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FPSC Classic Product Chat / V116 BETA - Public Test

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LeeBamber
TGC Lead Developer
26
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Joined: 21st Jan 2000
Location: England
Posted: 7th Aug 2009 03:16 Edited at: 11th Nov 2009 01:26
Hello Fellow Game Makers,

Find a new beta uploaded for V116. Lots of stuff happening behind the scenes, but you can test the builds of that work as part of the V116 beta, so remember to back-up your work, set your restore points and download the latest beta:

http://www.fpscreator.com/betafiles/FPS_Creator_V116_BETA1.zip
http://www.fpscreator.com/betafiles/FPS_Creator_V116_BETA2.zip
http://www.fpscreator.com/betafiles/FPS_Creator_V116_BETA3.zip
http://www.fpscreator.com/betafiles/FPS_Creator_V116_BETA4.zip
http://www.fpscreator.com/betafiles/FPS_Creator_V116_BETA5.zip
http://www.fpscreator.com/betafiles/FPS_Creator_V116_BETA6.zip
http://www.fpscreator.com/betafiles/FPS_Creator_V116_BETA7.zip
http://www.fpscreator.com/betafiles/FPS_Creator_V116_BETA8.zip
http://www.fpscreator.com/betafiles/FPS_Creator_V116_BETA9.zip
http://www.fpscreator.com/betafiles/FPS_Creator_V116_BETA10.zip
http://www.fpscreator.com/betafiles/FPS_Creator_V116_BETA11.zip
http://www.fpscreator.com/betafiles/FPS_Creator_V116_BETA12.zip
http://www.fpscreator.com/betafiles/FPS_Creator_V116_BETA13.zip
http://www.fpscreator.com/betafiles/FPS_Creator_V116_BETA14.zip
http://www.fpscreator.com/betafiles/FPS_Creator_V116_BETA15.zip
http://www.fpscreator.com/betafiles/FPS_Creator_V116_BETA16.zip
http://www.fpscreator.com/betafiles/FPS_Creator_V116_BETA17.zip
http://www.fpscreator.com/betafiles/FPS_Creator_V116_BETA18.zip

NOTE: I am not doing ragdoll before anyone gets their hopes up The early character corruption was due to the engine moving entirely to the DBP U74 and above language (DBP supports multiple UV layers on load but FPSC legacy did not).

Here is a log of the changes for this version:

V1.1.6 BETA 18 - 11/11/09
-------------------------

* Amended 'alt tab' fix to allow keyboard/mouse to regain focus after switchover

V1.1.6 BETA 17 - 10/11/09
-------------------------

* Added code to help test game to appear above interface view

V1.1.6 BETA 16 - 06/11/09
-------------------------

* Changed ASPECTRATIO flag to default to zero (legacy support)
* Fixed bug causing some standalones to crash when ai_free is called
* Removed 100kb of interface code duplicating the TGCStore (now a DLL)
* Fixed interface bug, allowing HELP>VIEW LICENSES to read correct folder
* Restored ability for save/load to keep AI indexes of non characters
* NOTE: Above fix solves the issue of weaponglow script loss on reload
* Now retains all HUD data at point of save, fixes hud reload for entity prompts
* Increased default FPS cap from 34 to 38 (until timer-based FPS comes along)
* Solved issue of HUD data retaining in-game menu visibility modes (reset to hidden)
* To ensure that TEST GAME absolutely appears on top at all times, TOPMOST flag used
* Added OK button back into TEST GAME dialog as many users requested its return
* Universe no longer disappears when using 'full effects' on test game rebuild
* NOTE: You cannot use Light Mapping with those 'Full Effects' that use a nonstandard FVF (bump.fx)

V1.1.6 BETA 15 - 15/10/09
-------------------------

* Added thick black border to the RAWTEXT FPI feature
* Interface now remembers which trees where expanded for entity and segment libraries

V1.1.6 BETA 14 - 13/10/09
-------------------------

* Added PREVIEW button back into the FPI wizard for editing game screens (X9)
* Added new ASPECTRATIO, defaults to one to fix long-running aspect issue
* Interface : Entity and segment library trees collapsed now by default (neater)
* Interface : Now shows ALL the guns, not just the first 17 in Weapon Slot dialog

V1.1.6 BETA 13 - 12/10/09
-------------------------

* Added extra LOG entry at very top of each EXE to test if they run (then fail)
* Changed FPSC-Game.exe to initialise at 640x480 then upscale to chosen (netbook)
* If resolution specified in SETUP.INI not exist, uses desktop resolution
* Save Load dialog now adjusts based on the resolution of the game (run-time)
* Adjusted loading bar progress width based on chosen resolution
* Amended the interface logging code to ensure the trace log appears with the EXE
* NOTE: to trace the interface, set trace=1 in the FPSCI-050.ini file (langfile)

V1.1.6 BETA 12 - 09/10/09
-------------------------

* Fixed bug causing switches to reverse and doors not to show open on reload
* Added new showalluniquetextures=0 flag to show per-entity unique textures
* Added the TRIALPAY offer to a secondary BUILD GAME dialog prompt (to help users who cannot afford FPSC)

V1.1.6 BETA 11 - 19/09/09
-------------------------

* Fixed interface to allow both X9 and X10 serial codes, and re-activated free version code (BUILD GAME redirect)

V1.1.6 BETA 10 - 18/09/09
-------------------------

* Replaced interface with new unified version (X9+X10) (slight layout change, new getting started dialog, etc)
* Can set player start marker lives and health to zero, removing them from influence within the game
* Updated SWITCH2.FPI and added SWITCH2KEY.fpi and SWITCH3KEY.fpi (later requires key to operate switch)
* Added LIGHTCANDLE.FPI to simulate the luminance of fire and candle light in a room (for dynamic lights only)
* Fixed bug causing close portals clip universe camera close to them (removed near plane check from frustrum zero)

V1.1.6 BETA 9 - 16/09/09
------------------------

* Major re-work of the universe collision builder, now performs two passes (first wraps static entities in boundbox)
* Fixed major bug causing all non-character, non-marker entities to restoring the state on a game re-load
* Renamed CURSOR LAYER to just LAYER for better screen management and reduces clipping of text with some fonts
* Entities that have been picked up and then the level re-loaded no longer re-appear in their original positions

V1.1.6 BETA 8 - 10/09/09
------------------------

* Fixed throw scripts which now load normally (fixes characters not falling over)
* Updated legacy FPSC interface to remove the OKAY button and triggers auto-test game now (fixes ALT_TAB issue)
* Fixed bug causing loading page script on game re-load to wipe out script bank one with its own logic (light bug)

V1.1.6 BETA 7 - 09/09/09
------------------------

* Fixed ODE DLL bug causing collision exist to always return zero, fixes slow (to high) memory leak
* Changed default HSRMODE (Heavy Style Recursion) to 2 (performance hit but avoids culling issues)
* Additionally removed HSRMODE ONE which never made it to release (zero=speed/two=accuracy)
* Creates GUN folder if it is not present in the final EXE to designate the genre mode
* Prevented scripts from loading on mass in test and build game (faster builds, smaller EXEs)
* Reconfigured TEST GAME to remove OK button (speeds up test process and fixes key/mouse focus bug)
* Fixed issue of test game window not always appearing at front Z order (ALT+TAB bug removed)
* Updated 'missing media' system which now produces a report alongside the FPM file (.log text format)
* Removed memory gaph from test game debug window to speed up debug properties display

V1.1.6 BETA 6 - 04/09/09
------------------------

* Fixed bug causing characters not to use their per-element texture (when fast bone was employed)
* Characters can now be textured and viewed as textured in the map editor (slight performance hit)
* Added new PLAYERDROPCURRENT action so only currently selected gun will be dropped (if used in weapon script)
* Updated Game Creator Store to allow artists to upload segment based entitybank subfolders
* Fixed bug causing doors to lose their rotation information on an initial re-load of a saved position
* Refined saveload in-game screen grab to use entire screen not a cropped window in center (better)
* Optimized loading of character sound effects (better sharing, lower footprint; 150 characters=600MB=fixed )
* Toned down player footfalls slightly to remove the consistenty annoying clang of movement

V1.1.6 BETA 5 - 14/08/09
------------------------

* Entities that had their collision switched off retain their state after a game is reloaded with LOAD GAME
* Characters that are completely destroyed (ACTDESTROY) no longer reappear on a reload with LOAD GAME
* Compiled BETA5 with SafeArrays OFF to reduce executable sizes and test the tighter version publicly
* Prevented characters from sinking into the floor when reloading after selecting LOAD GAME
* Fixed bug causing characters to sink into floor sometimes during reload when click LOAD GAME

V1.1.6 BETA 4 - 12/08/09
------------------------

* Fixed crash from model pack 9 and 10 shotguns (capped sound slot usage at engine level)
* Solved bug causing animations to carry on when in PAUSE MODE (will now freeze in place)
* Updated saveload to include pitch of the camera and whether a gun is being held
* Extended mouse sensitivity flag to the saveload menu dialog for universal response to the value
* Prevented some characters from using spawn animation when reloading saved position (.animdo could be -1)

V1.1.6 BETA 3 - 11/08/09
------------------------

* Fixed bug in DBP, now allows instances to use FIX OBJECT PIVOT (which fixes new map editor rotation bug)
* Fixed reading of RAISEFACTOR value to allow >0.0 and <1.0 values to report as 1 (legacy center Y fix)

V1.1.6 BETA 2 - 08/08/09
------------------------

* Replaced FVF274 convert with legacy convert mode which intercepts the extra data before it loads
* Above solves the characters turning into floor spiders bug in BETA1

V1.1.6 BETA 1 - 07/08/09
------------------------

* Source now compiles under U74 and above (and is combined with mapeditor code) for single code base
* Updated text file to read 'creation' instead of 'FPSCREATOR', amogst other similar text shifts
* Updated Game Creator Store with new sensitive rating flag features for future 'kid friendly' control
* Added a convert to FVF 274 before dynamic entities are saved to fix crash when using newer DBOs (U74)
* Fixed bug caused by large quantity of FPI files in scriptbank (crashed with over 200 files)

I drink tea, and in my spare time I write software.
Robert F
User Banned
Posted: 7th Aug 2009 03:20 Edited at: 7th Aug 2009 03:33
AHHHHH!H!H!H!HH!!HH!HH!Hahahhah YESSSssss

I have been waiting for this.

Edit: wait... I thought it came with the source.
LeeBamber
TGC Lead Developer
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Posted: 7th Aug 2009 03:20
Don't worry about the characters looking like spiders, it's a work in progress

I drink tea, and in my spare time I write software.
dark peanut
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Location: USA
Posted: 7th Aug 2009 03:21
So this is the one with the map editor source?

dark peanut

Look for me on CoD4 online for PC. My username's Arbiquator (strange I know but it's the first thing that came to mind)

xplosys
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Playing: FPSC Multiplayer Games
Posted: 7th Aug 2009 03:23
Quote: "Don't worry about the characters looking like spiders, it's a work in progress"


Ummm... someone else try this and let me know how it works, OK?

Brian.

Black Profductions
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Posted: 7th Aug 2009 03:26
Thanx lee, really thanks a lot

Apple Slicer
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Posted: 7th Aug 2009 03:28 Edited at: 7th Aug 2009 03:38
AHHHHHH darn it Lee. Just been working on redoing my 1.15 mod...

Aw well.

EDIT: Damn it Lee!, you are making ragdoll, arent you???

Just been working on it for teh modz. Same problem happened when we first made ragdoll. but you are getting close.

Do you use Vanilla 1.15 FPSC? Use Apple Juice Mod! Totally free, and gives better speeds for your game!
Hockeykid
DBPro Tool Maker
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Posted: 7th Aug 2009 03:34 Edited at: 7th Aug 2009 03:35
Quote: "Don't worry about the characters looking like spiders, it's a work in progress "


Sounds like your adding rag doll.

(that would be why characters look like spiders)

Kerrby
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Location: Australia mate.
Posted: 7th Aug 2009 03:38
Good work Lee.

Keep up the good work .

Migration soon please .


WizMod Developer.
LeeBamber
TGC Lead Developer
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Posted: 7th Aug 2009 04:32
BETA2 uploaded to fix the character issue. Ragdoll is not going in V116 guys, just sorting out the last of the legacy DBO issues before we can be entirely based on the new U74 and above language

I drink tea, and in my spare time I write software.
Apple Slicer
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Location: Oregon, in the rain...
Posted: 7th Aug 2009 04:35
Are you going to be posting the new source code soon? because i need to know whether to continue, or wait.

thanks.

Do you use Vanilla 1.15 FPSC? Use Apple Juice Mod! Totally free, and gives better speeds for your game!
xplosys
20
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Playing: FPSC Multiplayer Games
Posted: 7th Aug 2009 04:40
Quote: "BETA2 uploaded to fix the character issue."


Good deal. I'll test it now.

Brian.

4125
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Posted: 7th Aug 2009 05:05
So is this Supose To make Everything A Lil bit Faster? Or Something Else Im Missing.....

Computer Specs: Intel Core 2 Duo E7400 2.80GHz @ 1066Mhz FSB 3MB Cache, Dual Channel 8192MB DDR2 PC6400 800MHz RAM, XFX Nvidia Geforce 9800 GTX+ 512MB, MSI P7N SLI-FI Motherboard - nForce 750i SLI
Apple Slicer
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Posted: 7th Aug 2009 05:07
You leave making Fpsc faster to fspc modders.

But this update just fixes little bugs.

Do you use Vanilla 1.15 FPSC? Use Apple Juice Mod! Totally free, and gives better speeds for your game!
xplosys
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Playing: FPSC Multiplayer Games
Posted: 7th Aug 2009 05:31
Are you sure that's beta 2 you linked to, because I'm getting the funky characters. Image attached. I like the frame rate though.

Brian.

Gamer X
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Posted: 7th Aug 2009 05:35
I was reading through the newsletter and looked at all the interesting items in the FPSC area...

1. support for the VR920 device - I just know that the people that can afford a high priced gadget like this will have fun playing games.

2. A Scripter's Favorite friend - new FPI commands - and not just any FPI commands, but FPI commands for advanced text displays and multi-entity script logic.

Are both of these going to be placed in the 1.16 update?


Robert F
User Banned
Posted: 7th Aug 2009 05:40
Quote: "Are you sure that's beta 2 you linked to, because I'm getting the funky characters. Image attached. I like the frame rate though"


lol, the one of the left looks like rayman and the one on the right looks like some muscleman dude.
4125
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Posted: 7th Aug 2009 05:41
got da same issue xplosys got....but it build da game VERY fast....i loaded da modernday.fpm map....it loaded 100% in about 25 secs....

Computer Specs: Intel Core 2 Duo E7400 2.80GHz @ 1066Mhz FSB 3MB Cache, Dual Channel 8192MB DDR2 PC6400 800MHz RAM, XFX Nvidia Geforce 9800 GTX+ 512MB, MSI P7N SLI-FI Motherboard - nForce 750i SLI
Thraxas
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Posted: 7th Aug 2009 07:00 Edited at: 7th Aug 2009 14:50
Quote: "Are you sure that's beta 2 you linked to, because I'm getting the funky characters. Image attached. I like the frame rate though.
"


I'm getting similar results with stock characters... but the model pack characters I've tested (that's not all of them) all seem to be ok.

An issue I am having though is all the Character Entities I place are rotated 180° in the game.

EDIT:

A couple of other problems I have found are the player doesn't face the direction of the Start Marker Arrow anymore. It faces 90° to the left.

I'm also having an issue with various guns from model packs 9 & 10. I won't list them all here, just some work and some don't. It gives an array out of bounds error. This error wasn't in the last 1.15 build so I assume it's something that has come about from some change made to 1.16

NO. I don't look anything like my avatar!
Kerrby
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Location: Australia mate.
Posted: 7th Aug 2009 08:08
Lee I have a question about the Map Source.

Are you still going to be releasing it?

Thanks.


WizMod Developer.
Toasty Fresh
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Posted: 7th Aug 2009 13:46
Will the source be released for the U74 build?

"You are not smart! You are very un-smart!"
Cyborg ART
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Posted: 7th Aug 2009 15:02
Cool!
But what does this mean for us, ordinary deadly? I understand the inegration of the mapeditor, but the rest?

Robert F
User Banned
Posted: 7th Aug 2009 17:08
Quote: "A couple of other problems I have found are the player doesn't face the direction of the Start Marker Arrow anymore. It faces 90° to the left."


Yeah, I noticed this to. I also noticed that everything is reversed like that I think. When I went to place a light on the wall, the wall grabber arrow thing was backwards.
meteorite
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Posted: 7th Aug 2009 17:59
Thats weird. Can't wait to see how this unfolds, hopefully source gets released on completion

Keep up the good work.

Scurvy Lobster
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Posted: 8th Aug 2009 01:06 Edited at: 8th Aug 2009 01:09
Lee: Nice to see these updates taking place. I have found a series of bugs relating to loading up saved games.

#1: It is impossible to pass through Model Pack 8 dynamic doorways and ceiling hatches after loading a savegame. It's seems like the transparent part of the object texture becomes solid even if it is still possible to see through.

#2: Enemies jump madly into the air until you get close enough to activate them. Can be done by placing an armed Aiko in a simple level with her back to you. Save a game, load and she jumps up and down until you are in front of her.

#3: Dead enemies that have faded away can be seen again, lying dead. Kill Aiko, save, reload and she is back on the floor.

These are bugs I would really like to see fixed since they are breaking parts of my game.

Running my latest game superbly on FPSC and Project Blue Mod.
Silvester
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Posted: 8th Aug 2009 01:23
Lee, I have a suggestion to make the Build Game proccess errors more usefull, at the moment it crashes with a pointless annoying message that is of no use to which file is bugged... Maybe make it check wether the parameters are in bounds, and if not give it a proper shut down error which defines which file is bugged and which parameter? And the same for models, if the object can't be found, give a sensefull error, not the ones we have now. Some more info on what we have done wrong, or what has gone wrong is always of use

It's not the world that turns against you, it's you that turns against the world.
cram
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Posted: 8th Aug 2009 01:58 Edited at: 8th Aug 2009 02:01
I got the following error,happened when I try to move

Runtime Error 118 -Array does not exist or array subscript out of bounds at line 15345
Silvester
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Posted: 8th Aug 2009 01:58 Edited at: 8th Aug 2009 02:15
Nevermind, he edited his post. It now does display an error.

It's not the world that turns against you, it's you that turns against the world.
Thraxas
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Posted: 8th Aug 2009 02:11
Quote: "I got the following error,happened when I try to move

Runtime Error 118 -Array does not exist or array subscript out of bounds at line 15345"


Were you trying to move over a gun placed on the floor?

NO. I don't look anything like my avatar!
Inspire
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Posted: 8th Aug 2009 02:21
I personally like the new look of characters.

Very...roadkill..like.

Silvester
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Posted: 8th Aug 2009 02:24
Not to mention they look better then my girlfriend's mother.

It's not the world that turns against you, it's you that turns against the world.
Inspire
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Posted: 8th Aug 2009 02:41
Hey now! She's a very attractive woman!

Silvester
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Posted: 8th Aug 2009 02:42
I'm so mortified by that comment I'm not even going to explain how dreadfull seeing her would be.

Anyway, back on topic?

It's not the world that turns against you, it's you that turns against the world.
Inspire
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Posted: 8th Aug 2009 07:05
Haha. I'll take your word for it.

Back on topic,

Lee: Can you check out this thread of mine? A bunch of users have been talking about the need to check out the setup.ini file because it's so buggy, it's making FPSC nearly unusable for me on a widescreen monitor.

Blind Digger
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Posted: 8th Aug 2009 13:03
Bad luck fo X10 we lose
Nomad Soul
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Posted: 8th Aug 2009 15:04
I don't think leaving comments like the one in the thread below is going to help matters for X10 users Blind Digger

http://forum.thegamecreators.com/?m=forum_view&b=33&t=143118&p=10

Suggest you edit it before someone does it for you.
Thraxas
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Posted: 8th Aug 2009 15:31
Quote: "Suggest you edit it before someone does it for you."


I guess I beat him to it

NO. I don't look anything like my avatar!
cram
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Posted: 8th Aug 2009 17:05
Quote: "Were you trying to move over a gun placed on the floor?"


Yes.
uman
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Posted: 9th Aug 2009 14:10 Edited at: 9th Aug 2009 14:11
I still have the spider character effect too with some custom characters based on stock models but not with all of them.

Lee,

Additionally there are some complex levels which are the main levels I have that I can not open at all as they crash on entity load. It may possibly be because of the other issue you referred too "Fixed bug caused by large quantity of FPI files in scriptbank (crashed with over 200 files)" though it may be entirely unrelated.

I have many more than 200 entities in some levels.

Level Load Error Messages Screen shot is attached.

The frame rate -fps- however in this version is very promising and perhaps the best seen for a very long time. Level overall stability and game play speed and smoothness is also seemingly the best for some time, which I guess can be expected with better frame rates.

It would be nice if I could get past this level load issue I have and see how the frame rate holds up in the large complex levels which is a no go at the moment.

Not sure why these Beta 1 issues are still seemingly showing up in Beta 2 unless as someone else suggested we are still downloading Beat 1 somehow. The download however does say its Beta 2.




250 seamless textures : http://www.umedia.co.uk
Toasty Fresh
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Posted: 9th Aug 2009 14:15
Sorry to state the obvious Uman, but have you cleaned your DBO and BIN files? Errors like that are usually related to DBOs and BINs.

"You are not smart! You are very un-smart!"
uman
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Posted: 9th Aug 2009 14:53
Cleared of course.

Its almost certainly related to the latest changes and update to the code in V1.6 undertaken by Lee in one way or another.




250 seamless textures : http://www.umedia.co.uk
cram
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Posted: 10th Aug 2009 02:49 Edited at: 10th Aug 2009 02:49
Eu wrong forum cram
Thraxas
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Posted: 10th Aug 2009 05:23
The Chainsaw Brute is also messed up with this update, I can't describe it but if you have 1.16 installed and the chainsaw brute installed you should do a test just to see how funny it looks in motion.

As for the problems I was having with model packs 9 & 10 it seems to be limited to the shotguns. None of the shotguns from the other gun packs seem to be affected, so I'm not sure why Errant's are.

NO. I don't look anything like my avatar!
Nomad Soul
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Posted: 10th Aug 2009 15:57
Sounds like the performance benefits of upgrading FPSC source to the current DBPro are already paying off.

Great work Lee. Can't wait for the extra scripting commands.
rakker126
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Posted: 10th Aug 2009 18:37
What does 1.16?

Now in the W.I.P. forum: operation sunlight
http://forum.thegamecreators.com/?m=forum_view&t=149451&b=25
Scurvy Lobster
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Posted: 10th Aug 2009 19:31
rakker126: read the first post of this thread.

Running my latest game superbly on FPSC and Project Blue Mod.
rakker126
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Posted: 11th Aug 2009 00:22
Ow is that all, i thought that were only fixes

Now in the W.I.P. forum: operation sunlight
http://forum.thegamecreators.com/?m=forum_view&t=149451&b=25
LeeBamber
TGC Lead Developer
26
Years of Service
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Joined: 21st Jan 2000
Location: England
Posted: 11th Aug 2009 04:14
BETA3 uploaded. Does not address anything reported so far (apart from the rotated map editor entities bug and the sinking character issue on some models), I will go through each report and attempt to reproduce as I go. Any additional information would help me greatly such as which model you are using to reveal a bug, where the model is from, is it an official one, any steps you took that may be different from the very basic opening of a new level and dropping an entity in then clicking test game. Thanks again for your help!

I drink tea, and in my spare time I write software.
Thraxas
Retired Moderator
20
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Joined: 8th Feb 2006
Location: The Avenging Axe, Turai
Posted: 11th Aug 2009 05:11
Thanks for the update Lee. The issues I was having with the stock characters are now gone in Beta3. As is the problem I was having with the Chainsaw Brute from Model Pack 22.

The rotation problems are also gone as you said.

I still can't use the shotguns from model packs 9 or 10. It should be easy to replicate. Just place a prefab and put one of the shotgun pickups on the floor. Run a test game as and soon as you walk over the shotgun the game will exit with the error message. If you set one of the shotguns as a starting weapon in the player start marker the game will quit and give the error message straight away. I haven't made any changes to the shotguns.

NO. I don't look anything like my avatar!
michael x
17
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Joined: 10th Jan 2009
Location: Cybertron
Posted: 11th Aug 2009 19:40 Edited at: 11th Aug 2009 19:41
hey lee could we finally have 60 fps? allow bigger levels on lightmap mode. more objects allow in lightmap mode. cause what i have notice about fpsc is since the framerate is limited so is the game objects and characters. i notice this same mistake in mods they change the performance but forget change the source in lightmap mode. i have made a level without lightmap. like a city level. it work just find. add lightmapping to it and get a error.this have nothing to do with 116. but this does not mean 116 is better.my point is the performance and lightmapping need to be improve. lightmapping need to allow just as many objects as without ligthmapping allow. these two improvement will allow a bigger level on a game. plus 10 enemy attack at one time. five to eight enemy attack without framerate slow down.

more than what meets the eye

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