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FPSC Classic Product Chat / V109 BETA - Public Test

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CultBraiN
18
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Joined: 6th Jan 2008
Location: Korea
Posted: 26th Apr 2008 04:04
Please fix weapon change bug.
As far as I know, It's old bug. I hate this bug.

If you shoot or reload during weapon putaway animation,
you can't change weapon.
you can use only '0'key to fix that.

Anyone knows other solution ?

Sorry for poor English.

The bird struggles out of the egg....
Toasty Fresh
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Location: In my office, making poly-eating models.
Posted: 26th Apr 2008 04:29
@Flatlander:

1024mb RAM.
Processor: Intel(R) Premium(R) 4 CPU 3.20GHz (2 CPU)
Graphics card: ATI RADEON 9550 AGP (0x4153)

All of that taken from DXDIAG.

Flatlander
FPSC Tool Maker
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Location: The Flatlands
Posted: 26th Apr 2008 06:22
It looks like you you have a very good system. I'm not totally familiar with graphics cards but I think that is one of the higher end cards. Do you know if it has any dedictated memory? Even 256 MB is good. If you don't there might be a problem with memory allocation. My last graphics card did not have any dedicated memory and I had the problem you are experiencing a lot. However, I don't think I had as good of a graphics card as yours to begin with. It was a Radeon but not from ATI and it was not a 9550. It didn't even support shaders even though the specs said it was supposed to. Anyway, the card I have now is a higher end card and it has dedicated memory (at least 256MB I believe) and I have not had any problems since. Again, I thought I read somewhere that this was taken care of.

Did you have the problem in the past or has it just started. If you never had the problem before using the same computer then something might be up with the B4.

Does anybody else have any thoughts on this.
Toasty Fresh
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Location: In my office, making poly-eating models.
Posted: 26th Apr 2008 06:23
Yeah, it's 256mb. I have reverted back to BETA3, and am still getting MP9/10 problems.

Chris Ganuza
18
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Location: EU
Posted: 26th Apr 2008 06:39
beta 5 has no texture with model pack 5. Just discovered this glitch.

CG
FredP
Retired Moderator
20
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Location: Indiana
Posted: 26th Apr 2008 06:58 Edited at: 26th Apr 2008 07:03
I just fired up the latest beta (5) and ran a test level.The gun from model pack 10 no longer has hands...

Edit:
The winzone doesn't work either.

RIP Floating Skull unknown-2007 we will miss you in FPSC x10
Toasty Fresh
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Location: In my office, making poly-eating models.
Posted: 26th Apr 2008 07:06
Yup. Same here.

Airslide
21
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Location: California
Posted: 26th Apr 2008 07:08
And this is why I let all you pity mortals try out the new versions

Of course I'm still using 107 w/AirMod

Woolfman
18
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Location: Cave
Posted: 26th Apr 2008 08:25
If nobody tries it. It won't get fixed.
Plystire
23
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Location: Staring into the digital ether
Posted: 26th Apr 2008 08:52 Edited at: 26th Apr 2008 08:53
@Flatlander & Toasty:

MP 9/10 have always been the most troublesome of packs.

They seem to break just for the sake of breaking. Lol



Lol, Airslide. I still use V107 with my Mod, but I also have another copy to use for testing Betas. Who else is gonna write those ever-so needed tutorials?


@Woolfman:

Too true.


The one and only,
~PlystirE~

Flatlander
FPSC Tool Maker
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Location: The Flatlands
Posted: 26th Apr 2008 11:11
The Toasty

Quote: "OK. Well, I know of another bug, I don't know what triggers it, but what it is, is that at random times, I save my map, then it saves, but where the save box was, is just a black box, and the background turns black. Very annoying.
"


Is this still happening. This is the problem I was addressing. Not the MP9/10 issue, although, I can understand why folks were thinking otherwise.
Toasty Fresh
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Posted: 26th Apr 2008 11:14
I don't know. As I said, I don't know what triggers it.

Flatlander
FPSC Tool Maker
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Posted: 26th Apr 2008 11:22
My observation is that he didn't address the MP9/10 texture issues in B5. Remember he said previously with B4

Quote: "The lightmapping and some textures are missing/corrupt"


Let's recap B5:

Quote: "V1.0.9 BETA5 - 25/04/08
-----------------------

* 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"


I don't see anything regarding textures here. Just the lightmapping.

RE: variables. I new he would probably cap variables as he needed to make sure they are saved and then deleted at the end of a game. It would make this easier to do. There were probably other considerations as well. Although for some 100 might not even be enough I can live with 100 global variables.
Flatlander
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Posted: 26th Apr 2008 11:39
I am getting different results however with the mp9 melee gloves. Instead of transparent green their just plain transparent. Of course, if I wanted the player to be a ghost, that would work great. But I'm afraid once it's fixed I'll have to change that scenario.
Flatlander
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Posted: 26th Apr 2008 11:44
Quote: "I don't know. As I said, I don't know what triggers it."


You and me both. Maybe you won't see it again for a long while. Just a suggestion and it might help. With any type of programming development, it uses up a lot of resources. I have found game development really does use up the resources fast. It might be a good idea if you are doing it for awhile to reboot the system. This reclaim all memory from both RAM and the video card as well. I've learned to do this a long time ago.
Toasty Fresh
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Posted: 26th Apr 2008 11:46
How would I do that?

Flatlander
FPSC Tool Maker
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Posted: 26th Apr 2008 11:59 Edited at: 26th Apr 2008 11:59
Reboot. That certainly shows my age. Same as restart. Click on the START button and then select Turn off Computer and then select RESTART. Make sure everything is saved first.
Toasty Fresh
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Posted: 26th Apr 2008 12:15
Zdrok
19
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Location: Pittsburgh
Posted: 26th Apr 2008 14:26
Hah, I'm still using B3 due to problems others are getting with 4 and 5. I'm just waiting out the official (and hopefully bug-free) v1.09 release, and then it's v2! (or v1.1?)

Woolfman
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Location: Cave
Posted: 26th Apr 2008 16:24
I have to say Lee I really like the Loading time now. Thanks. (I don't know if this is what was supposed to happen but some of my larger test lvl's has a steady 38 FPS now.)
Scorpion King
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Posted: 26th Apr 2008 17:32
Please help. How to remove previous beta before installing this new?
Chris Ganuza
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Location: EU
Posted: 26th Apr 2008 19:45 Edited at: 26th Apr 2008 19:47
heres a glitch with holding a weapon and crate at the same time, and the screen shot wont work, so ill just say how you get it. Pick up a create, then wield a weapon using the digits

CG
Flatlander
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Posted: 26th Apr 2008 22:28
Quote: "Please help. How to remove previous beta before installing this new?"


No need to remove any old beta. Just install the new one.
Flatlander
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Posted: 26th Apr 2008 22:30 Edited at: 26th Apr 2008 22:30
Quote: "heres a glitch with holding a weapon and crate at the same time, and the screen shot wont work, so ill just say how you get it. Pick up a create, then wield a weapon using the digits"


Sorry, but you can't hold a weapon and a crate (or anything else) at the same time. Just something you have to work with as is.
Plystire
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Posted: 26th Apr 2008 23:14
I think he means the glitch is that it allows him to hold the crate and weapon at the same time.


The one and only,
~PlystirE~

Robert F
User Banned
Posted: 26th Apr 2008 23:29
uman
Retired Moderator
21
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Location: UK
Posted: 26th Apr 2008 23:35
I get good stable fps at 38fps with beta 5'0 that is until I come to the recurring portals not rendering problem which still exists for me, then my fps drops off to around 8,9,10 fps.



"There are those who said this day would never come - What have they to say now?"
Flatlander
FPSC Tool Maker
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Posted: 27th Apr 2008 07:20 Edited at: 27th Apr 2008 07:27
Quote: "I think he means the glitch is that it allows him to hold the crate and weapon at the same time."



Ooooooohhhh. Sorry misunderstood. Hmmm. Yes he's right. Even though that's not realistic that could be a positive. There were times when I wished I was able to have the gun to the ready while I was moving an item. Wouldn't have lost so much health by the time I dropped whatever it was I was holding and then pick the gun back up. And you don't even need to use the numeric key to bring up the weapon you can do it with the middle scroll button on the mouse. I tested it out and picked up the small green crate from WWII, then used the mouse button to bring the weapon back up. I wondered if it would allow me to shoot and it did. The box broke completely apart. I'm glad it was an explosive box or it probably would have exploded and killed me. Hmmmm? That could be one of those things in a game where you can force the player to move a box of explosives and then an enemy character comes up and if the player doesn't make a good decision and drops the box before picking up the weapon and firing it will kill him. Next life. If Lee did this on purpose even though you might find it annoying, you can still use it to your advantage in making more challenges to your game.

Yea, it never has done that in the older versions. Not even sure when that might of started or if Lee did it on purpose. Doesn't hurt anything as far as I can tell except for realism. Of course I'm always trying to hold more than I can handle in real life as it eventually all falls to the ground.
Toasty Fresh
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Posted: 27th Apr 2008 12:30
Now that you mention it, FL, I get that bug loads of times now.

Flatlander
FPSC Tool Maker
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Posted: 27th Apr 2008 16:33
The Toasty

Quote: "Now that you mention it, FL, I get that bug loads of times now."


I'm honestly sorry to hear that, Toasty; but, I'm at a loss.
Juzi
19
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Location: Finland
Posted: 27th Apr 2008 18:22
I installed the latest beta just to notice this:

Bonus feature: Hands change color every test game run.

http://koti.mbnet.fi/teora/intersoft/
Airslide
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Location: California
Posted: 27th Apr 2008 20:38
Quote: "Yea, it never has done that in the older versions."


Actually, it's done this since V1. I found the bug on the first time I went to try out the new physics

Flatlander
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Posted: 27th Apr 2008 21:01
Airslide, I can't remember that it had but I definitely won't question you. My memory I will always question, however.

Maybe I never actually tried it and just assumed you wouldn't be able to hold a gun and an object. As I mentioned before this particular issue doesn't bother me so much as others have done.
incense
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Posted: 27th Apr 2008 21:35
So far I have had no real issues with update 5.

I must say, I am impressed with TGCs commitment to the project.

Am continuing to test.

Patience and tolerance are the keys to the passage of knowledge. Even the ones that know the most started with many questions.
5867Dude
19
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Posted: 27th Apr 2008 22:06
Lee,
Can you fix a long recurring bug?
Its the one when you go up some stairs and sometimes it locks and you have to jump and stuff.

[IMG]http://forum.thegamecreators.com/g/banners/109.jpg[IMG]
Was cool kid
Plystire
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Posted: 28th Apr 2008 01:06
If you have a bug, PLEASE include instructions on how to duplicate that problem, screenshots would definitally help.

[Example

Lee,

Can you fix this long recurring bug?

The bug is that when you use a teleporter and there is a wall to the south of the teleporter OUT, the player will get stuck in the wall.

To duplicate this, just place a wall immediately to the south of the teleporter OUT's position, then have the player walk into the teleporter IN, and they will get stuck in the wall when coming out of the teleporter.

Thanks!

[/Example


The one and only,
~PlystirE~

5867Dude
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Posted: 28th Apr 2008 19:26
Well just make a level with some stairs and it does it. Usally with the segmants:
Cellar going up to bunker

[IMG]http://forum.thegamecreators.com/g/banners/109.jpg[IMG]
Was cool kid
Plystire
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Posted: 28th Apr 2008 20:38
If that's all it takes... I don't have that bug.


The one and only,
~PlystirE~

Chris Ganuza
18
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Posted: 29th Apr 2008 23:34
I have the same problem with the teleporters.

CG
Toasty Fresh
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Posted: 30th Apr 2008 12:40
I'm sorry to put pressure on, but are they going to fix the MP9/10 bugs?

LeeBamber
TGC Lead Developer
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Posted: 30th Apr 2008 15:41
Beta 6 uploaded for your consumption. This version freezes the feature additions stage and now we move into getting any problems we have introduced fixed. My priority is to fix those over bugs that have been in before V108, the idea is that we make FPSC no worse for the update which has happened a few times in the past. Just as Doctors pledge to make the patient no worse, my hope is to make the engine no worse

If you have identified a bug, please email me ([email protected]) a screenshot of the offending issue, along with materials I will need to reproduce it such as level files, step by step, etc. If I do not get these soon, it is likely V109 will go out without attending to any issues you may still have with BETA6.

Thanks for the feedback! Just for your info I managed to get a decent reduction in load time on a typical V108 one level game from 24 seconds down to 14 seconds with V109 BETA6, largely thanks to the use of the IMAGEBLOCK feature and the loading of DBO files rather than X files.

I am aware of the bug that makes the decal sparks from bullet hits disappear, which are the kind of bugs I prefer to deal with for now. Things that worked just fine in V108 but are no longer working in V109. Thanks again.

"Small, smart, and running around the legs of dinosaurs to find enough food to survive, bedroom programmers aren't extinct after all "
Slayer222
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Posted: 30th Apr 2008 17:40
I'll try the beta ASAP, then get back to you on the bugs.

[img]
[/img] Official Airmod fanboy. Member of the Airlside fan club
xplosys
20
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Playing: FPSC Multiplayer Games
Posted: 30th Apr 2008 18:44 Edited at: 30th Apr 2008 23:12
Here is what I have so far:

1. ButterCutters w/destroyable centers crash the engine when testing.
2. Model pack 5 weapons appear as phantoms. (screen shot attached) Stock weapons are OK. [FIXED IN BETA 7]
3. Model pack 5 segments don't appear or partially appear.


I'll continue to add to this as I test.



Best.

Flatlander
FPSC Tool Maker
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Posted: 30th Apr 2008 20:25
I was just informed by Lee that the hand's issue has been fixed and will be in Beta 7. Yes!
bkinsman
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Posted: 30th Apr 2008 21:16
yay beta 7 is released lol. that was fast only the other night i downloaded beta 5 well that was nice and fast, thanks lee, testing it out now even though i haven;t had any problems so far.

BJKDAW
GOTH 1 SNIPER
User Banned
Posted: 30th Apr 2008 22:56 Edited at: 1st May 2008 04:26
good the MP9/10 are fixed tytyty
an i see you added some goodies too =)

Edit: nvm 9/10 MP NOT FIXED
Nickydude
Retired Moderator
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Posted: 1st May 2008 01:38
Where in the Setup.ini file is IMAGEBLOCKMODE? I can't seem to find it, or do we add it ourselves?

Plystire
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Posted: 1st May 2008 02:11 Edited at: 1st May 2008 02:11
You could try adding it and see what happens.

Sorry, I know I'm usually full of advise, but I really don't know. Would be worth a shot, right?


The one and only,


Flatlander
FPSC Tool Maker
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Posted: 1st May 2008 02:12 Edited at: 1st May 2008 02:14
[GAMERUN]
realgameview=0
dynamiclighting=1
dynamicshadows=0
useeffects=1
useeffectsonguns=1
useeffectsonscene=1
useeffectsonentities=1
dividetexturesize=0
optimizemode=1
hsrmode=0

[GAMEMULTIPLAYER]
multiplayergame=0
gameobjectivetype=0
gameobjectivevalue=0
oneshotkills=0
maxplayers=0
spawnrandom=0
uniquegamecode=

[GAMEMAKE]
lightmapping=1
lightmapold=0
lightmapshadows=1
lightmapambientr=0
lightmapambientg=0
lightmapambientb=0
lightmapsunx=0
lightmapsuny=-1
lightmapsunz=0
lightmapsunr=0
lightmapsung=0
lightmapsunb=0
lightmapzerorange=100
lightmapatten=16
lightmapmaxsize=-1
lightmapboost=4
lightmaptexsize=512
lightmapquality=10
lightmapblurmode=1
lightmapthreadmax=-1
bloodonfloor=0
imageblockmode=0
Nickydude
Retired Moderator
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Posted: 1st May 2008 02:26
Hmm, my setup file doesn't have "bloodonfloor=0" or "imageblockmode=0", looks like it has to be added, thanks guys.

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