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FPS Creator X10 / Temporary FPSC x10 Bug Reports sticky

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Conjured Entertainment
AGK Developer
19
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Joined: 12th Sep 2005
Location: Nirvana
Posted: 3rd Jan 2008 22:55 Edited at: 3rd Jan 2008 23:12
Quote: "AND whats this????"

It is a visible skybox, and reducing bloom to zero is no help.
You can see dotted line edges on my display.
The Neo is the worst, but even the Cty has dotted lines above the buildings at the skybox edge.

I just noticed this and was checking here to see if I was the only one.
It seems that these higher end graphics have made the skybox obsolete.
Anyway, the skybox is looking more like a box than a sky in X10.

And just when I was finishing my new skybox tool for FPSC X10 written in DBPro.

"DANG IT"...Kipp

Don't forget to visit Conjured Entertainment

Cheese Cake
18
Years of Service
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Joined: 11th Dec 2006
Location: At the bakery
Posted: 3rd Jan 2008 23:14
Quote: "Annyone notice that when you stand close to Juggernaut, you can see through parts of him?

Apparently there are some rgb 0,0,0 areas in the uniforms texture."

That isnt a texture\alpha problems...
Maybe the model itself, or something else.

Disturbing 13
20
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Joined: 12th Apr 2005
Location: Murder Capital of the World
Posted: 3rd Jan 2008 23:59
I guess I should put this in bug reports if I want someone to look into it, but I've already made a thread about it. Thickness and width is off, so you can't trust your models to look correctly in x10. Example in link.
http://forum.thegamecreators.com/?m=forum_view&t=120189&b=33

Storm 6000
20
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Joined: 10th Oct 2004
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Posted: 4th Jan 2008 14:07
@ricwid: What about it doesnt work? you are complaining about the graphics, these can be customized by yourself so you arnt limited by the media provided you can make your own. I personally believe the sky box issue you pointed out is a bug but the edges of the models are simply because alot of the stock media in x10 is the same as x9 if you want to truely make a "next gen" game you will have to import new higher poly media.

Black Terror
19
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Joined: 22nd Mar 2006
Location: Pulse Game Development
Posted: 4th Jan 2008 23:26
Yeah, but we can't just go and change the engine. There is no support for anti-aliasing which is pathetic, is has been around for years, and the aspect ratio is seemingly stuck at 4:3. Who doesn't use widescreen monitors?


Custom graphics, textures, and segments
FredP
Retired Moderator
19
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Joined: 27th Feb 2006
Location: Indiana
Posted: 5th Jan 2008 00:00
Quote: "Who doesn't use widescreen monitors?
"


Me.

Please have mercy and use the search function.
Benjamin
22
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Joined: 24th Nov 2002
Location: France
Posted: 5th Jan 2008 00:34
Quote: "Who doesn't use widescreen monitors?"

Me, I can't see the point of a widescreen monitor.

Tempest (DBP/DBCe)
Multisync V1 (DBP/DBCe)
Black Terror
19
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Joined: 22nd Mar 2006
Location: Pulse Game Development
Posted: 5th Jan 2008 03:45
Ok, a few people don't, but many people do and TGC should make it compatible for everyone. They should have waited, so they could make it better, and fix the bugs, then released it.


Custom graphics, textures, and segments
Disturbing 13
20
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Joined: 12th Apr 2005
Location: Murder Capital of the World
Posted: 5th Jan 2008 19:56
Quote: ""Who doesn't use widescreen monitors?""

me so what being said is that in a normal monitor the characters are too wide, so on a widescreen its even wider? Ugh.

uman
Retired Moderator
20
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Joined: 22nd Oct 2004
Location: UK
Posted: 5th Jan 2008 20:45
Quote: """Who doesn't use widescreen monitors?"""


Me or at least dont want to. I do not particularly much like looking at unrealistically distorted images.

Unfortunately we are all being forced too. So Video card manufacturers and game engine development companies and other such like manufacturers of technologies in visual imaging industries should design their products to accommodate this fact so that we dont all have to develop eyes that can reverse distort the images being disproportionately displayed. Whoever came up with the idea of wide screen anyway. Not very intelligent except that its making some people (them) a lot of money at everyone elses expense. Humans do not see wide screen, our area of vision is restricted. Neither do we see objects squashed vertically or stretched horizontally when in fact they are not.

Wide Screen in itself is OK , 360% is better - all good stuff as long as the imaging being displayed is represented sensibly, not ridiculously.



"There are those who said this day would never come - What have they to say now?"
Nickydude
Retired Moderator
18
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Joined: 4th Nov 2006
Location: Look outside...
Posted: 6th Jan 2008 00:14
and me

Was going to take a break... But I missed FPSC!
Snipesoul
17
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Joined: 29th Aug 2007
Location: Somewhere in New York...
Posted: 6th Jan 2008 02:37
Me six

Snipe to Success
Doggy
19
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Joined: 9th Dec 2005
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Posted: 6th Jan 2008 03:25
I didn't use it either... untill I figured to connect my PC to 23" LCD HD-Ready TV!

The only problem with the widescreen is that you need to use actual 16:9 or 16:10 resolutions, and the image/video/game must be defined to adjust the image so that it doesn't appear stretched, but instead shows more stuff.

But back to the topic, I too would like to see some adjustable graphics options, like AA and filthering, not to mention the basic texture quality & resolution.
Bago
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Joined: 7th Jan 2008
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Posted: 8th Jan 2008 06:56 Edited at: 8th Jan 2008 12:23
movefore and moveback in scripts doesn't seem to work. I tried t use that remote control script in the forums.





System:
Windows Vista Home Premium
Intel pentium 4 3.00GHz Dual Core
2 gig DDR2 ram
NVidia Geforce 8800 GTS 320mb
Conjured Entertainment
AGK Developer
19
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Joined: 12th Sep 2005
Location: Nirvana
Posted: 24th Jan 2008 09:34 Edited at: 24th Jan 2008 09:47
Intel® Core™ 2 Q6600
3gb ddr2
Microsoft® DirectX™ 10
NVIDIA® GeForce™ 8800gt 512mb


Window Grand ...Bug...

(1) Open FPSC X10

(2) Place a PreFab > Study Large

(3) Place your player marker in the study

(4) Now goto Segments Library > WW2 > Scenery > Window Grand and place one

It doesn't matter if it is the Fake window, the real window, or just the hole, I get the same effect... CRASH when I try to run the test mode!

Œ

Don't forget to visit Conjured Entertainment

FernandoK
22
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Joined: 4th Feb 2003
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Posted: 30th Jan 2008 15:23
My characters do not follow up or down stairs. They just move from side to side.

AMD Athlon 64X2 dual core 5000+ 2.61 Ghz
3 Gigs mem
GeForce 8800 GTS 340 mem
Vista basic 32bit

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KeithC
Senior Moderator
19
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Joined: 27th Oct 2005
Location: Michigan
Posted: 30th Jan 2008 18:01
I don't use widescreen either.

ricwid
User Banned
Posted: 31st Jan 2008 13:15 Edited at: 31st Jan 2008 13:17
Well if you let Lee knows about the jagged edges !!
he said maybe he will set an anti-alising controller in fpsc x10
so send him a nice message and tell him if youre havin jagged edges ! dont be shy!
R
Black Terror
19
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Joined: 22nd Mar 2006
Location: Pulse Game Development
Posted: 2nd Mar 2008 21:30
Conjured: I also use a Quad 2.4 and mine crashes too.

I just wished that it looked correct with a widescreen monitor, and that it had anti-aliasing. <- most important feature - more important than water and refraction effects

ricwid
User Banned
Posted: 4th Mar 2008 16:55
To Black Terror !

im with you on the anti- alising thing !!!!!!!
it looks exactly like the first delta force game i got in the late 90s
i hope theyll do something about it ,cause the jagged edges are destorting everything!!
R
Airslide
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Joined: 18th Oct 2004
Location: California
Posted: 5th Mar 2008 04:16 Edited at: 5th Mar 2008 04:20
I'm using widescreen and the aspect ratio is still a problem, so that isn't it. Plus, if it was adjusted for widescreen, I would think it would appear squished on a normal monitor, not stretched.

Quote: "most important feature - more important than water and refraction effects"


How can that be more important than water? I never turn on AA, I don't really care if I see some jagged edges and I hate hindering performance for nit-picky things. If you want AA, go to your Nvidia control settings and set the global settings to override applications and turn on AA. It means you'll have the same settings for each game, but you'll have your seemingly beloved AA.

EDIT: FernandoK Place waypoints at the bottom and top of each set of stairs. I usually create a new waypoint at the bottom of the stairs, then shift-click it to create a new one and while holding down the mouse button to drag it press "+" to raise the floor level. These waypoints are used to navigate through different levels. It works on ramps and the like aswell. I've setup a rather complex scifi level with many stairs and platforms and had allies follow me around easily and even find passages to get to me through stairs after I went up a lift.

Swhale aka The FPS Creator
20
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Joined: 22nd Oct 2004
Location: My computer chair, no zip code sorry
Posted: 6th Mar 2008 13:11
I keep getting an error whilte trying to update FPSCx10

"Could not create a local file"

This occurs after the updater finds V107 and I click download, before begins to dl the file.

Thanks!

---
AMD Athlon 64 X2 Dual 6400+
3.0 GB RAM
NVIDIA GeForce 8600 GT
1535 total available graphics mem

Base Vista Score is 5.4

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Hazzman
19
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Joined: 5th Oct 2005
Location: Belfast
Posted: 13th Mar 2008 22:57
For people whose cursor sticks in the middle of the screen when loading or testing a game, your computer has not frozen nor is it the mouses fault. Its as if when the window opens for hte test game its a seperate application if you looked in the windows task manager. However it looks as if when you see a flicker the mouse cursor is in the editor still registering movement even though you see it on top of the window of the test game application part of hte program. To get the game started when this happens simply do the following (It works on FPS creator on windows xp this happens sometimes):

1. Click test game or play game

2. When the cursoer freezes dont panic just hit the "ALT" key and while holding it in press "TAB" key and tab over to the FPS creator testgame application which has opened and not the editor then let go of ALT and it will select that window that popped up as the testgame application and will load the level.

Not sure if its been answered yet this problem but i read 2 pages and doesn;t loko like it but if it has sorry

hazzman

System: AMD Sempron 2800+
768 MB RAM
256MB NIVIDIA 6800
WINDOWS XP Service Pack 2

Hear no evil, see no evil
Black Terror
19
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Joined: 22nd Mar 2006
Location: Pulse Game Development
Posted: 18th Mar 2008 04:59
Visuals are important, so is anti-aliasing. Yes I think that the water effect are really good and could be important to your game, Anti-Aliasing has been around for a long time now and the fact that everyone playing the game will be capable to use AA, but not able to because of the engine. I am surprised that they haven't automatically ajust the game's aspect ratio to your monitors. Then no one would ever have a squished or stretched screen. This engine shouldn't seems to be using only very simple DX10 effects, or just not using all that it should.

Guido Italy
19
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Joined: 25th Dec 2005
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Posted: 21st Mar 2008 00:06
Why i have this error ? (CrashOn_03_20_08) :


[COMMON]
PathToEXE=J:\Program Files\The Game Creators\FPS Creator X10\Files\CrashOn_03_20_08.txt
[CEXE]
m_dwRuntimeErrorDWORD=Internal Code:11013
m_dwRuntimeErrorLineDWORD=27094
Samus075
19
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Joined: 23rd Jun 2006
Location: Tallon IV
Posted: 25th Mar 2008 15:55 Edited at: 25th Mar 2008 15:58
All right, I don't think this bug is here, because I searched this thread and looked at every post, but the corridor walls for the Service Corridor do not appear. Here's a sceen shot where the left side of the corridor's wall is missing. Now, it was facing east, and I think that was a problem earlier discussed, however, I think it may also be because the wall is traingular in shape, and too much for the engine to handle, or something to that extent. Anyways, I'm hopeing it will be an easy fix and we can all put them in our games soon. Thanks.

System Specs:
Nvidia Geforce 8800 GTS
Intel Pentium 4 CPU 3.00 GHz x2
Windows Vista Home Basic

Samus075

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00bk
20
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Joined: 13th Jan 2005
Location: Digging thru the earth to get to china
Posted: 3rd Apr 2008 01:16
BUG!
Sigh, this is REALLY annoying.
Whenever I test game OR build my multiplayer game, an error appears telling me that the application has encountered a problem and needs to close. I think it's just this level, because I made a smaller arena with one prefab and two entities and it worked fine.

Attatched is the screenshot when I try to TEST the level.

My specs:
Nvidia GeForce 8800 GTS
Intel Pentium D CPU 2.80 GHz x2
2GB RAM

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00bk
20
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Joined: 13th Jan 2005
Location: Digging thru the earth to get to china
Posted: 3rd Apr 2008 01:16
And here is when I try to BUILD the level.

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Holloguts
17
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Joined: 22nd Jan 2008
Location: Portsmouth, England
Posted: 18th Jun 2008 20:34 Edited at: 18th Jun 2008 23:09
Problem with Dynamic light 2 (flashing)

I don't think a screenshot would work here.

problem #1
The dynamic flashing light seems to flash dynamic entities in and out of the room (disappear and appear), even if it is placed in a different room some distance away. The light does not flash on walls and floors either, just on the entities as described.

A note on widescreen. Switch widescreen to 4:3 ratio and there is no change. X10 entitities don't seem to be getting stretched, they are just scaled too wide and high.

Problem #2
placing down a vent in a room removes the floor, replacing the floor removes the vent. This does not happen in X9. It's a nuisance in X10.

Specs:
Core 2 quad Q9450 @2.66
4GB ram DDR2
Nvidia 8800GT 512MB ram
Vista x64 home - sp1
DirectX10

*EDIT
Problem #1 dynamic light flashing. Sorted some of the problem with the disappearing entities. It seems the gfx card settings were on low, pushing up to best quality stopped the problem. Unfortunately the flashing lights seem very low in brightness. tried the lightintensity, but did not help (not sure if it is used in X10).
Raidmax
16
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Joined: 27th Jun 2008
Location:
Posted: 28th Jun 2008 03:09
Hello everyone. I have just obtained FPSC x10. I am having a problem with dynamic entities appearing in test phase. Static entities show up though. Any ideas as to what is going on and/or how to correct it? Thank you.

It is fate all life ends, by chance it is not mine.

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