off until you walk in a closer range of the light. it 's been doing this way before 116.when you have lots of dynamic lights on this will most likely happen. if you try to use the dynamic light to as one big sun in the sky it may flick off when you are out of it's range so don't bother fixing it. only thing dynamic lights are good for is flickering lights. it bleeds through segments or anything static any way so there is no point.as for the dark AI its crap no matter how you fix it. character shoot through things and walk through walls. even if that's fix they are still dumb when they don't know you are there. which make them a easy target. x10 had a better dark AI setting cause you could just use the editor to control how they would operate and the range of when they could detect you. the only thing dark AI is good for is when you have characters following you. AS I have said before new commands and feature put a lot on how fpsc use memory. if their was a memory meter for 116 this might be when fpsc used less memory and 115 might have been a little more less. their a lots of bugs with fpsc even before 120 like spawning characters and so on. i say whatever that was broken now fix it and drop this support because there is no end to the problems of bugs to fix. Lee should have jump in to fix these bugs after 118 or 119 but all well here comes reload so lets hope for the better with that when it come to bugs and support for it. and the other software does not take his attention from reload after it's done.

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s4real
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Posted: 24th Jun 2013 20:45
@michael x :- Yeah I agree fpsc shouldn't of got as bad as it did and its a bit of a job fixing all the issues.

Scene and myself are doing the best we can to make this as stable as possible for the final release but we both don't have the time to put full effort into it as we like.

I still feel for the price of the engine you do get a lot for your money.


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rolfy
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Posted: 24th Jun 2013 22:50
Many thanks for all the work you guy's do, although there are and always will some issues with FPSC, it's a lot better than It was, hats off

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ncmako
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Posted: 25th Jun 2013 16:18
s4real
If Michael x is right about the lights, then don't worry about it. Honestly I never noticed it until now, it's no biggie.FPSC in my opinion is a great & fun tool for game making.
Your efforts are greatly appreciated, and I sincerely thank you for you time. But if it's time to wrap it up, then it's time.
Flatlander
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Posted: 25th Jun 2013 19:05
@ncmako I just want to thank you for taking the time to test the current alphas. Testing is a very important aspect of application development.

There are basically two types of bugs. Logic bugs where the app will not crash but the results are not as what one was expecting. Then there are the coding bugs where bad or wrong code will cause the app to crash. Most of the bugs being dealt with at this point are logic bugs and are always the most difficult to track down. That means there needs to be good testing and good communication between the tester and the programmer. Now that gives me the segue to once again thank s4real and Scene Commander for their work.


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Scene Commander
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Posted: 26th Jun 2013 15:16 Edited at: 26th Jun 2013 15:17
Hi All,

As Lee is away for two weeks, you'll all have to wait for an official (final?) beta. However, I've attached the latest internal build for the impatient amoung you. .

S4 and I want to thank you all for all of your patience and support while we've worked at the bugs and truly hope that you all find this a stable build. We've sadly run out of time to continue working on FPSC as our free time and financial situations no longer allow it. So in order to free up some of that time, and actually earn some money, this will most likely have to be the final FPSC official build for us.

Thank you all again,

SC

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ncmako
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Posted: 26th Jun 2013 16:54 Edited at: 26th Jun 2013 17:02
Scene Commander
Just tested. That darn shader problem is back. It reminds me of the June 17th build. Test build though was quick and mem. use low.

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A dude
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Posted: 26th Jun 2013 17:18 Edited at: 26th Jun 2013 17:20
I have that problem too! For some reason, the latest official beta as well as the latest unofficial build has that problem.

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Scene Commander
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Posted: 26th Jun 2013 17:37
Hi Guys,

This is most likely caused by old data being loaded, please ensure that your testlevel folder is empty and that you have run the FPSC cleaner. That should fix the problem.

Both S4 and I can confirm that the build is working for us, providing that happens before opening FPSC. You should only need to do this once.

SC

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