Hi Fellow Game Makers,
Find a link to the early release of V109 including the new Game Creator Store component. An official release will soon follow, but this link gives you the chance to thrash it out a day or three in advance:
http://www.fpscreator.com/betafiles/FPSCreator_Upgrade_109.zip
Here is a log of the changes for this version:
V1.0.9 EARLY RELEASE - 15/05/08
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* Added Game Creator Store component to interface (buy media instantly using game creator store points)
V1.0.9 BETA11 - 13/05/08
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* Fixed bug causing gun data not to be found when adding entity in level map
* Fixed problem causing BETA10 not to use universe skip code
* Removed NOGRAVITY code from FLOORLOGIC as it causes characters to float
* Adjusted quick statistics so the reflect proportion of time spent (over 1000 ms)
* Added code so floorlogic entity does not travel into static geometry
* Added code so floorlogic entity does not travel into lowered and raised areas
V1.0.9 BETA10 - 12/05/08
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* Spawned entities in FULL SHADER MODE that use alpha now become visible (fadein)
* If you delete a static entity, universe now rebuilds properly
* Moved material detect of segments after BIN load (solves silent floor issue)
* Fixed bug causing muzzle flash to remain just after zooming in
* Automatic weapons no longer have a repeat-fire bug, code added to prevent
* Gun selection no longer locks when change weapon, then quickly reload
* Added PICKUP.WAV to Items folder as some scripts relied on this file
* Added FLAK USAGE FLAGS so only load in flak which is actually used
V1.0.9 BETA9 - 08/05/08
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* Fixed long standing issue causing segment overlays not to trigger rebuild
V1.0.9 BETA8 - 07/05/08
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* Replaced SHARDS decal which had been deleted during the update
* Coded support for older legacy HUD models (added MP5 AK47)
* Added code to detect SCOPE texture in gun folder even if GUNSPEC not specified
* Added code to prevent an empty DESC field in FPI to cause HUD corruption
* Fixed bug causing some images (usually JPG) not to load correctly (HRES missing)
* Fixed bug causing sounds not to load for pre-built floors in test game
* Modified updater to launch FPSCreatorCleaner.exe rather than FPSCreator.exe
* Above new program will delete all legacy DBO/BIN files from your installation
* Fixed IMAGEBLOCKMODE flag so it no longer stores intermediatry in FPG file
V1.0.9 BETA7 - 30/04/08 PM
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* Fixed bug causing decals to disappear in the final game executable
* Fixed bug causing new game save/load code to crash, now works with global vars
* Changed MapEditor.exe to get file extra detail from 1256 rather than 1768
* Above fixes a bug causing ent/seg browse to lose items on category change
* Fixed bug that caused some models not to load their internal textures (MP9/10)
V1.0.9 BETA6 - 30/04/08 AM
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* Optimized loading time further by converting more X to DBO during game builds
* There are no longer any X files exported to the standalone final game
* Above changes improved loading time by 1 second on a typical single level exe
V1.0.9 BETA5 - 25/04/08
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* Fixed lightmapping corruption, no longer adds lightmaps to imageblock
* Limit global and local variables between 0 and 99
* Globals are now reset at the title page of final executable games
* Created material usage flags to only load material sounds actually used
* Moved majority to material sound loads out of per-level loading
* Added usage flags for fragments so only loads those used in game
* Above load time reduction took typical load from 26 seconds to 20 seconds
V1.0.9 BETA4 - 24/04/08
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* Compiled and updated FPSC-MAPEDITOR.EXE for possible zero damage bug fix
* Added new PLRFREEZE action. Set to 1 to hold plr in place, zero to release
* Added new IMAGEBLOCKMODE to SETUP.INI. Set to 1 use image block feature
* Imageblock feature combines all texture files into a single BIN file
* Created new script in PEOPLE called 'meleefrosthit10.fpi' to test above
* Added GLOBAL VALUES from FPI scripting to SAVE/LOAD game position feature
* Updated all character FPE files in default media to allow melee attack (anim8)
* Added V109-example.fpm to mapbanktutorials to help demonstrate new features
* Added new FPI action MUSICOVERRIDE to replace in-game music in real-time
* Added new script called 'appearchangemusic.fpi', add to Sound Zone's init AI
* Added new script called 'musicchangeinzone.fpi' to trigger music change
* To ensure soundset does not load as 3D sound, rename entity to 'MUSIC ZONE'
V1.0.9 BETA3 - 21/04/08
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* Finished BLOODONFLOOR feature so blood splats on floor if flagged
* Altered player gravity so falling is more realistic (removed Y velocity cap)
* Added new FPI commands to add variables as follows:
GLOBALVAR=X - set the current global variable index to write/read from to X
LOCALVAR=X - set the current local variable index to wrire/read from to X
SETVAR=X - set the value of the current variable to X
INCVAR=X - increases the value of the current variable by X
DECVAR=X - decreases the value of the current variable by X
VAREQUAL=X - returns true if the current variable equals X
VARNOTEQUAL=X - returns true if the current variable does not equal X
VARGREATER=X - returns true if the current variable is greater than X
VARLESS=X - returns true if the current variable is less than X
* Added two new FPI scripts DOORLOCKPICK.FPI and PICKUPLOCKPICKS.FPI
* Above scripts used to demonstrate variables in script (and add cool feature)
* Added readout of first three global and local variables in entity debug view
* Added new FPI commands to add changes to defaults:
NEWJUMPHEIGHT=X - change the default jump height of the player to X (default 50)
LIGHTINTENSITY=X - change the intensity of a dynamic light to new percentage
* New script LIGHTSUPERGRAVITY.FPI demonstrates above FPI actions
* When using dynamic lights and DBU skip build, the dynamic lighting corrupts
V1.0.9 BETA2 - 07/04/08
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* Fixed long standing BUILD GAME freeze caused by not saving temporary level
* Fixed crash caused by specifying an invalid BRASS value for weapons
* Added new MATERIALS to the audiobank folder (from model pack 3)
* INCFRAME no longer allows animation sequence to be corrupted
* Fixed bug causing high poly static entities overflowing lightmap textures
* Fixed bug causing some outer corner and wall segments to disappear (corridors)
* ACTION 1 - Set LIGHTMAPOLD flag in SETUP.INI to 1, and it will switch of DarkLIGHTS
* ACTION 2 - Added new flag BLOODONFLOOR in SETUP.INI, set to one to cause blood to hit floor
V1.0.9 BETA1 - 21/03/08
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* Added 'RAISEFACTOR' to entity FPE fields to allow model to be raised to correct model alignments
* Added new MELEE10.FPI script in PEOPLE folder to allow basic melee characters
* Added new MELEEBITE10.FPI script for a close quarters version of above
* Added new MELEECLOSE10.FPI script for a close quarters version of above
* Added new MOVER10.FPI script in PEOPLE folder to allow characters to PUSH the player
* Added MONSTER voice art into audiobank for new monster character type
* Added new MISCMELEE.WAV and BITE.WAV into AUDIOBANK for generic melee attack sound
* New COLLISIONMODE value for FPE which can switch off all collision but one limb (1000+solidlimbindex)
* WARNING: Do not use above feature to create large grass coverage with individual grass blades
* Added extra code to TIMESTAMP log file generation so it does not reported failed objects as loaded
* Added 'FRAME:currentdestination' statistic to Entity Debug Info for dynamics
* Fixed bug using throw FPI mid main animation sequence would mess current frame on return
NOTE: Although the system should automatically update your BIN files, to make sure all the entity/segment changes take effect, delete all the .BIN files in your FPS CreatorFiles folder to ensure the FPE and FPS files can recreate new .BIN files to reflect the changes with this update.
"Small, smart, and running around the legs of dinosaurs to find enough food to survive, bedroom programmers aren't extinct after all
"