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FPSC Classic Product Chat / V111 BETA - Public Test

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Ehetyz
19
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Location: The house by the cemetery
Posted: 23rd Jun 2008 21:17 Edited at: 23rd Jun 2008 21:17
Ok, here's the crap I've gotten from the latest releases.

1.10: Performance took a nosedive.
1.11BETA2: No performance improvement. Goes about like this;



1.11BETA3:
No perfomance improvement, characters now appear wrong; The Bond1 zombies I updated the FPSC for now don't appear at all, stock characters appear floating in the air, and after getting shot they don't disappear but instead twitch in the air (pic attached)

Now I couldn't give a rat's... butt about the build time, as long as the frame rate is playable. Now it's not, I just wish you could get it back to the same level as it was on 1.08 and 1.09.



-Astek Games Developer-
Scene Commander
Support Manager
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Posted: 23rd Jun 2008 21:26
I'm having the same results, almost to the letter as you Ehetyz.

I've emailed Lee with screen shots and FPM, I'm sure that this will be a simple fix.

Performance does seem to be taking a backwards step, I've had massive frame rate drops recently using MP 9 + 10 guns (30fps - 9fps when displayed),I've reverted to MP6 weapon for the time being.

Overall through I don't feel we should be too harsh on Lee. Generally I think things are moving forward.
Ehetyz
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Posted: 23rd Jun 2008 21:34
Yeah well... It depends on what you're expecting from the updates... I'd just want the performance to be good.



-Astek Games Developer-
Scene Commander
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Posted: 23rd Jun 2008 21:38 Edited at: 23rd Jun 2008 21:49
Quote: "Yeah well... It depends on what you're expecting from the updates... I'd just want the performance to be good."


Yes, and reasonably so.

I think we'd all like a return to the leap forward of v1.9, but there were a lot of culling issues as I recall.
Ehetyz
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Posted: 23rd Jun 2008 21:41
Another nice "feature": Every time I test level the build forces the lightmap quality to 10.



-Astek Games Developer-
Krowsnest
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Posted: 24th Jun 2008 02:59
I'm getting the floating character problem too, and on a level I've been working on in beta 2 where I got about 30fps, I'm getting 15-18.


Sorry lee but I think I might revert back to 1.09 until these problems are sorted out

Here's my enemies stuck in the roof of a bar, so sad

one level = game's done!
GOTH 1 SNIPER
User Banned
Posted: 24th Jun 2008 03:08
ya im not even going to try this cuz every an i mean EVERY update from v1.08 are 99.99% messed up with bug's
an your talking bout makeing this Migration an you cant even fix the bug's in v1.09 an up
when and (((IF))) this Migration come's out it will be so buggy.
But w/e

Myspace:http://www.myspace.com/DEATH1sniper
Hame Page:http://snipereliteforce.spruz.com/
AMSHNOK!!!
Woolfman
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Posted: 24th Jun 2008 04:06 Edited at: 24th Jun 2008 04:14
GOTH 1 SNIPER. If your not helping to try and fix the problems you are having. Guess what more then likely it's going to stay broken. Lee's has tried his very best to help out everyone with any problems related to the beta's.

In the beta 3. I'm also getting the floating character problem.
Gunn3r
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Location: Portland, OR
Posted: 24th Jun 2008 04:20
Quote: "Another nice "feature": Every time I test level the build forces the lightmap quality to 10."

I get this as well, but I noticed that it resets ALL setup.ini values to a default setting. Changing things like lightmaptexsize or things like that reset themselves back to factory default.


Gunn3r Games
LeeBamber
TGC Lead Developer
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Location: England
Posted: 24th Jun 2008 04:54
BETA4 Uploaded.

GOTH 1 SNIPER : Can you specify your bugs in the form of a step by step and an example FPM using default media. I am not sure about the 99.99% messed up bit, perhaps you could elucidate?

Bloodhound 2, Scene Commander, Krowsnest, Ehetyz : Let me know the FPS you are getting with this version. Remember when doing side by side FPS comparisons the scene, camera, activity, etc must be identical when taking FPS snapshots.

"Small, smart and running around the legs of dinosaurs to find enough food to survive, bedroom coders aren't extinct after all "
GOTH 1 SNIPER
User Banned
Posted: 24th Jun 2008 05:11
@Lee
i dont test the betas no more. i stick with v1.07
all the test's i did ended up with error's or a full reinstall of fpsc
an i cant be doing that cuz i downloaded all my stuff i got from the store 5 time's. witch means if i test agen i will have to do a reinstall an lose all the stuff i spent my money one

v1.07 has never let me down + on v1.07 all the stuff you sid you wont/cant add to fpsc has been added with mod's
but anyway's ima just wait an let the other ppl test an have to reinstall

Myspace:http://www.myspace.com/DEATH1sniper
Hame Page:http://snipereliteforce.spruz.com/
AMSHNOK!!!
Krowsnest
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Posted: 24th Jun 2008 05:15 Edited at: 24th Jun 2008 05:29
I'll test the framerate using the same level lee, then post my findings; sorry if I sorta sounded like i was complaining about it b4

Edit: Ok, my enemies are back on the ground lol, and my framerate has gone from 26 to about 28-9 at the beginning of the level, and at the end of the level once the enemies are disposed is around 34-37, which is very good


screen of enemies back on the ground lol

one level = game's done!
OHH DUDE
User Banned
Posted: 24th Jun 2008 05:27
I just got FPSC an i love it.
Im going to try this update right now.
Jo Jo Monkey
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Posted: 24th Jun 2008 07:11 Edited at: 24th Jun 2008 07:15
What is portal traversal?

Also, I'm using Beta2. What is the suggested upgrade path to beta4? Should I uninstall FPSC, reinstall, and then upgrade immediately to beta 4?
Flatlander
FPSC Tool Maker
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Posted: 24th Jun 2008 09:11
Skip Beta 3 and just download and install beta 4. No need to uninstall FPSC. BTW, I don't think you can even download Beta 3. so that was a moot point.

** We are not Alone **
Ertlov
19
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Location: Austria
Posted: 24th Jun 2008 11:17 Edited at: 24th Jun 2008 11:18
Hi Lee,

here`s a picture attached of what I get when using Model Pack 9 or 10 weapons - dosn`t matter which one:

Come to where the madness is:
http://www.homegrowngames.at
Ehetyz
19
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Posted: 24th Jun 2008 12:32
Ok, I can now change the lightmap quality and enemies appear like they're supposed to.
Frame rates still aren't all that great, though. With no enemies in the map, I can get 33 FPS when not holding a gun and facing a blank wall. In a proper room, fps is around 25-28.
Having an AI controlled enemy drains the fps completely though. It drops to about 20 in a proper room, and when getting close to the enemy, with the AI activating, the fps goes down to 15. When using the enemy model in the map with no AI script, it doesn't affect frame rate at all.
The AI drain has always been bad, but before I was able to have at least 5 enemies in the map without a huge performance hit. Now just one kills it.



-Astek Games Developer-
LeeBamber
TGC Lead Developer
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Posted: 24th Jun 2008 13:15
Does anyone else get the MP9 and MP10 issues Ertlov is experiencing? The model packs work fine on my version.

Thanks also for the other feedback, looks like BETA4 is better

"Small, smart and running around the legs of dinosaurs to find enough food to survive, bedroom coders aren't extinct after all "
Ehetyz
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Posted: 24th Jun 2008 13:16
No problems with MP9 guns for me.



-Astek Games Developer-
Ertlov
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Posted: 24th Jun 2008 14:36
Compared to Beta 3, we have an decrease in Frame Rate on the very same Level by 3-4 fps. Rebooting machine now and closing all other applications for a more significant result.

Come to where the madness is:
http://www.homegrowngames.at
LeeBamber
TGC Lead Developer
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Posted: 24th Jun 2008 17:00
Ertlov , what are you system specifications? Processor, system mem, GPU, video mem mainly. BETA4 should be no slower, and for some portal scenarios should be faster. I have not touched any code that would reduce performance. Do a side by side comparision of V109 and take a snapshot of that scene so I can see the frame rate (and location/angle/level activity) and a shot from V111 BETA4. That way I can study the debug info at the case of the page too.

"Small, smart and running around the legs of dinosaurs to find enough food to survive, bedroom coders aren't extinct after all "
xplosys
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Playing: FPSC Multiplayer Games
Posted: 24th Jun 2008 17:41
Quote: "i dont test the betas no more. i stick with v1.07"


I'm sure I speak for us all when I say... "Thanks for not wasting space here anymore. Please read the entire thread next time so you will understand the purpose of a Beta program.

Lee,

I noticed a big difference in FPS between test game and actual run game times. I wonder if everybody knows this, and whether they are testing or playing the compiled game or both.

In Sci-fi level 1 I notice no visual problems and my times/FPS were as follows.

Test game: Avg Start FPS - 28
Test game: Avg End FPS - 33

Compiled game: Avg Start FPS - 35
Compiled game: Avg End FPS - 38

Of course FPS increased as characters were destroyed.
The load time for Sci-fi level one was under 20 seconds.

Best.

Scene Commander
Support Manager
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Posted: 24th Jun 2008 18:04
Quote: "I noticed a big difference in FPS between test game and actual run game times. I wonder if everybody knows this, and whether they are testing or playing the compiled game or both."


I've found this too, from my experience I'd say you can expect an average FPS increase of 4-5 seconds in the final build game over the test game.

Quote: "Of course FPS increased as characters were destroyed."


I've not seen the source code, can anyone explain why non-active character affect the FPS to the extent they do, surely the engine shouldn't be trying to process non-spawned characters?
OHH DUDE
User Banned
Posted: 24th Jun 2008 21:34
Yes i got low FPS with the beta
Ehetyz
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Posted: 24th Jun 2008 22:06
Tried building the game, on built game the fps is about 2-3fps better than on test mode.
Found a new bug, though; MP5 guns don't appear in the levels on built game.



-Astek Games Developer-
OHH DUDE
User Banned
Posted: 25th Jun 2008 04:34
An the plydrop is not working =(
JRH
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Location: Stirling, UK
Posted: 25th Jun 2008 19:20 Edited at: 25th Jun 2008 19:20
Hi all,
small bug when uploading music. See attached screenie. I'm sure you can figure it out.


Plystire
23
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Posted: 25th Jun 2008 20:11
Quote: "An the plydrop is not working"


Hey, I resemble that remark.


The one and only,


Whosoever says, "Don't sweat the small stuff," is obviously not a programmer.
lukex10
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Location: on your new computer.
Posted: 25th Jun 2008 21:08
@Miposter i think its because thwe folder doesnt contain "entitybank or
segmentbank folder"

new pc for chrismas is nvidia 8800gtx ADM 4800 2.5ghz 2gb ram 250 gb hard drive
Aaagreen
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Posted: 25th Jun 2008 22:07
But why should it? It's music!

The Simon Cowell of TGC.
RickV
TGC Development Director
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Posted: 26th Jun 2008 00:28
You likely need a new uploader. Check with Janet from TGC.

Financial Director
TGC Team
[Check out Jed McKenna - http://www.wisefoolpress.com/]
LeeBamber
TGC Lead Developer
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Posted: 26th Jun 2008 00:39
You should direct Store related bugs and difficulties directly to Janet at [email protected]. I would like to dedicate this thread to issues with the engine rather than the store interface which are best handled by the store team (i.e. Janet and Paul).

"Small, smart and running around the legs of dinosaurs to find enough food to survive, bedroom coders aren't extinct after all "
Flatlander
FPSC Tool Maker
19
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Location: The Flatlands
Posted: 26th Jun 2008 04:32 Edited at: 26th Jun 2008 04:33
Quote: "An the plydrop is not working "


If you are using "plydrop" then it will not work. Even "plrdrop" will not work. You need to use playerdrop. That works for me.

If you are using the correct command name, then how are you trying to use it? Maybe you should take it to the Scripts forum, however.

** We are not Alone **
Rampage
18
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Location: New Zealand
Posted: 26th Jun 2008 08:15
Lol, I test the same level one of the small game I have been working on for about 2 months and immediately a crate flys at me and I get stuck in it LOL! Also heaps of my entitys randomly get stuck in the wall or the ground and struggle to get out.


Visual Game Studio Express Lead Programmer.
Pride
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Location: Eastern USA
Posted: 29th Jun 2008 02:30 Edited at: 29th Jun 2008 02:34
Ace work! I'm gone for a few months and already a working player-drop feature is implemented! Holy [crap] this is speeding up! Superb job Lee, only one little thing:

When I drop my gun and pick it up again, I have another full magazine in my inventory. IE: I drop my 1911 and it has 15/0 then I pick it back up and it has 15/15 and so on. But otherwise, it works perfectly!

Kudos on the amazing job, any way to drop all weapons in your inventory?

Great work,
==Pride

EDIT: Uh-oh...more errors... I opened-up one of my older levels and noticed the dynamic objects (crates) were half-phased through the wall and they ignored other dynamic entity's existence (they also phased through those). It seems each object has on small collision box in the middle of itself...


Formerly MeZo
Rampage
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Posted: 29th Jun 2008 11:23
The bugs that I am experiencing above happen with Model Pack 3 entity's alot


Visual Game Studio Express Lead Programmer.
Bloodeath 6 6 6
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Posted: 29th Jun 2008 11:27 Edited at: 29th Jun 2008 11:30
eghhh im going to have to wait until this is out of beta apprently, i tried updating and it turned my fpsc into fpsc free version??? and it made my entire map editor (all entitys/segments/anything) are grid texture, it basically fubar'd up my fpsc, and im prolly gonna have to reinstall *sigh*

edit-

even more strange

i tried to just reinstall fpsc version 1.09 from offical fpscreator.com and it installed x10 map editor???? wtf is going on here, i cant even open my fpsc without it auto crashing, with some error about memblock. . . i hope this doesnt end up hurting my map files....

You'll Know When You See It.

Death has no end
Ehetyz
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Posted: 29th Jun 2008 11:46
Beta 4 has been working surprisingly well for me, with only problem being that upon building a game, it doesn't put all the necessary entities to the built game folder. But that I can fix manually.

The frame rate is decent now, it's better on a built game than in test mode, and when I made a level completely from scratch with Beta 4, it has a constant 30fps and up (in a 400-object level, lightmap quality at 40, and enemies spawned via triggers)

So, looking good so far.



-Astek Games Developer-
Jo Jo Monkey
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Posted: 29th Jun 2008 14:23
Bug: I find my player getting stuck every once in a while. I have to press c to crouch and then space to jump out of the stuck position.

Bug: For some reasn, FPSC has a problem holding onto the skybox I designate it. It keeps reverting back to the default skybox.
Pride
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Posted: 29th Jun 2008 22:32
@Bloodeath
Does that mean Diet Kola is being put on hold?!

Yeah, 1.09 will give you the x9 editor, with the x10 icon (such as in the not responding message), still the same editor.

I suggest reseting FPSC and download 1.09 again and see if this keeps going on.

More On Topic:
Hey, anyone for a weapon limit setting?


Formerly MeZo
Bloodeath 6 6 6
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Posted: 29th Jun 2008 23:34
Quote: "Does that mean Diet Kola is being put on hold?!"



idk, depending on if the update corrupted my map files, i know for sure it did corrupt 1 .fpm, but thats not dk. so idk to be honest, i havent reinstalled yet, because i lost my cd, and the order history on here says i never even bought fpsc. so dk is probably going to be put on hold till i can fpsc working again.

You'll Know When You See It.

Death has no end
meteorite
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Posted: 29th Jun 2008 23:39
wait pride, you figured out how to pick up dropped weapons? How? My weapon swapping system wont work w/o it

I love Jenkins forever :p
Pride
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Posted: 30th Jun 2008 01:39 Edited at: 30th Jun 2008 01:48
Yeah!

Well, I use the script given in the update, "pickupcandrop.fpi". Give it to the main of the weapon you allow to drop, it goes as so.



Works for me just fine, the gun has to have "Physics On" set to "yes" and "Always Active" set to "yes".

"Informed decision-making comes from a long tradition of guessing and blaming others for inadequate results." - Scott Adams
LeeBamber
TGC Lead Developer
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Posted: 30th Jun 2008 16:08
Bloodeath 6 6 6 : Email me directly with the email address you used to buy FPSC and I will trace it for you and get an FPSC reminder email sent out to you.

Remember guys, ALWAYS make a backup of your backups! This is BETA country.

"Small, smart and running around the legs of dinosaurs to find enough food to survive, bedroom coders aren't extinct after all "
Bloodeath 6 6 6
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Posted: 1st Jul 2008 04:19
Quote: "Bloodeath 6 6 6 : Email me directly with the email address you used to buy FPSC and I will trace it for you and get an FPSC reminder email sent out to you.

Remember guys, ALWAYS make a backup of your backups! This is BETA country."


i i sir. sent.

You'll Know When You See It.

Death has no end
Krowsnest
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Posted: 1st Jul 2008 05:17 Edited at: 1st Jul 2008 05:26
I just downloaded beta5 and Now I get an error with the mapeditor whenever I start fpsc. I was also having some problem where the objects I stacked only went halfway to the top of the table, or sometimes double. I'll revert back to 1.09 to see if the problem still persists

I'd send some technical info, but I can't even access Fpsc to do so!

Quick Edit: Yup, it isn't my PC; Fpsc is working fine in 1.09

one level = game's done!
LeeBamber
TGC Lead Developer
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Posted: 1st Jul 2008 13:41 Edited at: 1st Jul 2008 18:19
BETA7 uploaded which solves the crash (caused by March 2008 DirectX header sneaking into the build).

"Small, smart and running around the legs of dinosaurs to find enough food to survive, bedroom coders aren't extinct after all "
Aaagreen
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Posted: 1st Jul 2008 20:24
Well...
1: I'm glad it wasnt just me who had the mapeditor problem.
2: I'm glad the new beta fixes this.

The Simon Cowell of TGC.
Krowsnest
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Posted: 1st Jul 2008 21:49
Thx Lee 4 fixing the crash so fast

one level = game's done!
Bloodeath 6 6 6
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Posted: 1st Jul 2008 21:51
Lee did you get my email? can you help me getting my fpsc back???

You'll Know When You See It.

Death has no end

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