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FPSC Classic Product Chat / V116 BETA - Public Test

Author
Message
Doomster
18
Years of Service
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Joined: 8th Nov 2007
Location: Germany
Posted: 12th Nov 2009 18:13 Edited at: 12th Nov 2009 18:14
Hello Lee,

the new Editor seems to have problems with additional "Language Files", some people from the german community tried the new update... and well, the controls don't have their correct texts now!

Here a two screenshots:
http://img406.imageshack.us/img406/4618/unbenanntb.gif
http://img211.imageshack.us/img211/2605/unbenanntor.png

Did you broke/remove the loading of addtional languages, or do they have a new layout? Because it works with the english language-file, but not the german one (the original files from the german fps-creator).

-Doomster

Nickydude
Retired Moderator
19
Years of Service
User Offline
Joined: 4th Nov 2006
Location: Look outside...
Posted: 13th Nov 2009 03:01
The 'invisible wall' segment from the Dark Egypt - Bonus Egypt pack now doesn't show up as a black wall like it used too and is invisible in the editor. Is anyone else have problems with an 'invisible' wall?

Conjured Entertainment
AGK Developer
20
Years of Service
User Offline
Joined: 12th Sep 2005
Location: Nirvana
Posted: 13th Nov 2009 03:49
Quote: "The 'invisible wall' segment from the Dark Egypt - Bonus Egypt pack now doesn't show up as a black wall like it used too and is invisible in the editor. Is anyone else have problems with an 'invisible' wall?"

Ummmm why is there a problem with an invisible wall being invisible?

I know what you mean but it just doesn't sound right... lol

Just downloaded V116.18

Thanks LEE

Flatlander
FPSC Tool Maker
19
Years of Service
User Offline
Joined: 22nd Jan 2007
Location: The Flatlands
Posted: 13th Nov 2009 04:27
Quote: "The 'invisible wall' segment from the Dark Egypt - Bonus Egypt pack now doesn't show up as a black wall like it used too and is invisible in the editor. Is anyone else have problems with an 'invisible' wall?"


Yes, the "invisible wall" is not black and it certainly makes it difficult to remember where you placed the wall on the map. I would guess this is not a "show stopper" since the wall is actually there and is invisible and blocks the player in a test.

I made a room 3 x 4 room. Placed an invisible wall across it (3 units) and ran the game. The player was stopped. I took out the deleted the middle segment (I was fortunate I could remember where it was ) and when tested the level the player was blocked by the two outside walls but was able to move through the middle. So, it is now a matter of either remembering or writing down where we place the wall.

It is a pain but maybe when we go to the next version beta we need to remember to bring it up to Lee again.

BTW, I see some code included in the FPSC-GAME.dba file that looks like it is for the map editor. Does this mean we can add, change or fix stuff regarding the map editor? There is a fpsc-mapeditor.dbpro file but it loads up the same dba file as there is only one included in the extras folder.

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OliveTreeGames
Airslide
21
Years of Service
User Offline
Joined: 18th Oct 2004
Location: California
Posted: 13th Nov 2009 04:41
The DBA file contains the source for both the engine and editor. The project files merely configure it for each. I've already messed with the editor a little bit - for example I added a new marker

I've just kinda skimmed over it but I'm rather excited about it - it looks like we may be able to solve common annoyances like the lack of an ifused field for characters

Nickydude
Retired Moderator
19
Years of Service
User Offline
Joined: 4th Nov 2006
Location: Look outside...
Posted: 13th Nov 2009 13:41
Quote: "I made a room 3 x 4 room. Placed an invisible wall across it (3 units) and ran the game. The player was stopped. I took out the deleted the middle segment (I was fortunate I could remember where it was ) and when tested the level the player was blocked by the two outside walls but was able to move through the middle. So, it is now a matter of either remembering or writing down where we place the wall."


Yes it works ok in game but trying to remember where you've placed it is a pain, especially if you've used them to block stuff off when producing a demo then trying to remove them. lol!

incense
20
Years of Service
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Joined: 25th Nov 2005
Location:
Posted: 13th Nov 2009 15:36 Edited at: 13th Nov 2009 15:47
I got a new Hard Drive installed in my laptop. I installed Windows XP from an unopened CD that I bought as a backup. Installed all the windows updates and the latest DX9. Made sure I had all the latest drivers for all of my hardware.

Installed FPSCV1 an installed Beta18.

When building a game, I tried hitting the "New" button
and typing the name of a fpg file that was already there
and when I hit the "Ok" button the name in the box did
not change and after that no matter what button I clicked
nothing seemed to happen.

I deleted the FPG file that I typed the name of and then hitting the "New" button worked just fine.

Summary: Hitting the new button and typing the name of an FPG file that already exists stops FPSC dead in its tracks.

-----------------------------

I also still have the issue of picking up a weaopn that is supposed to respawn, saving the game and having the weapon never come back to the loaded game.

Patience and tolerance are the keys to the passage of knowledge. Even the ones that know the most started with many questions.
Flatlander
FPSC Tool Maker
19
Years of Service
User Offline
Joined: 22nd Jan 2007
Location: The Flatlands
Posted: 13th Nov 2009 16:29 Edited at: 13th Nov 2009 16:30
@ incense

Quote: "Summary: Hitting the new button and typing the name of an FPG file that already exists stops FPSC dead in its tracks."


Yes, it does hang up. I suggest for now just try to avoid typing in the name of an existing fpg file when wanting to create a new one. Remember this for the next beta version as v116 is now considered finished. You can report it in the bugs forum probably.

Quote: "I also still have the issue of picking up a weaopn that is supposed to respawn, saving the game and having the weapon never come back to the loaded game."


At first I wasn't sure what you meant. I am now assuming you want a weapon to respawn after it is picked up. First, I've never used the respawn parameters for a weapon. I'm not sure it is possible to respawn a weapon. However, what are the values you are using for the respawn parameters of the weapon? If you can take a screenshot of that section of the entity parameters and post it up. In the meantime someone else might know for sure if you can respawn weapons.

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OliveTreeGames
incense
20
Years of Service
User Offline
Joined: 25th Nov 2005
Location:
Posted: 13th Nov 2009 17:45
Just open the simple.fpm. It is a stock level that came with FPSC. built it. Run the game. Don not take the weapon in the level, just save and load. The weapon will be there. Now take the weapon and wait for it to respawn ( it is already set to do this ). save and then load the game and the weapon will not respawn like it is supposed to.

There is no need to modify the level in any way. Just built as is.

Patience and tolerance are the keys to the passage of knowledge. Even the ones that know the most started with many questions.
Deathcow
FPSC Reloaded Backer
20
Years of Service
User Offline
Joined: 13th Nov 2005
Location: Right here!
Posted: 13th Nov 2009 18:09 Edited at: 13th Nov 2009 18:09
I'm also getting this bug, but it only appears to affect the default weapon, any weapon that the player is carrying are still there, abit strange. Also I'm not sure if this is related, but if you switch you lost the default weapon.

Regards

DC

Flatlander
FPSC Tool Maker
19
Years of Service
User Offline
Joined: 22nd Jan 2007
Location: The Flatlands
Posted: 14th Nov 2009 02:01 Edited at: 14th Nov 2009 07:08
That's right the simple.fpm's weapon does respawn. I forgot about that. Thanks for detailing this. I'll see what I can see.

Addendum:

I loaded the simple.fpm and I got a report that it could not find a log file and it didn't even load the weapon? I'm going to have to look on my other computer that I have FPSC loaded on.

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OliveTreeGames
Flatlander
FPSC Tool Maker
19
Years of Service
User Offline
Joined: 22nd Jan 2007
Location: The Flatlands
Posted: 14th Nov 2009 21:59
Quote: "save and then load the game and the weapon will not respawn like it is supposed to."


Yup, I duplicated it. However,it probably won't be fixed until next beta version.

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OliveTreeGames
Aaagreen
18
Years of Service
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Joined: 4th Sep 2007
Location: City 17
Posted: 15th Nov 2009 11:14
Quote: "After trying the new build I have fount that the fence wire from model pack 3 does not show up in test or built game"


Download the free wire fence from the TGC store and use that. The MP3 one is bugged for some reason.

Jeku always gets drunk and tries to Moderate the ocean. Tirelessly slapping the waves as they roll in.
Bugsy
17
Years of Service
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Joined: 24th Nov 2008
Location: another place in time
Posted: 16th Nov 2009 04:37
maybe this belongs here actually.

why do I need directX10 june 2007 to run V1.16 of FPSC X9?

I get an error message telling me that every time I try to run FPSC.

add me on skype- isaacpreston. WWC percentage complete: 22%
incense
20
Years of Service
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Joined: 25th Nov 2005
Location:
Posted: 24th Nov 2009 16:06
Now begins the long wait for Beta17, Hopefully with the one fix that I need.

Only one fix away from being able to do what I have planned. Just one.

Patience and tolerance are the keys to the passage of knowledge. Even the ones that know the most started with many questions.
starmind 001
FPSC Reloaded Backer
18
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Joined: 23rd Sep 2007
Location:
Posted: 21st Dec 2009 20:48
I have a problem. I made a model and when I put full shaders on it just doesn't disappear it blow up into pieces all around the map. WHy is this happening? And how do I fix it?

starmind 001
FPSC Reloaded Backer
18
Years of Service
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Joined: 23rd Sep 2007
Location:
Posted: 25th Dec 2009 01:14
LLLLLLEEEEEEEEE!!!!!

I placed this post in the new fenix mod to help hockeykid, but lee I would like for you to check into why this is happening to some of us. Thanks.

Quote: "Fixed crash from model pack 9 and 10 shotguns (capped sound slot usage at engine level)"
Lee had said he did this so I am wondering if maybe this is why only certain weapons are doing the sound while walking, but I also noticed that here lately any newly imported models will not support shaders. I made a model for small fish and it seems to explode when shaders are applied. When I say explode I mean there are pieces of the model everywhere. If your fine the right piece to shoot at it will die. And sometimes the new models show up and then the next time that don't show up. I downgraded to ver 1.15 to see what was going on and all the problems stop until I thought I would add the fenix mod for the ver 1.16 and then I had the same problem again, but if I use the fenix mod for ver 1.15 it was then fine again. So thinking that my computer was the problem I took it for service and nothing was wrong with it, but it cost $65 and I had to reinstall everything and I did the same test again, but in reverse. I started out with ver 1.15 and everything worked fine until I added the fenix mod with the 1.16 code. I know its because you are using 1.15, but it doesn't matter I upgraded back to 1.16 and there were more problems then I care to deal with. There is a big problem with ver 1.16 code and it seems to be overlooked. So far I have seen that, new models and older models are not being able to handle both shaders and the migration of the two codes. You had said the horror mod didn't like ver 1.16, that is because ver 1.16 has problems with it. After I did a full upgrade for fpsc to 1.16 I started noticing small stuff like every so often a weapon(with no mod) would just start using the firing sounds instead of footsteps, some of the older characters and new ones do a spider (explode) thing, but the problem is this stuff seems to happen at random. I know it is not my computer because right now it is almost a new computer with exception of having all the latest updates for both windows and fpsc. What about my graphics card, well I think my nvidia 9800 can pull its own weight. I have a second graphics card is a nvidia 8500 gt and it also works well. I am writing this post not to go off subject, but it does have something to do with the fenix mod and the ver 1.16 source code. I just wante to say what happened and that I am not happy that through all that work yesterday I am out 65 bucks and it all has something to do with the source. I hope this little thing helps at solving some problems and since your are in the source maybe poke around and see why shaders, new models and older stuff and having problems. If you want more proof go to small fish's pom3 post and he has proof since they are his models that seem to be the problems.

Robert F
User Banned
Posted: 25th Dec 2009 02:59
Wow. You should try making a few paragraphs sometimes.
Plystire
23
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Joined: 18th Feb 2003
Location: Staring into the digital ether
Posted: 25th Dec 2009 23:42
Don't be an __________, Robert F. Parsing your post into paragraphs is not a prerequisite on these boards. His post wasn't aimed at you anyway.


Jeez...


The one and only,


Roger Wilco
21
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Joined: 6th Jul 2005
Location: In the Shadow of Chernobyl
Posted: 27th Dec 2009 19:50 Edited at: 27th Dec 2009 19:51
He's just saying that a few paragraphs would make it a lot easier on the eyes, and I agree with that. No requirement, but it would be nice.
incense
20
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Joined: 25th Nov 2005
Location:
Posted: 6th Jan 2010 18:22 Edited at: 14th Jan 2010 16:17
I hope that they fix the bug where if you set the timer for the life of entity to last a certain number of seconds and then the entity never spawns in at all.

Also there is the problem that all the custom media that I make has to be dynamic or it is only visible off and on in game.

Patience and tolerance are the keys to the passage of knowledge. Even the ones that know the most started with many questions.

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