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FPSC Classic Product Chat / V116 BETA - Public Test

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michael x
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Posted: 11th Aug 2009 19:50
to Thraxas if the error message says cant read n.dds or something along those lines. the n.dds map is broken. you will have make a new one with photoshop. sound like the same error everyone gets with fpscx10.being the source code is being change fpscx9 will gain new errors.

more than what meets the eye
LeeBamber
TGC Lead Developer
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Posted: 11th Aug 2009 20:06
Hi Guys,

Answers to your questions below before I clock off for the day:

Q> Are you going to be posting the new source code soon?
A> The source code will be posted once V116 goes live after the beta. The source code will compile nicely with U74 too!

Q> So is this Supose To make Everything A Lil bit Faster?
A> The purpose of This update is to merge the map editor and game editor into the same code base, and prepare the first official update that is entirely based on the U74 version of DBP. No new features are planned, but you may notice a slight speed increase as we are using the new DBP version which itself has some optimizations.

Q> Are both of these (VR920 and new FPI commands) going to be placed in the 1.16 update?
A> Not in V116 as this is just an internal code update. The above new toys are hidden away in V116 but will not be supported officially, which means no documentation or bug fixes until we announce them in a later update.

Q> Lee I have a question about the Map Source. Are you still going to be releasing it?
A> The map editor source code 'should' be an intergrated element of the V116 public source as it is now integrated. That said, as with the game engine source there will be no official support of this source code and you are using it at your own risk.

Q> Will the source be released for the U74 build?
A> Yes U74 will be the first version that hosts the official FPS Creator source code (no more internal build versions from V116 onwards for the forseeable future - except for X10 of course).

Q> What does 1.16?
A> Update

Scurvy Lobster : Some good observations. If you can prepare very small levels and a step by step on how I can reproduce each one, that will help greatly. You will not believe how much time I spend making levels to guess at reproducing a bug only to find it was not a bug, or not find the issue at all

Thraxas : Shutguns work in BETA4 but will make a few more fixes and should be uploading sometime Wednesday.

Thanks all for your help testing out V116. It's behaving a lot better than I thought it would so early in the beta process.

I drink tea, and in my spare time I write software.
OmarJA
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Posted: 11th Aug 2009 20:37
I didn't understand the changes but keep up the good work Lee.
Apple Slicer
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Posted: 11th Aug 2009 21:36
Pretty much, he is merging the map editor source code in with Fpsc-game.exe. Also, he is making the source code compile with the latest build of Dark Basic Pro.

LeeBamber
TGC Lead Developer
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Posted: 12th Aug 2009 02:02
BETA4 uploaded. This should sort out everything directly reported in this thread except bugs #1 and #3 from Scurvy Lobster (if you can produce a more detailed step by step to reproduce that would be cool). Have fun with BETA4 and let me know if anything goes wobbly!

I drink tea, and in my spare time I write software.
uman
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Posted: 12th Aug 2009 02:10 Edited at: 12th Aug 2009 05:23
V 1.6 Beta 4.

OK



250 seamless textures : http://www.umedia.co.uk
Scurvy Lobster
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Posted: 12th Aug 2009 17:53
Lee: I will try to make a step by step guide as soon as possible for my remaining reported bugs.

Running my latest game superbly on FPSC and Project Blue Mod.
Scurvy Lobster
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Posted: 13th Aug 2009 21:08 Edited at: 13th Aug 2009 23:55
Ok, I finally got around to testing my bug reports on V116 beta4 (based on a fresh FPSC install).

The remaining bugs can be recreated this way:

#1: Install MP8. Create a small room. Insert an MP8 entity door and hatch. Example: DarkEgypt-V2 -> Rooms -> Tombs-false walls & floors -> "inner wall doorway-01" and insert "floor hatch-open" in a floor hole. Build the game, run it and make a save game. Now load the save game and you are unable to walk through the two entities even though they should behave as a door and a hole in the floor.

#2: Create a room with any media. Place any enemy in it (Aiko will do fine) and a gun for the player. Build the game and run it. Kill the enemy. Save. Load the saved game. The dead enemy is now seen on the floor even though she should have faded away.


edit 1: have anyone experienced FPSC hanging when saving their games on V116? It might just be my backup-pc being crazy but it does this every time I save. Only fix is to ctrl-alt-del close FPSC.

edit 2: Built games seem to have increased in size (?). If I remember corectly fresh install FPSC pre-V116 games were 30 MB if you just placed a some floor and a player marker. Now they are 40+ MB.

Running my latest game superbly on FPSC and Project Blue Mod.
Flatlander
FPSC Tool Maker
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Posted: 13th Aug 2009 22:26 Edited at: 13th Aug 2009 22:26
@Scurvy Lobster

Out of curiosity (and laziness in testing mod 8 myself) did these same problems happen with V115?

Maybe the increase has to to do with map editor being included? Just a guess and speculation.

The past has a lot of memories to hold onto; but, today is chock full of new adventures, and, the future shouts out, "The best is yet to come!" -- TerryC
Payam
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Posted: 13th Aug 2009 23:32
Ahhhhhhhhh,,,,Haha

I wanted to Protest about lots of scripts but I didn't know it's because of that they are more than 200 and I thought it's just another bug.


Yeah I need it very muchchchhhhh



Yessssssssss
Scurvy Lobster
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Posted: 13th Aug 2009 23:52 Edited at: 13th Aug 2009 23:55
F l a t l a n d e r: Yes, the bugs are present in V115 too.

Running my latest game superbly on FPSC and Project Blue Mod.
Flatlander
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Posted: 14th Aug 2009 02:11
Thanks Scurvy Lobster. Actually, it wasn't because of laziness but because I'm trying my darnedest to get the RPG mod finished. Of course I'm using v115. When the source code is released for this version I should have no problem updating my mod as I have my code within sections inside the source code. As a matter of fact the bulk of it is at the end as functions and a couple of gosubs.

The past has a lot of memories to hold onto; but, today is chock full of new adventures, and, the future shouts out, "The best is yet to come!" -- TerryC
LeeBamber
TGC Lead Developer
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Posted: 15th Aug 2009 03:30
Thanks for the step by step, just what I needed. Find BETA5 uploaded with the fixes (amongst others). Smooth sailing so far. If anyone has any more bugs for V116 let me know. I will probably break out the brand new 'merged' FPSC interface later in this beta process, and hopefully you will not notice any major differences to what you are used to now, but you should be prepared for the fact it's part based on the X10 interface so expect a few slight changes (such as the inclusion of an intro video and video/tutorial examples section if all goes to plan). For now, enjoy BETA5 and I hope it behaves itself for you

I drink tea, and in my spare time I write software.
racer13 fly
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Posted: 15th Aug 2009 06:45
Now to wait for the next update, which is hopefully v2 >< I'm hearing big stuff about v2, am I right?
BAMFMedia
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Posted: 15th Aug 2009 09:11
Thanks LEE Wil update now can't wait for 2.0
Scurvy Lobster
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Posted: 15th Aug 2009 18:30
Nice I will try the latest beta some time tomorrow hopefully.

Running my latest game superbly on FPSC and Project Blue Mod.
Red Eye
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Posted: 16th Aug 2009 14:57
From: Red Eye
To: Lee Bamber



Hey,

Nice update. But will the map editor will be release in C++ (Microsoft Cisual C++), for us to modify?
And imagine if i would make a engine in C++ and take this editor as a advantage, am i aloud to do that?

Thanks in forward,

Red Eye

Roger Wilco
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Posted: 16th Aug 2009 15:47
I thought all of FPSC was coded in DBP, so I don't see why the map editor would be released in C++.

Dar13
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Posted: 16th Aug 2009 16:16
I had always thought the map editor was coded in C++ while the engine was in DBP.

Red Eye
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Posted: 16th Aug 2009 16:25
Quote: "I thought all of FPSC was coded in DBP, so I don't see why the map editor would be released in C++. "


MapEditor is made in C++.

Quote: "I had always thought the map editor was coded in C++ while the engine was in DBP."


Correct, and i want to code the engine in C++ (kinda of already started), with advantage of the mapeditor, wich is very much possible.

Silvester
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Posted: 16th Aug 2009 17:26
Quote: "MapEditor is made in C++."

WRONG! look in the folder of FPSC, it has a seperate exe FPSC-Mapeditor.exe, this one is written in DBP and embedded into the interface they designed with a different program... The two programs communicate through file mapping

Note, I am NOT making this up. I've asked a similar thing back when I joined in some topic, and I remember Lee explaining the above.

It's not the world that turns against you, it's you that turns against the world.
Red Eye
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Posted: 16th Aug 2009 17:28
O really? Hmmm. I heard something else. O well. Maybe you are right. Anyway you can still make the Engine in C++.

Scene Commander
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Posted: 16th Aug 2009 21:32
The editor crashes with this update at the end of the test build. The editor needs to be shut down with task manager to continue after which the test game runs ok.

I had been working on mods which I thought were the problem but am have now noticed that the standard V1.16 update suffers from the same problem.

For history, I tested V1.16 a few days ago and then reinstalled V1.15 to continue working on mod development. This is when the issue first appeared.

Vanilla V1.15 works without an issue. All other versions suffer from the editor crash.

Incidentally, when this first happened I reinstalled FSPC just with V1.15 and still had this issue.
Red Eye
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Posted: 17th Aug 2009 01:50 Edited at: 17th Aug 2009 01:52
http://forum.thegamecreators.com/?m=forum_view&t=156294&b=28&p=0

Click that link. To read a maybe v1.16 bug. Read all, i made a full log.

Thraxas
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Posted: 17th Aug 2009 06:45
All my previous issues are now fixed, thanks Lee. I do seem to be having some strange AI behaviour though. I am now unable to have more than 2 enemy active at the same time. In one level I am making I have 7 enemies in the room. In 1.15 they would all react to me, now it's only 2. If I shoot at one of the enemies who isn't active, then it becomes active and one of the enemies that were previously active now freezes in place.

I'm hoping it's not just because of the level. I will try and replicate it on a stock entity map and post a fpm.

Scurvy Lobster
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Posted: 17th Aug 2009 23:02
V116 Beta 5 is working perfect for me. I haven't been able to find any more bugs. Great work Lee

Running my latest game superbly on FPSC and Project Blue Mod.
LeeBamber
TGC Lead Developer
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Posted: 18th Aug 2009 04:08
DBP or C++ : The map editor was created in DBP U75 (internal for now), and the FPSC interface which wraps the map editor was coded with C++ and BCG. The DBP source will be available but the interface C++ code will remain internal to TGC for the time being

Thraxas : Send me a level using default stock media only of the issue of only 2 characters doing things when 7 should. Give me a step by step to of what I should do in the FPM level and what I should expect to see, thanks.

Scene Commander : Sounds like your software has got very confused. First ensure you are running from a very clean installation folder, drop in just V116 and create a level from scratch and let me know how that goes. Any left over files of ANY kind can cause the issues you are experiencing. Tread carefully with BETAs and make sure you back-up your back-ups

Thanks all for helping check out the latest beta, and so far it sounds like good news.

I drink tea, and in my spare time I write software.
Thraxas
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Posted: 18th Aug 2009 04:49
Quote: "Thraxas : Send me a level using default stock media only of the issue of only 2 characters doing things when 7 should. Give me a step by step to of what I should do in the FPM level and what I should expect to see, thanks."


Removing all the enemies which did this from the level and then putting them all back in fixed this. So it's all good now

AdrianoJones Wannabe
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Posted: 18th Aug 2009 05:49
I do still have some problems.
When I kill the chainsaw brute regular from Model Pack 22, the chainsaw sound plays repeatedly.
I like how you raised the FPS cap, but however everything is moving exceptionally fast - the player, animations, characters, everything.
Other than that this seems good.
-Adrian

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Thraxas
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Posted: 18th Aug 2009 05:53
@AdrianoJones Wannabe

Just add stopsound to the death script like I did.



bond1
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Posted: 18th Aug 2009 06:55
Quote: "ust add stopsound to the death script like I did."



Ooops, did I forget to add that to the death script? I think I did the same darn thing with the Ice Wizard too. Sorry about that!

----------------------------------------
"bond1 - You see this name, you think dirty."
Silvester
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Posted: 18th Aug 2009 09:57
Quote: "DBP or C++ : The map editor was created in DBP U75 (internal for now), and the FPSC interface which wraps the map editor was coded with C++ and BCG. The DBP source will be available but the interface C++ code will remain internal to TGC for the time being "

I feel very awesome for remembering that.

It's not the world that turns against you, it's you that turns against the world.
Plystire
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Posted: 18th Aug 2009 13:21
I'm kinda wondering if it would be at all possible for you to code the migration/V2 in C++ using DarkGDK. Just doing that would provide an exceptional speed boost.


The one and only,


Scurvy Lobster
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Posted: 18th Aug 2009 13:22 Edited at: 18th Aug 2009 13:23
Quote: "I do still have some problems.
When I kill the chainsaw brute regular from Model Pack 22, the chainsaw sound plays repeatedly.
I like how you raised the FPS cap, but however everything is moving exceptionally fast - the player, animations, characters, everything.
Other than that this seems good.
-Adrian"


Quote: "Just add stopsound to the death script like I did."


I know this problem existed in Project Blue mod where it was fixed some time ago. So its better to have a solid fix in the source code than all users need to update their MPs themselves. At least in my opinion

Running my latest game superbly on FPSC and Project Blue Mod.
Thraxas
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Posted: 18th Aug 2009 13:37
I didn't think it was a problem with the source code. There are two deathscripts for the chainsaw brute. The regular guy and the boss guy. The script for the boss has stopsound in it and the other doesn't, I thought it was just an oversight on Bond's part.

Red Eye
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Posted: 18th Aug 2009 19:04
Like Ply said. V2 in DarkgDK C++ That would be awesomness. As i dont know much about darkbasic pro and making it in C++DarkGDk would give more people that are more targeted in C++ (me) possibilities.

And more speed. And alot more more more prossibilities.

Scurvy Lobster
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Posted: 18th Aug 2009 20:26
Just a small side note from me.

Today I had my entire Comm. & IT class install FPSC Free on their laptops (around 25 of them of various age). On top of this they all installed V116 beta 5 and on all but one machine FPSC ran fine. A few needed a DirectX update but overall I would say this was a nice result. The single laptop that didn't work froze when FPSC started and I wasn't able to get it going.

24 out of 25 isn't really that bad

Running my latest game superbly on FPSC and Project Blue Mod.
Silvester
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Posted: 18th Aug 2009 20:33
Quote: "Like Ply said. V2 in DarkgDK C++ That would be awesomness. As i dont know much about darkbasic pro and making it in C++DarkGDk would give more people that are more targeted in C++ (me) possibilities.

And more speed. And alot more more more prossibilities"


If I had more time I would actually try to convert it over, the main problem however remains that it's a hell of a lot of work, and I'm still puzzled on how to merge sentances and stuff like you could do on DBP. (e.g. Print "Test"+Str$(12)+ZOMG$)

It's not the world that turns against you, it's you that turns against the world.
Plystire
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Posted: 19th Aug 2009 03:14
Quote: "I'm still puzzled on how to merge sentances and stuff like you could do on DBP. (e.g. Print "Test"+Str$(12)+ZOMG$)"


Wouldn't you use a command like "concat" to concatenate character arrays together?


The one and only,


Silvester
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Posted: 19th Aug 2009 12:32
Quote: "Wouldn't you use a command like "concat" to concatenate character arrays together?"

Because I'm an idiot and have no idea how C++ works for most of it.

It's not the world that turns against you, it's you that turns against the world.
green giant
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Posted: 19th Aug 2009 16:10
very nice indeed, im testing this out now

G.Giant
Scurvy Lobster
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Posted: 20th Aug 2009 13:37
Apart from the reported speed and sound problems with the Chainsaw dude does anyone else have problems with V116 beta 5?

Running my latest game superbly on FPSC and Project Blue Mod.
Hi ! All !
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Posted: 21st Aug 2009 16:20
this can be cool !

Hellgaroth mod in developpement
DarkJames
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Posted: 22nd Aug 2009 05:15
its cool but i prefer v109

THE BLACK .... wait it was the white or green ohh! screw this....
nothing
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Posted: 22nd Aug 2009 16:10
is this a new fpsc? or just a update?
Hockeykid
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Posted: 22nd Aug 2009 23:01
Hey Lee you might want to check out this thread, someone was having trouble running there built arena game.

http://forum.thegamecreators.com/?m=forum_view&t=156653&b=21

Tomik18
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Posted: 22nd Aug 2009 23:01
I install update v1.16 BETA 5 and build arena game and i run game and show error messeage. Image added

My PC specs: AMD Athlon 64 X2 5000+ 2,66Ghz
2 GB RAM
9600GT 512MB DDR3
AdrianoJones Wannabe
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Posted: 23rd Aug 2009 01:06 Edited at: 23rd Aug 2009 22:33
And I have also found a bug. The segments I used aren't showing up. It is the techroom 7 segment from model pack 12 the scifi pack. The player acts like its there but it doesn't show up. See screenshot.
-Adrian

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Scurvy Lobster
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Posted: 23rd Aug 2009 11:49
Model Pack 23 isn't a sci-fi pack. You must mean a different one?

Running my latest game superbly on FPSC and Project Blue Mod.
AdrianoJones Wannabe
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Posted: 23rd Aug 2009 22:32
Oh dang it, I meant model pack 12, sorry.
-Adrian

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