Here you go, it's quite long, don't say I didn't warn you.
V1.1.5 BETA 4 - 10/04/09
------------------------
* Updated GAME CREATOR STORE EXE and TXT to newer April 8th 2009 version
V1.1.5 BETA 3 - TAKE TWO - 18/03/09
-----------------------------------
* Updated GAME CREATOR STORE EXE and TXT to March 2009 version (skybox and retire support)
* SAVE/LOAD : Fixed non-character entities from animating after a reload
* Fixed bug causing FLAK to reset after the end level (FLAK data no longer per-level)
V1.1.5 BETA 2 - 16/02/09
------------------------
* Updated GAME CREATOR STORE EXE and TXT to December 20008 version (skybox support)
* SAVE/LOAD : Fixed non-character entities from animating after a reload
* Fixed bug causing FLAK to reset after the end level (FLAK data no longer per-level)
V1.1.5 BETA 1 - 10/02/09
------------------------
* README updated with additional FAQ text
* SAVE/LOAD : Added additional waypoint/spawn data to save data files
* SAVE/LOAD : Stopped VISCOLMAP leaving garbage markers when entity reloaded at new position
* SAVE/LOAD : Fixed problem of character direction being corrupted when reloading entity characters
* SAVE/LOAD : Fixed problem of characters retaining their animation states after a reload
* SAVE/LOAD : Fixed problem of spawned entities not appearing visible after a reload
* SAVE/LOAD : Entity now retains their current target after a reload
* New parameter value for XBOX=2 which will invert the Y VIEW control for comfort
V1.1.4 BETA 5 - 07/01/09
------------------------
* Added waypoints_multilayer.fpm in MAPBANK\TUTORIALS to demonstrate using waypoints over multiple layers
* Reduced lightmap quality value from 10 to 5 as the visual impact is slight and improves stability of more levels
* Fixed problem of characters reversing rotation when saved and reloaded (only rotates for corpses now)
V1.1.4 BETA 4 - 11/12/08
------------------------
* Fixed bug causing characters to reload from a saved position in their original positions
* Above fix also allows corpses to remain in the scene and weapons to be collected after reload
V1.1.4 BETA 3 - 10/12/08
------------------------
* Fixed bug causing multi-level FPSC games to crash if old ODE objects left in old scene
* Fixed problem of users without XBOX controllers getting a camera spin effect, added XBOX flag
* New flag in SETUP.INI where you can add XBOX=1 to allow the game to use a connected controller
V1.1.4 BETA 2 - 08/12/08
------------------------
* Each new level and loaded game position now auto-triggers first weapon in slots
* Added two new FPI conditions (LEVELEQUAL=X and LEVELNOTEQUAL=X) where X is level
* Added support for XBOX360 controller with hard coded controls (customize to come in 2009)
V1.1.4 BETA 1 - 17/11/08
------------------------
* Added extra notes to the README.TXT
* BUILD GAME speed up and memory consumption reduced (clones sounds and image-load skip)
* Fixed BUMPBONE to respect new increased bone count allowance of 60 per mesh
* Updated Game Creator Store DLL to fix the segment upload issue under Vista
* Renamed the MANIFEST files to make sense to the EXE files associated with them
V1.1.3 RELEASE - 30/09/08
-------------------------
* Fixed bug in LOAD GAME position causing larger entity levels to crash
V1.1.3 BETA 5 - 08/09/08
------------------------
* Updated Game Creator Store to allow writes into the languagebank folder (entity LOC files)
* Updated FASTBONE.FX to support 60 bones (maximum for vertex shader)
* Also updated FPSC-GAME.EXE to restrict bones submitted to shaders to 60
* Note that models using more than 60 bones per mesh will not work!
V1.1.3 BETA 4 - 13/08/08
------------------------
* Fixed bug in muzzle flash code caused by typing out an incorrect variable name during copy/paste from AIRSLIDE's mod :)
* Fixed bug causing GLOBAL variables to be wiped out when saved level was reloaded
* Added LOCAL VALUES from FPI scripting to SAVE/LOAD game position feature
V1.1.3 BETA 3 - 05/08/08
------------------------
* Courtesy of Airslide, a number of small feature additions:
* Added FIRERATE to the GUNSPEC.TXT parser, and reflected rate of fire in how the gun fires when set to a value other than 12 (FIRERATE=12)
* Added SHOTGUN to the GUNSPEC.TXT parser, and reflected shot gun style reloading to flagged weapons (SHOTGUN=1)
* Amended GUNSPEC for MOSSBERG and UZI to reflect above additions (shotgun reloads correctly and uzi fires quicker)
V1.1.3 BETA 2 - 25/07/08
------------------------
* Updated the GameCreatorStore DLL to solve the problem editing previews in Store Seller Mode
V1.1.3 BETA 1 - 22/07/08
------------------------
* Seperated Game Creator Store from main FPSC interface (to allow store to be updated independently of editor code)
* Added PLRSETHEALTH and PLRSUBHEALTH to set the players health, and to subtract from the players health value
* Added ADDHEALTH, SUBHEALTH and SETHEALTH to set, increase and decrease the entities health value
* Added new HEALTHPRISON.FPI script to show use of above entity health commands
V1.1.2 RELEASE- 07/07/08
------------------------
* Small tweak fixing a few music preview related issues
V1.1.1 BETA 8 - 02/07/08
------------------------
* Fixed collision issues in some import models (scale in non-bone anim data)
* Modified COWARD10.FPI so they will stop during a waypoint traversal if shot
* Added the Official Community Guide to FPSC in the DOCS folder (thanks Nickydude)
V1.1.1 BETA 7 - 01/07/08
------------------------
* Further modified object alignment and scaling to allow for more import types
* Modified character Y alignment to negate pre-scaled object collision center
* Modified entity start-up Y alignment to allow for entities with scale specified
V1.1.1 BETA 6 - 01/07/08
------------------------
* Increased melee range so some models do not 'push' player around (50 to 60)
* Above applies to all 'close based' MELEE scripts in update
* Updated build to use October 2006 DirectX, not March 2008 DirectX
V1.1.1 BETA 5 - 30/06/08
------------------------
* Fixed interface bug causing store download status not to be updated properly
* Fixed alignment bug introduced in B3 and B4 (reset only if animdata present)
V1.1.1 BETA 4 - 24/06/08
------------------------
* Fixed floating character bug introduced in BETA3 (part of bound box recode)
* Changed boundbox calculation code to take scale from animdata, not frame comb
* Above fix to MapEditor and Game means bound boxes / object sizes more accurate
* Above fix also solves some entities have very large highlight shrouds
* Overridden HSRMODE flag in SETUP.INI with new mode 2 (FULL PORTAL RECURSION)
* Above addition restores portal traversal performance (set flag to 1 for full)
V1.1.1 BETA 3 - 23/06/08
------------------------
* Fixed Large and Small Wall segments so they do not get clipped out of universe
* Fixed PLAYERDROP command so the item is placed on the floor not floating
* Added new pickupcandrop.fpi script which can drop the item by pressing H key
* Updated Interface with new code for handling Music Preview in store
V1.1.1 BETA 2 - 16/06/08
------------------------
* Fixed potential crash caused by JPGs being reduced for fast build game time
* Modified Image code so JPG textures managed, rather than deposited in videomem
* Added clean exit code if imageblock is too big for heap (64MB allowed initally)
* Amended build portals so it detects tall static entities before extending higher
* Modified PICKUPSLIPPY.FPI to add note (must set Physics Always Active ON)
V1.1.1 BETA 1 - 14/06/08
------------------------
* Added manifest files to main executables (Vista assist)
* Reduced universe clip height from 550 to 150 (speed up build portals)
* Removed registry based serial code write (interferes with X10 installation)
* Corrected interface title so it reports 'non free' when build game present
* Corrects serial code if accidently manually entered a lower case letter (V)
* Amended code so increased frame rate cap (38fps) does not de-sync weapons
* Prevent entities from spreading out if entity is only unit to be spawned
* Adds new portal culling code back in, but allowing for shared meshgroups
* Above tweak hopes to increase FPS (V109 results) & retaining large area renders
* Added version number to start-up splash from the main version.ini file
V1.1.0 RELEASE - 11/06/08
-------------------------
* New FPSCreator.exe to handle 'instant upgrade' feature in Store
V1.1.0 BETA5 - 09/06/08
-----------------------
* Added new FPE fields and code to support arbitary footfall keyframes;
FOOTFALLMAX = 2
FOOTFALL0 = 30
FOOTFALL1 = 50
* Above example triggers a footfall sound effect at frames 30 and 50.
* Fixed bug causing entities with low SPEED values to stutter to a halt
* Now when characters EXPLODABLE flag set to YES, they do explode (i.e. robots)
* Updated DBPCOMPILER associated with executables so they report true linenumbers
* Fixed bug causing mapeditor to lose cursor position after a TEST GAME
V1.1.0 BETA 4 - 07/06/08
------------------------
* Added extra camera control keys when in entity zoom view (SHIFT+ARROW KEYS)
* Doubled responsiveness of camera control rotation in entity zoom view
* Extended clipping height of main universe a further 500 units for high entities
* Above fix solves issue where very high static entities are used in the level
* Now 'always active' items collected with PLAYERTAKE keep their scripts running
* Above fix allows the PLAYERDROP FPI action to function properly
* Added new script PICKUPSLIPPY.FPI which randomly drops what has been collected
V1.1.0 BETA 3 - 06/06/08
------------------------
* Finally fixed strange issue causing guns to lose data when initially bought
* Added code to support accumilation of MOUSEMOVE data in FPSC Interface
V1.1.0 BETA 2 - 05/06/08
------------------------
* Removed UNDO and REDO from main toolbar menu to keep editor in 800x600 view
* Reduced height of preferences dialog to keep within 800x600 view
* Added new FPI freeze command PLRDISABLE which disables mouselook and gun
* Recompiled MapEditor.exe to resolve mouselook smoothness within interface
V1.1.0 BETA 1 - 29/05/08
------------------------
* Added version control within engine, and added version number to seg BIN files
* Added version number in the test game debug view
* Now reads the VERSION.INI file to determine the internal version number
* Modified EDITOR and GAME to automatically use VSYNC (interval of one) = smooth
* Fixed FPSCreator.exe bug causing HOMExxx to cause line under artist name
* Fixed FPSCreator.exe so ABOUT box better aligned and No License message to show
* Fixed bug causing gun not to reload when running
* Added code to detect zero or invalid serial codes and disable some features
* Above addition is part of the development of a new free version of FPSC X9
* Reversed code which reduces portal recursion (it caused large interior bugs)
* Modified 50 character FPE files fixing animation 63 (822 to 882) - anim issue
* No longer crashes if model missing or model name incorrect, uses placeholder
* Added code to support the free version of FPSC from V110 onwards
* Amended Fake Duct Door so transparency not showing incorrect portal culling
* Fixed bug causing FLAK TOBJ to crash with object number illegal error
* Improved AI handling so priority entities only reduce at 25fps or lower
* Improved AI handling so priority reduction happens slowly, not instant drop
* Stopped a repeat sound loop bug when entity suddenly reduced while shooting
* Added code to detect Vista and UAC, and exit interface is UAC is enabled
V1.0.9 RELEASE - 15/05/08
------------------------
* Added new Game Creator store component to interface
V1.0.9 BETA11 - 13/05/08
------------------------
* 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
------------------------
* 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
-----------------------
* Fixed long standing issue causing segment overlays not to trigger rebuild
V1.0.9 BETA8 - 07/05/08
-----------------------
* 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 - 30/05/08 PM
--------------------------
* 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
--------------------------
* 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
-----------------------
* 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 22 seconds
V1.0.9 BETA4 - 24/04/08
-----------------------
* 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 mapbank\tutorials\ 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
-----------------------
* 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 corrupt fixed
V1.0.9 BETA2 - 07/04/08
-----------------------
* 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
-----------------------
* 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 MISC\MELEE.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:current\destination' statistic to Entity Debug Info for dynamics
* Fixed bug using throw FPI mid main animation sequence would mess current frame on return
V1.0.8 - 11/03/08
-----------------
* Fixed G2.TGA and G.TGA so they read D2.TGA and D.TGA
V1.0.8 BETA6 - 08/03/08
-----------------------
* Added Q&A about disappearing geometry when using deadend segments
* Adjusted HEADSHOT FPI action so 1 means default height of 42, other value specifies own height for head detection
* Added new HEADSHOTDAMAGE FPI action to specify own head shot damage value
V1.0.8 BETA5 - 29/02/08
-----------------------
* Made substantial change to universe meshgroup management to solve edge mesh disappearances by allowing more shared mesh detection and limit interior detection
V1.0.8 BETA4 - 14/02/08
-----------------------
* Corrected cursor assigned to FAKE segments, which now use new SOLID portal type
V1.0.8 BETA3 - 11/02/08
-----------------------
* Removed a double call to 'sound, music and animation monitoring' causing a small increase in overall framerate
V1.0.8 BETA2 - 10/02/08
-----------------------
* Reverted back to DirectX (OCTOBER 2006) D3DX_31.DLL for sustained compatibility with current FPSC users systems
V1.0.8 BETA1 - 09/02/08
-----------------------
* Using slightly modified DLLs from previous X10 Map Editor development for MAPEDITOR and GAME (non-impacting)
* Added code to SETUP DLL so passing an internal width of 799 will allow mapeditor to use desktop resolution instead
* Amended mapeditor code to use new rendering larger backbuffer and calculate for widescreen aspect ratios
* Toned down volume of metal walking material sound, less klangy
* Changed SYNC RATE to 34, and reduced detection ranges of characters to 500-600 (as recommended by modder s4real)
* Added code to skip areabox traversal if areabox empty of core meshes and visited before that cycle (10fps>20fps)
* Increased epsilon to allow meshes in segment construction wider that node for use as blockers (corridor visibility)
* Corrected all corridor segment values to ensure special mesh sizes are visible under new adjustments
* New segment type 11 added to all FAKE segments so that CSG holes punched through no longer causes a portal
* When a bullet hits a character in the head, 65500 damage is instantly dealt to that character (head shot)
* Head shot is not active by default. use the new APPEARWITHHEADSHOT.FPI in the INIT field of a characters script
* Added new HEADSHOT action for the FPI script which accepts zero for immune to headshots, and one to allow them
* Painting full room segments now automatically adds an outside ceiling to seal the segment if the area above is free
* Above addition ensures a quick painting of the level produces a sealed interior, thus producing a faster game
* Added FLAG in FPSC-050.txt for field 406. When set to 1, it will disable the above auto ceiling feature
V1.0.7 RC4 - 07/08/07
---------------------
* Model Packs can add additional files to the weapon folders. The build game now includes all non TGA files from the weapons folder where required
V1.0.6 RC4 - 22/06/07
---------------------
* When used the universe construction skip, old entity data would be used, rather than the existing map element data
* Added additional error reporting on all direct image loading, now returns CWD and Parameters Of LOAD IMAGE call
V1.0.6 RC3 - 21/06/07
---------------------
* Removed the delay at the end of each level (sometimes 20 seconds), prior to loading
* Added a small program to the TOOLS folder which allows you to test a friends machine for compatibility with FPSC standalone games
* Weapon when placed with weapon.fpi into a level would not orient correctly, replaced rotate object 0,0,0 with RX,RY,RZ
* Universe construction skip no longer interferes with build process or standalone executables
* Saving entity bank (.ENT) during construction would shuffle items using the entity reduction code from V104 (wrong)
* Added code to save the lighting data at the end of a universe construction to be retained for re-tests
V1.0.6 RC1 and RC2 - 18/06/07
-----------------------------
* Increased speed of build process by skipping entitiy instance and attachment reports (which had an inbuilt display delay)
* Added universe construction skip code to re-use old static geometry and lighting if no static level elements where changed (faster build time)
* Ensured BUILD GAME can handle up to 50 levels, by ensuring internal arrays are large enough to handle extra level file information
* Added code to disable the FPI script editing for Arena Mode games. The script editors only produce single player game layouts
* Fixed problem of static entities using illumination shader in full shader mode did not account for lightmap data
* Added the local IP Address to multiplayer game title screen to provide maximum information for LAN and WAN gaming
* Further tweaked AI so that pistol and shutgun (forward attacker behaviours) do not run if not in line with player
* Further tweaked AI so that throw.fpi used by grenaders will lob grenades downward if player below them
* To avoid breaking AI behaviours of existing pre-V105 games, all modified scripts have a new 10.fpi extension (X10 designation)
* Better support for runtime error line numbers, in that they actually point to the correct line in the engine now
* Lightmapper now removes the RETRY prompt, and instead adds exception error handling for better bug reporting
V1.0.5 RC2 - 12/03/07
---------------------
* Modified firewall detection so that a true IP Address is detected and used for info and HOSTING (whatismyip.php)
* Restored ability for lightmapper to delete old lightmap files, which caused game sizes to swell over time
* Modified BUMPBONE shader so full effect characters are not semi-transparent by default
* Added additional thread and memory checks to the lightmapper, to catch unusual behaviour on some systems
* Added parameter to USEWEAPON FPI action to allow the throwing of flak to provide strength (100=full/50=half)
* Updated the core AI scripts for all default characters, giving them a more direct purpose (more predicatable behaviour)
* Added collision data to all voids in a scene so characters cannot run off ledges - better behaviour overall
* Added collision data radar to entity debug information mode so collision interactions can be visualised
V1.0.5 RC1 - 09/03/07
---------------------
* Changed V103/V105 texts in all languages to V105
* Fixed bug to restore ability to move the selection area splitter (making property area wider)
* Fixed bug to restore the colour dialog on the object properties field
* Selecting EDIT LOADING SCREEN without selecting a level no longer freezes the editor
* Reverted to DirectX OCTOBER 2006 (d3dx9_31.dll) due to compatibility issues with 1.X Shaders
* Replaced DirectX detector with simpler method, earlier in the Editor Initialisation Phase
* Reduced lightmapquality to 10 in setup.ini (reduces texture consumption by 800%)
* Fixed bug causing lightmapper to use an old mesh buffer after secondary UV added (replace=true)
* Ensured New Arena and Arena tab work in the new update of the FPS Creator interface
* Added code to verify no firewall is blocking communication with gamelist server, else useful error
* Added additional text when IP of local LAN detected, instructing user that any HOSTing is local only
* New mode added to 'lightmapthreadmax' from SETUP.INI. Mode -2 instructs the engine not to use threads
V1.0.4 RC10 - 05/01/07
----------------------
* Replaced FPSCreator.exe with statically linked BCG code (no more MFC DLL dependence)
* Updated Light Mapper to export DDS files for the lightmaps (faster final game loading)
* Fixed bug causing full lightmapping not to work in final build (cancelled no-real-load mode)
* Recompiled GAME and MAP programs under DirectX 10 December 2006 (d3dx_32.dll required)
* Detects DirectX December 2006 version prior to launching map editor (ease of use)
V1.0.4 RC9 - 21/12/06
---------------------
* Added LOADREPORT field to SETUP.INI, used to track load/build times of each segment of the game level loading sequence
* Added LIGHTMAPTHREADMAX to specify the maximum number of threads to create (for cross-processor calculation) (in testing)
* Can now build more than one level under DarkLIGHTS tech - did not free a kernal DLL link causing an error
* Pre-calculated the physics static geometry in the build phase so it can be loaded in real-time (significant load time saving)
* Bug in AIKO model revealed with update to new lightmapping, sorted by restoring OFFSET LIMB code dealing with character centering
* IMPORTANT: Before going direct to BUILD GAME, ensure you load your FPM levels and re-save them to ensure they are using the latest file version
* A number of brass and decal assets where updated for better quality visuals in the areas of gun firing
* Added new SMOKEDECAL field which overrides the SMOKE value in GUNSPEC.TXT, allowing any decal name to be specified for the gun smoke
* When SMOKE=1 is found in GUNSPEC.TXT, the engine replaces functionality and uses GUNSMOKE decal istead of SMOKE1 decal
V1.0.4 RC8 - 19/12/06
---------------------
* Slowed smoke by 50%, and added a new field to GUNSPEC.TXT called SMOKESPEED (with a default of 25)
* Adjusted brass ejections so they do not behave strangely if shoot machine guns upwards
* Added new fields in SETUP.INI for DarkLIGHTS minor settings
* Removed dialog popup during lightmapping phase of test and build process
* Added two new MFC related DLLs to help compatibility with systems that do not have .NET files installed
* Fixed bug causing light colour to 'wrap' when averaging the six closest dynamic/static lights (causing weird colour switches)
* Improved quality of routine pop-up texts and HUD stat texts to use uncompressed DDS formats for best quality, rather than DXT5
* Increased default texture size from 256 to 512 to combat missing lightmap texture issue on some static entities (possible bug)
* Removed some lightmap settings data from the FPG, causing lightmap defaults not to carry to the build-game process
* Fixed bug causing all dynamic light indexes to be lost when saved out to .LGT universe file (flickering lights work in final EXE)
V1.0.4 RC7 - 17/12/06
---------------------
* Added MFC71.DLL to associate with the new FPSCreator.exe BCG DLL (the origin of the DLL import) - should resolve some compatibility issues
* Added support for the DarkLIGHTS technology, replacing the built-in static object lightmapper with faster and better lightmapping
* If the MyGames folder has been deleted, FPSC will automatically restore this folder within the 'FPS Creator' folder
* The 'Physics Force Damage' field is predictable now. 100 causes no damage, higher values inflict damage on other entities this entity hits
* If continue to stack entities (using 'find ground' feature), the editor will automatically step up to the next layer to help editing
* NEW FEATURE : DarkLIGHTS Technology has now been added, replacing the old Quick-Light-Mapper (for improved visuals and speed)
V1.0.4 RC6 - 15/12/06
---------------------
* Adjusted FOV of smoke, so it emits from the correction position in the gun
* Adjusted speed and parabola of the shells so they eject and fall more cinematically
* By popular request, if your FPM level contains entities in the selection list that are no longer used, FPSC will remove them
* By popular request, if your FPM level contains segments in the selection list that are no longer used, FPSC will remove them
* Added a new debug string reporter to the SET DIR command (will display any folder name that is invalid during a build process)
V1.0.4 RC5 - 13/12/06
---------------------
* Muzzle flash now duplicated (for twin weapons) if FIRESPOT02 limb detected in HUD.X of weapon model
* Changed smoke emission position for guns from brasslimb marker to smokelimb marker (if smoke limb exists)
* Extended smoke and brass ejections to a twin gun system if FIRESPOT02, SMOKE02 and BRASS02 limb names used
* Changed tradgectory of brass ejections to orient on the gun, and expell to the right and down (more realistic)
* Added new fields to GUNSPEC.TXT called MUZZLECOLORR,MUZZLECOLORG,MUZZLECOLORB to control spot light flash colour
* Changed GAMECORE\BULLETHOLES\ to an alpha based approach (so bullet holes can work in cooperation with fog modes)
* Zoom accuracy is now affected by a new GUNSPEC.TXT settings called ZOOMACCURACY (0=deadly accurate) - multiplied by zoom factor!
V1.0.4 RC4 - 11/12/06
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* Fixed SAVE/LOAD bug that caused objectives to be wiped. Now completed objectives are remembered after a reload
* Added code so that DEBUGREPORT flag works properly
* Added SETTARGETNAME as a new FPI action. Specify an entity name to force the entity using the action to target the named entity
* Restored test game release code (so the time it takes to free resources is less = faster text game exit time)
* When HUDTEXT is used, without any other image based HUD, decal in corner does not corrupt screen
* Added new feature of HUD DISPLAY (as in HUDMAKE=DISPLAY) which scrolls any text-only writing upwards when shown (prevents overwrite)
V1.0.4 RC3 - 27/11/06
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* Replaced the FPSC-MapEditor.exe with the original V1 version (reduces compatibility problems)
* Replaced the Basic3D using a new build of the DLL to facilitate FOG fixes (and future fixes - speed test alert)
* FOG colours now work again, not just black
* Brought FOG range closer that previous defaults, 1000.0 from camera instead of 4000.0 from camera
* Modified FASTBONE.FX shader to account for any FOG within the level scene
V1.0.4 RC2 - 22/11/06
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* Fixed bug causing allbut first weapon to disappear from hands of characters
* Changed version number to V104 on the initial splash screen
* Created a fall-back to older functionality where a sound cannot load using NO_VIRT mode
* Corrected player speed limit so there is no lower limit, upper limit must remain for stability reasons
V1.0.4 RC1 - 15/11/06
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* Increased resource for attachments (guns and shadows) so more entities can be created
* Increased loading of enemies allowing them to only load one weapon (held weapon)
* Optimized Sound Manager to avoid a possible 20 million iteration loop (speed up for large levels)
* Switched 3D Sound Buffers to use faster CPU basic virtualiser, and switched off Listener Doppler (faster fps)
* All 3D Sounds now created using DSBCAPS_MUTE3DATMAXDISTANCE - distant sounds muted (faster fps)
* Capped Player Speed to reasonable (none-game-killing) limits 50 to 200 (default is 100)
V1.0.3 RC3 - 06/10/06
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* Added an FPSC bug reporting tool written by Thomas Gortler (useful for reporting issues)
* Fixed bug where sound zones would re-trigger after a saved game was reloaded
* Added code to auto-expand AILIST() array associated with new FPI scripts
* Fixed bug caused by spawned objects floating in air after mid-action save/reload action
* Added new flag in SETUP.INI called EXITPROMPTREPORT=1 (which helps reveal the error 0,0 bug)
* Added code to auto-expand Segment Arrays to handle as many segments as the level requires
* Corpse based killed enemies no longer resurrect when reloading a saved game
* Fixed problem causing FPSCreator.exe not to reload the map editor after a BUILD GAME
* If a weapon is added via an FPSC model pack, it no longer crashes if a VWEAP.X not exist
* Fixed icon corruption in FPSC builds once and for all
* Story Zone crash bug fixed, caused by playing animations after a secondary level load
V1.0.3 RC2 - 25/09/06
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* Created program 'FPSCreatorDumpMem.exe' - run it after a freeze to gather important info
* Added version number to splash screen at start of software
* Improved FPI wizards for TITLE and GLOBAL SCRIPT to handle the new save load feature
* When click SAVE/LOAD GAME, mouse pointer moved to area where an instant click is not detected
V1.0.3 Rc1 - 12/09/06
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* Restored V1 integrity - replaced all changes from V101 and V102, V1 behaviour restored
* Fixed bug caused by window smashing changing scale of regular decal usage
* Fixed material system so it can now handle materials 11-99 properly
* Save executable now keeps the entity textures that use built-in texture filenames
* Be aware that you cannot have good multi-material static meshes (use Immobile dynamic instead)
* Be aware you should not mix a static and non static entity that shares the same multitexture
* Solved problem when entities take a few seconds to warmup (start spinning/hovering)
* Reduced redundant array checks in the engine (slightly faster at the cost of poor bugreports)
* Added internal mechanisms for SAVE/LOAD feature, along with new dialog gfx and text