Hi Guys,
Find the link to V106 RC4 below. Thanks for your help this week in going through the release candidates and ensuring it performs well:
http://www.fpscreator.com/betafiles/FPS_Creator_V106_RC4_220607.zip
V1.0.6 RC4 - 22/06/07
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* When used the universe construction skip, old entity data would be used, rather than the existing map element data
* Added additional error reporting on all direct image loading, now returns CWD and Parameters Of LOAD IMAGE call
V1.0.6 RC3 - 21/06/07
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* Removed the delay at the end of each level (sometimes 20 seconds), prior to loading
* Added a small program to the TOOLS folder which allows you to test a friends machine for compatibility with FPSC standalone games
* Weapon when placed with weapon.fpi into a level would not orient correctly, replaced rotate object 0,0,0 with RX,RY,RZ
* Universe construction skip no longer interferes with build process or standalone executables
* Saving entity bank (.ENT) during construction would shuffle items using the entity reduction code from V104 (wrong)
* Added code to save the lighting data at the end of a universe construction to be retained for re-tests
V1.0.6 RC1 and RC2 - 18/06/07
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* Increased speed of build process by skipping entitiy instance and attachment reports (which had an inbuilt display delay)
* Added universe construction skip code to re-use old static geometry and lighting if no static level elements where changed (faster build time)
* Ensured BUILD GAME can handle up to 50 levels, by ensuring internal arrays are large enough to handle extra level file information
* Added code to disable the FPI script editing for Arena Mode games. The script editors only produce single player game layouts
* Fixed problem of static entities using illumination shader in full shader mode did not account for lightmap data
* Added the local IP Address to multiplayer game title screen to provide maximum information for LAN and WAN gaming
* Further tweaked AI so that pistol and shutgun (forward attacker behaviours) do not run if not in line with player
* Further tweaked AI so that throw.fpi used by grenaders will lob grenades downward if player below them
* To avoid breaking AI behaviours of existing pre-V105 games, all modified scripts have a new 10.fpi extension (X10 designation)
* Better support for runtime error line numbers, in that they actually point to the correct line in the engine now
* Lightmapper now removes the RETRY prompt, and instead adds exception error handling for better bug reporting
NOTES
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* FPSC X9 is not designed for Vista compatibility, and any success you may get running under Vista is purely accidental. You can find advice on running FPSC unofficially on Vista in a related thread.
* DarkAI will not be integrated into FPSC X9 until the X10 code has been migrated back into XP. This will only happen after the X10 project has completed. Any reference to X10 will not appear in any FPSC X9 version before this migration.
* When entering your serial code, remember that the first letter (V) is always a capital letter and the remaining letters are lower case. It is a typical typo error we see from time to time.
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