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

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Dar13
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Posted: 13th Aug 2012 16:57
There's been some activity in the changelog on Google Code recently, so I'd say that yes this is still in development.

Marc Steene
FPSC Master
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Posted: 13th Aug 2012 19:07
Oops, should have checked that before I posted. It was really just an excuse for me to test out my signature


Slenderman's Shadow - Sanatorium
http://forum.thegamecreators.com/?m=forum_view&t=199408&b=35
Teabone
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Posted: 14th Aug 2012 07:56
I'd still love to see text wrap lol

The Nerevar
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Posted: 14th Aug 2012 21:20
you know how airmod was integrated into the "FPSC Migration" (1.17 an above)....

well now its time to integrate ply's mod. just imagine the possibilities that will open up!

I'm familiar with this, but I'm still learning!
Dar13
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Posted: 14th Aug 2012 21:31
Quote: "well now its time to integrate ply's mod. just imagine the possibilities that will open up!"

And all the bugs that will crop up. In any case, the only thing that Ply's Mod has that's unique right now is the dual-wielding, a lot of the scripting stuff has already been implemented.

The Nerevar
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Posted: 14th Aug 2012 21:46
oh... dual wielding and compound blocking would be nice!

I'm familiar with this, but I'm still learning!
Levi barros
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Posted: 16th Aug 2012 02:47
There should be a melee action for the stock weapons in the next update.

imageflock.com/img/1345000393.png[/img]
Scene Commander
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Posted: 16th Aug 2012 17:44 Edited at: 16th Aug 2012 17:48
Hi all,

Beta 3 has been updated. I haven't addressed all of the bugs reported since Beta 2 yet, but do have a list of them. This release is 99% for reducing memory usage, entity logic, performance and stability. Once this is confirmed as stable (or not ). I'll be returning to the code to address the last remaining reported bugs.

As stated, I'm aware of the feature requests, but I'm afraid there are no plans to add any major new features to this beta, although it's possible some minor extentions to exsisting features may be considered. The best place for new feature requests is on the feature creep board.

Thanks and enjoy

SC
DarthBasicVader
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Posted: 16th Aug 2012 18:38
downloading now

Riccardo
Scurvy Lobster
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Posted: 16th Aug 2012 19:01
Downloading now... First V120 beta for me.

bruce3371
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Posted: 16th Aug 2012 20:13
Thanks SC, downloading now

Snake675
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Posted: 16th Aug 2012 21:11
Hi

There is a bug wich i think was solved some way in the prevision version. Decals flicker after they repeat thier frames for the 2nd time...

Does someone know how we fixed this?
GreenDixy
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Posted: 16th Aug 2012 23:10 Edited at: 16th Aug 2012 23:27
awesome update just put the ground and player before i got in the 50's now i am getting in the 80's/90's+ good work runs smooth will run it with my levels and post back


Edit: So i was able to crash it. Using metro theater flooded i tried to run it in test mode while it was setting up the lightmap "Really slow". got to 156 out of 380 i press cancel next thing i know "Fps Creator has stop working and needs to close" and it shut its self down.

Full shaders was on
Full light map
Med Textures.


Testing with other settings now

======================================
My software never has bugs. It just develops random features.
Akanto10
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Posted: 17th Aug 2012 04:12
I'm getting a steady 50% increase in fps. Great job, Scene Commander!

Thanks,
Akanto

| Windows 7 Home Premium 64 - Bit | AMD Athlon II X4 630 @ 2.8GHz | Nvidia GeForce GTX 460 1GB | 6GB DDR3 RAM | 1TB HDD |
maho76
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Posted: 17th Aug 2012 15:38
downloading now and checking the next days, thanks commander.

ASTECH
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Posted: 17th Aug 2012 17:50
I don't really have any solid information to say other then FPSC started... froze, and then crashed. It ran 1 time flawlessly and then after that... I can't boot it up anymore.

PC Specs: AMD X4 2.7Ghz, 8GB DDR3 RAM, Nvidia 9800GT, Win. 7 Pro 64 Bit
GreenDixy
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Posted: 18th Aug 2012 10:43
so got to test it a bit more today i put in 1 light source and 1 bad guy from model pack 52 with a 4x4 room my fps went from 90's down to low 30's max.

======================================
My software never has bugs. It just develops random features.
Scene Commander
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Posted: 18th Aug 2012 10:58 Edited at: 18th Aug 2012 11:04
@Astek

I've had this issue on occasion going back several versions. It's often caused by the editor still running after the crash. It might help to check if this is the case. Otherwise a hard reset should fix the problem.

@GreenDixy,

As you previously reported an increase in peformance, please post your system specs, any details you have comparing Beta 3 with previous versions, and an FPM if possible. I built a test map as described by you and I'm getting 100-105fps, but my test machine is nearer the top end of the range.

@All.

As a reminder, it's always wise to run FPSC cleaner a couple of times after the installation, as it doesn't always pick up all of the clutter first time around.

Also as stated above, please post system specs and an FPM if approprate when posting bugs.
The Zombie Killer
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Posted: 18th Aug 2012 12:42 Edited at: 18th Aug 2012 12:45
Just gotta say SC, GREAT WORK, my FPSC runs great now, constant 50-60fps in a small room, and 30fps in more large areas. I'll post my specs as soon as I can.

EDIT:

Manufacturer: eMachines
Model: eMachines E525
Rating: 3.3
Processor: Intel(R) Celeron(R) CPU 900 @ 2.20GHz
2.19GHz
Installed Memory (RAM): 2.00 GB
System Type: 64-bit Operating System
Windows Edition: Windows 7 Home Premium

Windows Experience Index:

Processor: 4.4
Memory (RAM): 4.9
Graphics: 3.3
Gaming graphics: 3.3
Primary hard disk: 5.9

-TZK

GreenDixy
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Posted: 18th Aug 2012 16:15 Edited at: 18th Aug 2012 16:19
This is the pc i build my game on, As i use a lower end laptop so users with lower laptops/pc's can play the game. As stated before my level i tested it on only consist of the ground floor when you start fpsc. A 4x4 room using bunker segment 1 light source and a model pack 52 char. (if you really need a fpm for a simple setup i will asap)



Edit: I am using beta 3 witch was runing fine untill i added a light and one char.

======================================
My software never has bugs. It just develops random features.
Pirate Myke
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Posted: 18th Aug 2012 20:30 Edited at: 18th Aug 2012 20:59
HP m8430F intel core 2 quad cpu Q6600 @ 2.40GHz
4 GB Ram
1TB hard drives
Nvidia Geforce GT430 graphics card
FPSC installed on a secondary drive. (My F:\)

Install 120.3 on a freshly booted system.
Ran the FPSC cleaner that comes with the install, as usual it only goes so far and craps out. Ran the host of other cleaner and the .Bat file ones also. Loaded a small test map 20 x 10 1 level high with 3 characters and 2 weapons and a few trigger zones and post process shaders switching, and a couple of decals and 1 particle decal.
FPS 137 from 80
All was smooth no crashing everything is working.

Loaded up a level I had just maxed out in 119.9 Off REl.
340,000 polys, 10 characters at 10k to 15k apeice, fully custom from top to bottom. lightmapping at 1024 and quality 40, full shaders and med lightmapping med textures

119.9 would not allow the scripting to run proper, entity logic is maxed out mem is almost maxed. Decals would not run, 4 to 6 sec lag in all timing. Frame rate 19 - 29. was not able to finish the level.

120.3
Same level. seemed quicker on the test build with lightmapping at 1024 and quality 40, full shaders and med lightmapping med textures
Frame rate 30 -39, scripting did run proper and timing was within reason. was able to finish the level.

Map editor is great looking at everything in hires textures. Makes texturing a breeze know and wont have to run as many tests to get them correct. Also not so crashy when switching scenes

Great job Scene Commander, I am attatching a picture of the map file. As you will see everything in it is custom, so attaching a map file will be tasking.










BTW: Scene Comander, Do you think that using variables are less taxing on the system then using trigger zones? You can see in the screen shots in the last two that I am using and tracking them. I am using them to turn on and off decals and telling characters when to interact with other characters.

Thanks

Scene Commander
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Posted: 18th Aug 2012 23:55
Great that it's working out for you Pirate Myke, obviously, let me know if there are any problems.

Quote: "Scene Comander, Do you think that using variables are less taxing on the system then using trigger zones?"


I suppose it's all down to what you want to do.
Scurvy Lobster
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Posted: 19th Aug 2012 08:30 Edited at: 20th Aug 2012 10:36
I have just started my beta 3 testing and so far I am getting good results. Aside from some broken model pack charachters it seems to run really well.

I do have a long standing bug though. Was there way before this version.

Sometimes when test your level the game runs with an extremely low FPS until you move the player (with keys - mouse is not enough). This may have been reported before but I haven't seen it.

edit: the fix is to jump as other users have noted.

Corno_1
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Posted: 19th Aug 2012 13:09
i dont know if it is a bug, but when i go near to a dynamic entity, my ambience goes from 0 to 10

Yes, i´m a noob, but i like it
http://forum.thegamecreators.com/?m=forum_view&t=196656&b=24
Disturbing 13
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Posted: 19th Aug 2012 20:45
@Scurvy Lobster-I've had the same thing occur as well.

Disturbing13
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A dude
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Posted: 19th Aug 2012 21:35
Quote: "Sometimes when test your level the game runs with an extremely low FPS until you move the player (with keys - mouse is not enough). This may have been reported before but I haven't seen it."


That happens to me all the time until I press the jump key (the movement keys have no effect). I have no idea why that works but it does.
michael x
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Posted: 20th Aug 2012 01:48 Edited at: 20th Aug 2012 22:07
Scurvy Lobster do you have music playing in the background. I notice this with old version of fpsc. so turn the music back on. it have something to do with no sound in the game. that why when you jump then the frame rates go back up.

more than what meets the eye

Welcome to SciFi Summer
Scurvy Lobster
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Posted: 20th Aug 2012 10:04 Edited at: 20th Aug 2012 16:55
michael x: no I don't have music - but an interesting observation if audio is the key to solving the bug.


Edit: I have reverted back to V118 since V120 beta is making both my FPSC pc's crash on adding characters and on saving maps. I am finding it hard to locate the source of this but the map editor crashes to desktop.

maho76
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Posted: 20th Aug 2012 18:31 Edited at: 20th Aug 2012 18:33
got a little testing on saturday, only tested some maps if everything works.

AMD phenom II 6x2.8ghz, 4gb ram, ati rhd 6870 (1gb), win7 pro:

3-5 fps more, up to 90+ without active characters on a full map (19x19x19).



- i have the rainbow-effect in lightmapping, too (known issue)

- $arm is still not responding to any use with other dimvars, only direct armor-calculation-commands work. still trying to display picture-huds with it for a armor-pack, but no response. same here: http://forum.thegamecreators.com/?m=forum_view&t=199567&b=23 also tested with ched80, script should work fine, has to be something with $arm.

- strange cullung effect at the outer limit of fov, sometimes segments/entities pop away while still on edge of the screen. known from particle-decals. using a widescreen.

- still tumbling over entities without ability to change direction,stop or jump. as written in another thread it works on smaller entities, but when pivot is nearly 1 square away it starts getting worse. i tested with standard cubes in square-size (1 square height, width, depth): 1 square=no problems / 2 squares=problems when jumping on it while running, or jumping while on object / 3 or more squares=see 2 squares OR jumping/walking onto the object > sliding off. happens to fpe-scaled objects also as on bigsize models, no difference here using scale = x. happens till v119beta7 as far as i have seen. culling doesnt change it, also changing collision modes as changing materials doesnt do anything.

start testing with some scripts and finalbuild today evening (if my pc will work, its really hot out there^^)

beside that nice version, thank you, scene commander.

BlackFox
FPSC Master
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Posted: 20th Aug 2012 19:07
@ Scurvy Lobster,

Quote: "I do have a long standing bug though. Was there way before this version.

Sometimes when test your level the game runs with an extremely low FPS until you move the player (with keys - mouse is not enough). This may have been reported before but I haven't seen it."


Quote: "Scurvy Lobster do you have music playing in the background. I notice this with old version of fpsc. so turn the music back on. it have something to do with no sound in the game. that why when you jump the it go back up."


Michal X has nailed it on the head- we can confirm this is an issue. When we comment out music in the "setuplevel.fpi" and run a test, we get the exact result you described. The player spawn is real slow, FPS is extremely low until we move. At times movement is sporadic at best. Although we are still on an older version (v1.17), we did manage to find a work-around but we had to ensure music was specified in the "setuplevel.fpi". We also made sure the start music in the "setuplevel.fpi" was short (2 seconds), and then we could change it to another piece using the "musicoverride=x" command. Since using this approach, the issue is not there. Remove the music from the "setuplevel.fpi" and it is there.


Twitter: @NFoxMedia
Pirate Myke
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Posted: 20th Aug 2012 21:56 Edited at: 20th Aug 2012 21:57
Doing more testing with characters:
Has anyone seen this.

When you approach stock or custom characters, they push out of the way and do a wobbly movement around their center.

Also I was able to fall thru the floor running into an dynamic entity that was above the ground and set to be immobile

Picturs of the characters properties:




What happens in the test game:


Computer specs was posted in my above post on the previous page.

maho76
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Posted: 21st Aug 2012 15:08
Quote: "Also I was able to fall thru the floor running into an dynamic entity that was above the ground and set to be immobile"


thanks, myke, couldnt find anything why this happens, but yes, immobile nonstatic over ground sounds right. got that, too.

Scene Commander
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Posted: 21st Aug 2012 18:42 Edited at: 21st Aug 2012 18:45
Quote: "Sometimes when test your level the game runs with an extremely low FPS until you move the player"


Confirmed that this is indeed related to music.. very odd

Quote: "When you approach stock or custom characters, they push out of the way and do a wobbly movement around their center."


I couldn't replicate this, but I have an idea why it will sometime occur, so will attempt to tighten the code for the next beta.

Quote: "Also I was able to fall thru the floor running into an dynamic entity"


Was this a custom entity as I'm not able to replicate this.

Thanks for reports guys, keep them coming (Well, ideally don't, but I'm sure you can all find a few more to keep me busy.).
maho76
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Posted: 21st Aug 2012 18:46 Edited at: 21st Aug 2012 18:49
Quote: "Was this a custom entity as I'm not able to replicate this."


custom cube (40% square), box collision, materialindex= as stone (its in the mail sent to you 17.5.2012). just to throw me in,sorry.

Flatlander
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Posted: 21st Aug 2012 19:07
Quote: "Quote: "Sometimes when test your level the game runs with an extremely low FPS until you move the player"

Confirmed that this is indeed related to music.. very odd "


I knew this for a very long time. I think it was this way even in v116 but for sure since v117. I just never reported it because I always had a work-a-round for it. Also, I never could find a reason for it.

Quote: "Quote: "Also I was able to fall thru the floor running into an dynamic entity"

Was this a custom entity as I'm not able to replicate this.

"


This happens to me once in a while but again, I have a work-a-round. It usually happens if the player kind of is stuck because of the number of polygons. I'm just guessing. It sometimes happens with a static wall for me. I just prevent the player in some way not to get close to the place where he would fall through the floor.

"A programmer is just a tool which converts caffeine into code . . . reminds me….. if I had one more brain cell, I could have a synapse! woo hoo, Sparky!

~I'm the Terry of the Flatlands.
michael x
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Posted: 21st Aug 2012 19:22 Edited at: 21st Aug 2012 19:38
Quote: "I knew this for a very long time. I think it was this way even in v116 but for sure since v117. I just never reported it because I always had a work-a-round for it. Also, I never could find a reason for it."


it is since 117. pb mod had the same problem but I would not look at this as much a big deal if your game plays any back ground type of sound.

also I dont think no one has notice this but when you run fpsc on 32bit windows it takes less memory than the 64bit windows. I both a 32bit computer and a 64bit one. I run the same level change nothing on both computers. nothing change on nether one. I find this very important because some games that is put out there they might most likely crash on a 64bit system.

I took the level build it and ran the game on my 64bit it crash. then took the same game ran it on my 32bit it play it just find.when I shrink the level and rebuild it and ran it under 64bit again it work just find.

more than what meets the eye

Welcome to SciFi Summer
Scurvy Lobster
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Posted: 21st Aug 2012 22:35 Edited at: 21st Aug 2012 22:36
Quote: "When you approach stock or custom characters, they push out of the way and do a wobbly movement around their center"


Also happened to me with a character in V120 beta 3. Never happened before and I can't really replicate it. (should note that I jumped directly from V118 to V120 b3)

Burger
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Posted: 23rd Aug 2012 09:03
Are the benefits greater than any risk running the beta? I'm always a little afraid something may go wrong.

"I'm inspired by my own wise quotes, thank you." - Burger, 6/7/12
Pirate Myke
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Posted: 23rd Aug 2012 09:23
@ Burger: There are always running risks for using beta versions. But with out people testing these version, then no new update would be available.

On the issue that I posted above:
I find that it happens if the character is not moving towards the player or has some volocity.

I have been doing some tests with stock characters and full segments, not just the common ground floor, and things work pretty well. I am going to start throwing custom characters into the mix for further testing.

Then I am going back to just the floor, with static entities as the walls and see if I still have this issue.

Maybe it is just previous version maps acting funny in the updated software. Will let you know.

Flatlander
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Posted: 23rd Aug 2012 15:40
@Pirate Myke

I really appreciate your time in doing these tests. Not hard work but time consuming and boring. I know as I have been there done that.

"A programmer is just a tool which converts caffeine into code . . . reminds me….. if I had one more brain cell, I could have a synapse! woo hoo, Sparky!

~I'm the Terry of the Flatlands.
Pirate Myke
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Posted: 23rd Aug 2012 17:51
@ flatlander:
No problem, Trying to pin point it down to weather its my custom characters or just maps made in previous version that need to be updated some how.

Takes time but has to be done. We should all appreciate the people who test, fix, and update the software for us. Everyone working together on this makes for better updates.

Also about time to update FPIedit pad Database again. I need to get a list of all the new conditions and actions to add.

Scene Commander
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Posted: 23rd Aug 2012 21:27
I'd like to second Flatlanders comments for all testers, if it wasn't for you guys, debugging would be a nightmare and far more time consuming than real life would allow.

Thanks all.

SC
maho76
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Posted: 24th Aug 2012 10:39
again for the collision problem, here is a link to an answer by blackfax / rolfy, maybe it helps.

http://forum.thegamecreators.com/?m=forum_view&t=199687&b=21
http://forum.thegamecreators.com/?m=forum_view&t=197834&b=21&msg=2365367#m2365367

Comby
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Posted: 24th Aug 2012 20:45
Did v1.19 fix the "random victory" bug? (i.e. you make a few steps into the level and it randomly ends in victory)

The Zombie Killer
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Posted: 25th Aug 2012 06:40
@Comby
Could you supply an FPM that SC can recreate this bug with?

-TZK

DarkJames
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Posted: 25th Aug 2012 07:24
Is Wasp Flashlight included?

------
The Zombie Killer
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Posted: 25th Aug 2012 07:37
@DarkJames
Judging by what I've seen in the code so far, no. But right now I have added it myself and I am testing to see if I have it working.

-TZK

Teabone
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Posted: 25th Aug 2012 09:40
Id love to see more support for commands like TALKRANDOM=FilePath so we can use OGG files as well not just WAV files which are quite large.

Scene Commander
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Posted: 25th Aug 2012 10:03
I've hungback from adding the flashlight code to the offical version as I believe it can be improved upon greatly over the very simple version I published on the website, although the WAPSV2 was better, I still don't feel it's good enough, and real life has prevented me from commiting any time to working on it. I agree that some form of flashlight is vital however.
Pirate Myke
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Posted: 25th Aug 2012 10:31
That flash light is pretty cool. Scriptable and versatile as it is. I am sure it will get better with time. I can imagine real dark spooky creepy places where this can be of great use.

Still a worthy addition.

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