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

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s4real
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Posted: 25th Sep 2013 22:19
@Snake675 What version of fpsc is it saying you installed ?


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Snake675
FPSC Reloaded TGC Backer
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Posted: 26th Sep 2013 16:47 Edited at: 26th Sep 2013 16:48
------------------------------------------------------------
i5 2.8 GHz 64bit / 4G ram / W7 home sp1 / geforce gts 250
FPSC 120 Beta 3



...is where i came from.

------------------------------------------------------------
i5 2.8 GHz 64bit / 4G ram / W7 home sp1 / geforce gts 250
FPSC 120 Beta 3
s4real
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Posted: 26th Sep 2013 21:56
@Snake675 :-

I would install v1.20 beta 17a and then install the unofficial.

You could install another copy of fpsc from scratch and then update then copy your models and other stuff onto the fresh install.

When I say another I mean keep your old copy so you end up with two versions.

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unimansoftent
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Posted: 5th Oct 2013 00:13
Hello guys! any news for the patch 1.20.19? is october!

Well im happy to know, if i a gold backer, thats was awesome, 4 new model packs after the official launch of FPSC Reloaded, grettings friends!

independent game developer - https://www.youtube.com/channel/UC7YnZCd-CEggJJXzZ-V5y-A
s4real
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Posted: 7th Oct 2013 03:43
@unimansoftent :- Sorry there no news when the final will be release.

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zirath
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Posted: 7th Oct 2013 19:11
what changes have been made between v1.19 and v1.20 so far?

unimansoftent
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Posted: 8th Oct 2013 02:21
@s4real:- Various stability changes. Fixes to allow use of Night City docks pack with latest version.

Grettings!

independent game developer - https://www.youtube.com/channel/UC7YnZCd-CEggJJXzZ-V5y-A
s4real
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Posted: 8th Oct 2013 16:37
Quote: "@s4real:- Various stability changes. Fixes to allow use of Night City docks pack with latest version."


I know I added the features lol.


@zirath :- Changelog too big to say all the changes from v1.19 to v1.20 on a post.

check out the google source page for full details of changes(Link on first post).


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Comby
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Posted: 15th Oct 2013 22:13
If I download and install the last beta, do I have to delete and reinstall FPSC when the final V1.20 comes out?

A dude
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Posted: 15th Oct 2013 22:18
I seriously doubt it.

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Mini0013xx
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Posted: 28th Oct 2013 00:16
What do I have to do to install r773 update to my FPSC? I've been using the 1.20.18 beta for some time now, and I sort of want to see what you guys have done to the engine since then.
unimansoftent
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Posted: 28th Oct 2013 22:30
Any word on the final 1.20 patch, already many months and at the end of this October will be released the beta of FPSC Reloaded, I learned the sad news that by the time the model packs the classic version will not be compatible with reloaded, by at least that is ready for patch 1.20 classic version, do not you think? i want to try the mod called: S812S4 edition Mod

r773

Various stability changes. Fixes to allow use of Night City docks pack with latest version.

Oct 1, 2013

TheSceneCommander

Greetings everyone!.

independent game developer - https://www.youtube.com/channel/UC7YnZCd-CEggJJXzZ-V5y-A
DarthBasicVader
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Posted: 3rd Nov 2013 09:51
Hi to all the board and especially to the great modders that have made it possible to reach this highs for FPSC.
Now that the first beta of FPSCR is out, could someone convince Lee to finalize the last and best version of FPSC. I WANT IT !!

Tx ..

Best,

riccardo-.

Riccardo
s4real
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Posted: 3rd Nov 2013 11:42 Edited at: 3rd Nov 2013 11:43
Quote: "could someone convince Lee to finalize the last and best version of FPSC. I WANT IT "


Fpsc still being worked on by myself until lee has time to release a final version.

Here a new unofficial update.

V1.20_beta 1.19g

Fixes gun flak not working when no water in level.
Lower build size.
tweaks and improvements for more stable game play.

please find the download attached.

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Teabone
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Posted: 3rd Nov 2013 12:03
Cool! Thanks s4real!

(Teabone)
ncmako
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Posted: 4th Nov 2013 02:57 Edited at: 4th Nov 2013 04:22
@ s4real
Quick question, was the ability to remove an npc's "footfall"
implemented?
thanks

If not I found a work around. thanks
Scene Commander
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Posted: 4th Nov 2013 11:28
Hi, I can answer this, no it wasn't but it is actually on our list of things to do. It's a simple bit of coding, but time just keeps running away from us (Well, S4 really, as I've had no time for a couple of months.).

SC

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s4real
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Posted: 4th Nov 2013 13:25
Quote: "Quick question, was the ability to remove an npc's "footfall"
implemented?"


Damn this is in-fact on the list of things to do and just keeps getting forgotten will have to add it.

Its a simple thing to add and bigger things just keep taken over.

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ncmako
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Posted: 4th Nov 2013 16:06
If there's no time, it's ok. I found a work-around
that seems to work
Thanks, best
DarthBasicVader
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Posted: 6th Nov 2013 12:51
Tx s4real for your efforts!
Last unofficial downloaded right now. Just a quick question: could it be used to build a prototype (game) to distribute to my friends without
too much pain ? (I mean without the errors that usually crash in during developing/running a game build with the unofficial)

What steps (I know that they're already in this forum but I just want to be confirmed) should I follow to use correctly this unofficial build ?

To the board:
Is there anyone that is using this last unofficial or the previous one in a development context ? (I mean distributing the game to others and not only running it on the development machine)

Tx!

Riccardo.

Riccardo
s4real
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Posted: 6th Nov 2013 13:39
@DarthBasicVader :- The unofficial version are pretty stable now, the reason you having issue with your game on other machine is because you need to add certain files to your directory of the game to make sure it runs on windows 8 and other machines.


My windows 8 machine needs msvcp71 and msvcr71 dll's added to the directory or it wont load the game at all even with direct x9 installed.

Also many people don't have direct x9 installed on there system and it has to be the latest version of direct x9.

Also make sure to right click the exe as well and change to run as administrator before given it too other people.

Hope this helps.

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DarthBasicVader
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Posted: 6th Nov 2013 13:45
TX s4real!
And as regarding running FPSC IDE with this unofficial game.exe ?
What shoud I do ? (1)Uninstalling the old versions and (1) installing a clean 1.0, then copying the game.exe will be enough ?

Riccardo

Riccardo
Ertlov
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Posted: 6th Nov 2013 14:03
Quote: "My windows 8 machine needs msvcp71 and msvcr71 dll's added to the directory or it wont load the game at all even with direct x9 installed.

Also many people don't have direct x9 installed on there system and it has to be the latest version of direct x9.

Also make sure to right click the exe as well and change to run as administrator before given it too other people."


Many Windows 7, 8 and 8.1 machines will need the following runtimes pack installed to work properly with 1.20 Betas of FPSC:

http://www.sereby.org/site/AiO

Come to where the madness is:http://www.indiedb.com/games/into-the-dark
Meows
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Posted: 7th Nov 2013 02:23
V120_BETA18.zip was and is a waste for me. First it would not run because the install was not complete. Second it would not run because even after running the log more files were missing.
then 3. more files missing,

1.\Files\editors\gfx
2. \Files\segments\common
3. \Files\meshbank\common

One and two crashed the editor with the map screen separated from the editor. 3 got it to work for one session, but after I closed the editor and went to open it again, it will not even start. While it was working I liked it and it edited and built games., Very nice.

s4real
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Posted: 7th Nov 2013 03:31
@Meows :- If you read the posts in the thread beta18 has editor issues and you should use beta17a.

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Mr Game
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Posted: 7th Nov 2013 11:27
Hi,

@Ertlov
could this http://www.sereby.org/site/AiO could be added to realised game project? (is it legal to distribute this useful pack with game installer)

@s4real
Are you able to disable load/save screen in game in fpsc.exe
(because game often crash when player hit esc savegame then try loading without closing game). but in this case is possible to continue level from last autosave (so if player is in 4 level, could countinue 4 level when he start game again after closing, not from start again from level first)?

cheers
Mr Game



Meows
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Posted: 8th Nov 2013 22:50
Quote: "s4real

@Meows :- If you read the posts in the thread beta18 has editor issues and you should use beta17a.

Best s4real"


Thanks a lot I will download 17a now!

ncmako
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Posted: 12th Nov 2013 04:00
s4real
Your unofficial "1.19g" is running great. Nice and stable
But thought I'd mention, did you happen to catch the thread in
Models & Media "upside down decal" where rotating a decal no longer "rotates" it in test or build.

You know you're a bad gamer when you're able to run out of infinite lives.
s4real
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Posted: 12th Nov 2013 14:52 Edited at: 12th Nov 2013 21:29
Here is a newer version of the unofficial version of fpsc betas.

Version :-1.20 beta 19h

Added :-

nofootfall=x

Please remember to do a clean before using this beta and use v1.20 beta 17a.

Today I installed a brand new fresh install of fpsc and it fixed a lot of issues doing this.

I also installed all model packs before updating as well as some of the older packs install outdated system files in fpsc that causes issues with the newer version of fpsc.

Enjoy S4real

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A dude
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Posted: 12th Nov 2013 20:23
What is footfall?

Don't waste your life
s4real
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Posted: 12th Nov 2013 20:50
@A dude This is a feature rolfy wanted added so things like his demon's that fly don't have footstep sounds.

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A dude
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Posted: 12th Nov 2013 21:28
That's something important to me as well. Thanks for adding it.

Don't waste your life
Comby
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Posted: 13th Nov 2013 21:44
I had a look at beta 19g, almost everything works fine and has improved performance with a lot less memory.

The only bug i found are:
- Floating medkits and healthpacks, no way to make them stick to a table.
- The ragdolls of killed enemies generate a huge fps drop (from 60fps to ~40-45) until the fade, then fps get back to normal.
- Dynamic lights disappear when you walk away from them, usually when you get one level above or below or when you walk 1 segment away.


Anyway great work, keep it up!
rolfy
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Posted: 14th Nov 2013 00:04 Edited at: 14th Nov 2013 00:18
Thanks for that s4.

Quote: "Dynamic lights disappear when you walk away from them, usually when you get one level above or below or when you walk 1 segment away."
It's a dx9 limitation that only eight dynamic lights will show at a time, this is dependent on distance and camera view, so you will get lights going on and off as you move through the level, if it's happening with less than eight dynamic lights in your level then it may be a bug.

It's a good idea to keep this in mind when designing a level which uses dynamic lighting and creating corners or whatever to hide lighting changes in real time. All engines using x9 have this limitation.
s4real
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Posted: 14th Nov 2013 09:49
Quote: "- Floating medkits and healthpacks, no way to make them stick to a table.
- The ragdolls of killed enemies generate a huge fps drop (from 60fps to ~40-45) until the fade, then fps get back to normal.
- Dynamic lights disappear when you walk away from them, usually when you get one level above or below or when you walk 1 segment away."



Can confirm floating med packs on tables these must be separate to the weapons. Will look intro it.

Check the ragdolls and not getting any framerate loss when they killed, this could be happing on what ragdoll script you using or what Character script you using.

If you using say a tf341 Character there default script use a lot of memory and drop framerate a lot.

Dynamic lights issue is a knowing bug and not fount the problem at the moment, I would use dynamic lights for flashling lights only as they use a lot more framerate.


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Pirate Myke
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Posted: 14th Nov 2013 14:10
I have also noticed that the 17g update does not copy the postprocess folder to the game build. Any body else?

Werwolf
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Posted: 14th Nov 2013 19:36
Hello community!

If somebody posted similar bug before I say sorry for this...
http://youtube.com/watch?v=vQEczRcnNts

I only experienced that when I start to hold down the space button and the FPS count is 75. When the FPS count is lower than 75, for example 60 this "bug" can't happen.
When I wanted to film the game with Fraps the FPS count was decreased to 60 so I cant "produce" this "bug" with 60 FPS. (I filmed with my phone)
I think this problem is based on the system specifications because same happen when I use v1.18 engine. It was never happened with my old computer because that cant produced 60 or more FPS with FPS Creator.
My system specification:
Operating system: Windows 7 Ultimate (64 bit)
Motherboard: ASUS M5A78-LM LX
HDD: Western Digital (WD) Caviar (Blue edition [Non enviroment friendly]) 7200 RPM 64 Mb Cache memory [Cable and protocol type: SATA III / AHCI]
CPU: AMD Athlon II X2 260 (3,2 GHz, dual core) [Slot type: AM3+]
Memory: 8GB [Slot type: DDR3] (Kingston kingmax 1600 MHz 4GB [In the first slot], Kingston kingmax 1333 MHz 4GB [In the second slot]
Graphic card: ATI Radeon HD 4670 1GB [Slot type: DDR3] (This model was released in 2008 or 2009)(I have fresh drivers) [Slot type: PCI Express]
Sound card: Realtek

Greetings from Hungary!

<img>http://rrmt2.uw.hu/img/forumbanner7.png</img>
s4real
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Posted: 15th Nov 2013 12:09
Quote: "I have also noticed that the 17g update does not copy the postprocess folder to the game build. Any body else"


This issue is fixed in version v1.20 beta_19h unofficial

Quote: "f somebody posted similar bug before I say sorry for this."


This bug was fixed long time ago you need to be using the latest unofficial version for this problem to be fixed.

Please only post bugs when using the latest unofficial version as bugs from older version may have already been fixed.



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Pirate Myke
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Posted: 15th Nov 2013 13:33
A dude
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Posted: 20th Nov 2013 21:40 Edited at: 20th Nov 2013 21:41
Has anyone successfully used the plrdeath, plrdeathbounce, and plrdeathspeed actions with S4real's version recommendation? Here's my script


Don't waste your life
s4real
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Posted: 20th Nov 2013 21:57 Edited at: 20th Nov 2013 21:59
@ A dude :- This is so you can have a tilt when you die.

example script :-

:state=0,plrwithinzone=1:plrdeath=4,plrdeathspeed=3,plrdeathbounce=20,state=1

This would tilt you backwards on death.

Place in a trigger zone.

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A dude
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Posted: 21st Nov 2013 22:23
I tried that but it still doesn't work.

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s4real
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Posted: 21st Nov 2013 22:43
@ A dude :- Just tested and working fine you must make sure that the trigger zone covers the whole map where you want the tilt to happen.

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A dude
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Posted: 22nd Nov 2013 01:35
Still not working for me.

Don't waste your life
s4real
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Posted: 22nd Nov 2013 21:53
Quote: "Still not working for me. "


Double checked it and its working fine for me are you using your own script for this.

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A dude
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Posted: 22nd Nov 2013 23:11
I'm using your script and put it in a triggerzone covering the whole level

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Scene Commander
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Posted: 29th Nov 2013 19:05 Edited at: 29th Nov 2013 19:06
@Dude, I've tested this too and it appears to be working. You might try adding the script to an always active entity.



SC

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A dude
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Posted: 29th Nov 2013 20:26
It still doesn't work. I put the script in an FPI file somewhere in scriptbank, attached the script to a dynamic healthpack's "main" field, and put the player and a hurtzone somewhere in the level.

Don't waste your life
BlackFox
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Posted: 29th Nov 2013 22:29
Quote: "Just tested and working fine you must make sure that the trigger zone covers the whole map where you want the tilt to happen."


Quote: "Still not working for me."


Quote: "Double checked it and its working fine for me are you using your own script for this."


Quote: "I've tested this too and it appears to be working."


Quote: "It still doesn't work."


It does work. I can also verify with the install of v1.20 in a VM system it does work. If it is not working for you, then it is something in your FPSC installation that is causing the problem.


There's no problem that can't be solved without applying a little scripting.
Scene Commander
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Posted: 1st Dec 2013 09:21
@A dude.

What result are you expecting to see?

SC

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