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FPSC Classic Product Chat / [LOCKED] Project Blue UM edtion official thread

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Nickydude
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Posted: 30th Oct 2009 03:20
The more I add to the level the more crashes I get. It will compile right to the end of the test level then crash and bomb out, I load FPSC/PB again and retest and the level works, I add a few more entities and compile and it crashes and so in, this frequently happens. Here the crash log if it helps (2 different)

M_dwRuntimeErrorDWORD=Internal Code:15031
M_dwRuntimeErrorLineDWORD=33785
----------------------------------------------
M_dwRuntimeErrorDWORD=Internal Code:11013
M_dwRuntimeErrorLineDWORD=32105

Plystire
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Posted: 30th Oct 2009 03:57
Thanks, Nickydude. I'll see if I can decode that crash log. In the meantime, did you install PB onto a fresh copy of FPSC v1.15? Normally, inconsistent behaviour like this is due to a faulty install. Perhaps a reinstall will help?


The one and only,


Nickydude
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Posted: 30th Oct 2009 04:55
I followed the instructions in the manual:

copy the original FPSC folder and rename it.
install FPSC again and choose repair.
upgrade to V1.15
copy the FPSC Game exe over and copied all the other stuff from the Project blue v1.7 folder.

I've gone back to the original FPSC and I was getting way too many crashes. The same map works fine in the original. Hope we can sort it out.

Plystire
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Posted: 30th Oct 2009 05:14
Was this a map you made before using PB? Maps made before installing the Mod sometimes have issues.


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BlackFox
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Posted: 30th Oct 2009 05:21 Edited at: 30th Oct 2009 05:22
Quote: "Was this a map you made before using PB? Maps made before installing the Mod sometimes have issues"


I was just going to ask this and you already beat me to it. I remade the level we were in when we press TAB during a test and FPSC freezes. Now it works fine, pressing the TAB key works during the test and no freezing so I assume that was our issue. Or maybe by redoing the level I eliminated an error we made. Either way, problem solved for us.

<makes note in his notebook> I think I will need another notebook soon

Cheers

Mike
GraPix
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Posted: 30th Oct 2009 11:36 Edited at: 30th Oct 2009 12:46
@Plystire Hover please!!!

Nickydude
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Posted: 30th Oct 2009 15:09
Quote: "Was this a map you made before using PB? Maps made before installing the Mod sometimes have issues."


Nope, completely redone in PB.

s4real
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Posted: 30th Oct 2009 15:13
@Nickydude Make sure you have del the dbo and bins files using the fpsc cleaner.

Also did you transfer your media from FPSC v1.16 as this can cause issues.

best s4real

Bibo4PC
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Posted: 30th Oct 2009 16:20 Edited at: 30th Oct 2009 16:20
this crashing actually happens to me ALL THE TIME for huge levels.. installing a fresh copy or cleaning BIN and DBO files won't work..

but there's a simple way around it, just build ur level with original FPSC-Game (no mods) then replace ur built game exe with (FPSC-Game.exe) that comes with PB mod..

just remember to copy the files that PB mod uses manually to the game's Files folder (effectbank, databank and sometimes some weapons textures)..

Bestorio
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Posted: 30th Oct 2009 17:12
where to i install the mod so it will work?

im having fun creating games... wait? did i just print a machine gun?!?
A r e n a s
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Posted: 31st Oct 2009 00:53
Quote: "but there's a simple way around it, just build ur level with original FPSC-Game (no mods) then replace ur built game exe with (FPSC-Game.exe) that comes with PB mod.."


Then the people who get the game you have made can just copy that mod straight into their folders and use most of its features.

I have a problem which is when you shoot the whole game majorly slows down.

Your signature has been erased by a mod - 1.1MB for an image is too much - try something under 150kb
GraPix
User Banned
Posted: 31st Oct 2009 04:52
Quote: "Then the people who get the game you have made can just copy that mod straight into their folders and use most of its features."


No, most of the games today uses protection. So, no one can copy ANYTHING!!!

Bibo4PC
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Posted: 31st Oct 2009 06:35
Quote: "I have a problem which is when you shoot the whole game majorly slows down"


I actually have that too also muzzle flash doesn't work with huge areas..

Bibo4PC
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Posted: 31st Oct 2009 07:01
srry for the double post but this just came into my mind, is there any way to make the user choose he's own frame speed, I read somewhere that PB mod is capped at 60fps, can a feature be added to edit this via scripting or maybe even by editing an ini file?

Hockeykid
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Posted: 31st Oct 2009 07:03
Quote: "srry for the double post but this just came into my mind, is there any way to make the user choose he's own frame speed, I read somewhere that PB mod is capped at 60fps, can a feature be added to edit this via scripting or maybe even by editing an ini file?"


believe their is a syncrate=x command.

Plystire
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Posted: 31st Oct 2009 08:16
The syncrate command doesn't work anymore. Though, I think it needs to be put back in.. the current sync rate system seems to hurt framerates more.


The one and only,


A r e n a s
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Posted: 31st Oct 2009 13:06
Is this why the lag on a gun shot is so bad?

Your signature has been erased by a mod - 1.1MB for an image is too much - try something under 150kb
Nbt
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Posted: 31st Oct 2009 13:56
Shooting at complex, items can cause slowdown, as the engine has to workout where the bullets are hitting and where to place the decals etc.

@Plystire
Yeah I tested PB (amongst others) when looking for a speed boost over vanilla 1.15 and got 17 fps tops lol but I was using the 1.6 free one (demo?) from your site, so maybe it was just that. I hit the X key (read it effected fps capping or something) and still stayed at 17 fps

I only use this for fun and have no interest in making commercial games ^_^
Plystire
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Posted: 31st Oct 2009 23:58
Thanks for the reply, Nbt. Yes, raycasting is more CPU intensive than most everything else done in FPSC, however, unless you're firing off a fully automatic shotgun type weapon with at least 10 rays per shot... I can't see the slow-down being too significant.


Quote: "17 fps tops"


New map/old map? Big map/small map? Lighting? Shaders?

Also remember the large base of features we're boasting alongside performance. Our lighting system optimization is cutting frames a bit on its own, yet I haven't dropped to 17 fps before, even with a high quality gun camera (which saps framerate more than anything else I've tried)


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Nbt
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Posted: 1st Nov 2009 00:20
Old map I guess, as I had re-built it in vanilla 1.15 before going mod hunting. I would not really call it large, as only takes up about a 3rd of the grid, but it does span layer 3 - 12 here and there.

Yet even if I ran into one of the small rooms (about 4 segments) and stood up against a wall, the fps never seemed to increase overly. I have read nothing but praise for the fps in PBUM, so I very much doubt it was your mod and more down to me not installing everything right, or because it was the 1.6 free one?

I checked the same with fenixmod right after and got a constant 40-45 fps even in the open sections with lots of entities etc, so dunno

If I get a chance I will go buy the full 1.7 one sometime and give it a go.

I only use this for fun and have no interest in making commercial games ^_^
Plystire
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Posted: 1st Nov 2009 00:36
It shouldn't be the demo's fault, really.

PBUM has quite a bit changed between it and v1.15 vanilla, so things that vanilla will be using could have caused some "confusion" for PB under the hood. The best thing to do when installing any Mod is to run the BIN/DBO Cleaner multiple times until everything has been whiped out, and make your map again from scratch with the Mod installed.

Quote: "I checked the same with fenixmod right after and got a constant 40-45 fps even in the open sections with lots of entities etc, so dunno"


I'm not trying to bash fenixmod here or anything, as I do support hockeykid in what he's trying to do. FenixMod has very little in the ways of performance boosts, and also very little in features that would conflict with the vanilla v1.15 maps. Since fenixmod hasn't changed much of anything related to dbo and bin files, a cleaning most likely won't be necessary (but still recommended)


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Mugen
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Posted: 1st Nov 2009 01:54
Is there a way so that when you are using ironsights it won't 1 hit kill? Cause when I right click and use ironsights it one hit kills.

Mugen is the name pal, Ya got that?
Plystire
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Posted: 1st Nov 2009 01:55
Are you in multiplayer mode, Mugen? That's a known "feature" of standard FPSC during MP.

I'll take it out if there's enough call for it, though.


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Mugen
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Posted: 1st Nov 2009 02:11
Thanks yes its in multiplayer

Mugen is the name pal, Ya got that?
Nbt
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Posted: 1st Nov 2009 13:12
Cheers for the reply Ply

Yeah I always spam the cleaner, but really not too sure I wanna re-build my levels yet again (already done it 4-5 times whilst playing with 1.16) But! saying that after the release of model pack 36 I may well rethink my levels and start again from scratch and give PBUM 1.7 a go.

Anyway like I said I'm the only person that has had slow frame rates here, so it is not your mod. As to the speed boosts from fenixmod, maybe I should have said better frames per second boost over vanilla 1.15, which was all I was looking for at the time.

Anyway please don't think I'm putting PBUM down or anything, as I have a lot of respect for you, s4 and the mod in general and after watching that excellent floating crate puzzle video I REALLY want to use PBUM.

In fact I have filled in the request to buy form on the PBUM site and will have a play ASAP.

I only use this for fun and have no interest in making commercial games ^_^
Hockeykid
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Posted: 1st Nov 2009 19:10
Quote: "Are you in multiplayer mode, Mugen? That's a known "feature" of standard FPSC during MP.

I'll take it out if there's enough call for it, though.


The one and only,"


Yeah but when you have airmods iron sights it still kill with 1 shot.

Plystire
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Posted: 1st Nov 2009 20:37
No worries, Nbt. I don't think you're the mod down or anything. And I respect everyone's freedom to choose whichever version of FPSC they want to use.

Quote: "In fact I have filled in the request to buy form on the PBUM site and will have a play ASAP."


Not sure if they fixed that form yet. You'd be better off emailing s4 directly.


@hockeykid:

Yup, that's because AirMod's simplezoom is a "replacement" for the original zoom, so it still uses much of the same code. However, I wouldn't feel right taking the 1-shot-kill off of simplezoom and leaving it in for regular zoom.


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CoffeeGrunt
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Posted: 1st Nov 2009 20:50
Quote: "Thanks for the reply, Nbt. Yes, raycasting is more CPU intensive than most everything else done in FPSC, however, unless you're firing off a fully automatic shotgun type weapon with at least 10 rays per shot... I can't see the slow-down being too significant. "


Sorry but for me it is, trying it out in a test level with a variety of weapons and targets has no effect, but when I use the weapons in my game, (EAI's G22 and MP5N), repeated firing cripples the framerate down to about 5-9 fps from 34-45...

As you can understand, this is pretty bad and I'm unsure why it's doing it. I've ran the DBO/BIN cleaner at least five times, and removed the weapons from the game before re loading them in. The lag on firing still persists however...

Violence isn't the answer, it's the question...
Plystire
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Posted: 1st Nov 2009 21:14
Well, I'll be taking a look into all of the reported problems (that remain to be problems) by the end of this week. Busy work comes first for me, but after that I'll find time to look into what's going on.


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Nbt
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Posted: 1st Nov 2009 22:35
@Plystire the request form worked fine and received payment link, paid and received PBUM 1.7 in just a few minutes

Lot's of extra goodies in 1.7 over the old 1.6 demo ^_^

@CoffeeGrunt I'm not too sure how FPSc works etc, but for me all them impact decals seem to stay and do not seem to fade away.
Could it just be after shooting for so long, the sear amount of decals (especially the ones on top of others that seem to stack up) increase the on screen poly count and slow it all down. Plus are they dynamic and if so maybe the engine is getting bogged down keeping track of them all?

Anyway like I said, I'm not really up on FPSc's ways, so please excuse any mistakes I make

I only use this for fun and have no interest in making commercial games ^_^
Bibo4PC
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Posted: 2nd Nov 2009 05:34
[suggestion] is it hard to cap the mod at differents frames per second (ex:30,60,90) and the user can choose which to use according to his game?

Nickydude
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Posted: 2nd Nov 2009 13:26
The new version seems to be working fine for now, redoing chapter 1 of "he is coming" and had no crashes yet but I've only filled half the level, let's see what happens when I fill it completely.

I have a question.

Is it possible to walk up to, say, an ammo box, press enter then a list of what that ammo box contains is displayed from which you can pick the items that you need then press enter to 'close' the box (yes, yes, I mean a bit like FallOut3, ok)?

CoffeeGrunt
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Posted: 2nd Nov 2009 13:35
Yeh, you could use HUDs and the startmenu command...

Violence isn't the answer, it's the question...
mAcpo
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Posted: 2nd Nov 2009 19:27
im having an issue with 1.7.. I built a simple level before with 1.6 and I changed the resolution in setup.ini to 1440x900 - it works fine. Now when I build this same level or any newly created level in 1.7 and I add the resolution of 1440x900 to setup.ini the game will not start it just crashes.

levelname.exe has encountered a problem and needs to close. we are sorry for the inconvenience.

data report says:
AppName: street.exe AppVer: 1.0.0.0 ModName: dbprocameradebug.dll
ModVer: 1.0.0.0 Offset: 00001391
jbfreeze
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Posted: 2nd Nov 2009 21:53
hello plystire I would like to purchase the mod soon is it 25 or 30 dollars
bass guy1669
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Posted: 3rd Nov 2009 00:48
Last I checked it was $25

come see night shift at http://forum.thegamecreators.com/?m=forum_view&t=106003&b=25 see you there
Plystire
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Posted: 3rd Nov 2009 02:21
@Nickydude:

Yes, just as CG has pointed out, you can create a menu and use the "startmenu" command to allow cursor movement and freeze the player. Then, for pulling things out, you can use local variables to determine what has been taken out (and shouldn't show up again if it is opened again)


The one and only,


Nickydude
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Posted: 3rd Nov 2009 02:45
Would someone be able to provide an example of this and comment it heavily so I could learn from it?

Plystire
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Posted: 3rd Nov 2009 03:00
It would take quite some time do that, Nickydude.

I did, however, post up a weapon inventory system in the script board which has commentary (I wouldn't say "heavy") that you can look into.


The one and only,


Toasty Fresh
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Posted: 3rd Nov 2009 03:48
Just tested...

1: I have a huge black box where my crosshair should be.
2: Motion blur isn't working, but bloom is.
3: HOLY CRAP! It seems my glow maps are working now!

Crazy Acorn
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Posted: 3rd Nov 2009 04:06
lol just watched video and its kind of like the game portal except without the portals and gun. But it looks like it.
Plystire
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Posted: 3rd Nov 2009 04:09
@Toasty:

1) Make your crosshair file a .dds file with Alpha'd background. This problem is caused by applying the fullscreen shaders to your weapon, thus effecting your crosshair. Crosshair images that are not created with an alpha'd background (aka, the ones with the black background) don't act well with it.

2) You must use the motionblur.fpi script (Found in the script pack) on a dynamic light in order to have motion blur active.

3) GREAT!!!


The one and only,


Bibo4PC
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Posted: 3rd Nov 2009 05:31
Ply u didn't answer my question

Quote: "is it hard to cap the mod at differents frames per second (ex:30,60,90) and the user can choose which to use according to his game?"


Plystire
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Posted: 3rd Nov 2009 11:51
Well, I suppose not, but why would you want to change the cap anyway? With the timer system, everythings' speed should remain the same.


The one and only,


Bibo4PC
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Posted: 3rd Nov 2009 12:11
seeing that PB has improved the speed A LOT since its capped at 60 fps I think it has the potential to increase it even more for my game as well as many other future games that will be totally based on outdoor scenes..

my game run approximatly on 20 fps, when firing or during heavy explosions it drops to 10-15..

Scurvy Lobster
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Posted: 3rd Nov 2009 12:17
Flatpanel pc monitors sync at 60 Hz. Going to a higher FPS cap won't give you smoother gameplay on most monitors today.

Plystire
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Posted: 3rd Nov 2009 12:20
That is true, SL, however I don't believe we have it set up to wait for VSync, so it should be attempting to refresh as quickly as it possibly can. This is, of course, if the user's computer isn't already setup for VSync.

For instance, on my computer, I can noticeably see the smooth difference between 60 fps and 160 fps. Though, I doubt 80 fps would look any different from 160 fps.


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Bibo4PC
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Posted: 3rd Nov 2009 12:55
Quote: "For instance, on my computer, I can noticeably see the smooth difference between 60 fps and 160 fps. Though, I doubt 80 fps would look any different from 160 fps. "

is that with small levels or huge ones?

small levels won't matter but it's huge levels that will make a difference..

Scurvy Lobster
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Posted: 3rd Nov 2009 14:36
Ok, I always go for vsync where possible since it creates a smoother look in my eyes.

Errant AI
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Posted: 3rd Nov 2009 15:30 Edited at: 3rd Nov 2009 15:37
Quote: "Sorry but for me it is, trying it out in a test level with a variety of weapons and targets has no effect, but when I use the weapons in my game, (EAI's G22 and MP5N), repeated firing cripples the framerate down to about 5-9 fps from 34-45...

As you can understand, this is pretty bad and I'm unsure why it's doing it. I've ran the DBO/BIN cleaner at least five times, and removed the weapons from the game before re loading them in. The lag on firing still persists however..."


Hi GC, et. al...

One things I've noticed which lags FPSC (vanilla or PBUM) is that whatever method used to calculate alpha channel z-sorting seems overly resource intensive(I'm hoping this will be something which Ply or S4 can look into).

When you are repeatedly firing, the weapons are generating smoke decals which need to sort through each other. This, for whatever reason, can create lag. It is not an issue in a small test level because there isn't much to see on the other side of the smoke. I'm guessing in your full game there is more detailed level environment, entities, etc which need to be calculated and it makes the issue readily apparent.

The same issue can be observed with blood and bullet decals stacked on walls. The added geometry from the decals, FPSC can handle; it's the alpha z-sorting where it chokes. In the course of media testing, I can have a room with half a dozen 3000+ triangle dead guys in it and 60FPS but if I walk up to a wall covered in bloodsplatters, the FPSC drops to 20-24FPS!

If you look back to earlier versions of the mod, the decal stacking wasn't nearly as resource intensive because the decals were "bugged" and clamping alpha to 1bit. It rendered faster but looked beyond horrible. I'm hoping a nice compromise can be found or the alpha z-sort problem sorted out because I think it can be resolved it would be another great boon to PBUM overall performance. In rare cases, PBUM exaggerates this problem because of the raised cap on number of decals. Especially if you are using the AirMod bloodspurt commands (great to test wat I'm talking about, BTW).

CG, as an interim solution, you might try editing the gunsmoke decal, or better yet to make a new decal, make it tiny like 16x16pixel and to be 100% alpha (be sure you redefine the new decal in gunspec) in an attempt to remove it from the equation.

As feature creep, I'd like to see a user defined cap on number of bullet decals (scorch marks) before they start removing themselves (like Nbt mentioned). There is a cap but it is in the thousands. Personally, I don't need/want more than a couple hundred before they start removing themselves.

The next logical suggestion would be a gunspec command to disable smoke.

P.S. I am LOVING the new version and am now really getting into all the new scripting commands and such. I look foreward to showing and sharing what I've come up with.

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