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FPSC Classic Product Chat / V116 BETA - Public Test

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incense
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Posted: 25th Aug 2009 16:48 Edited at: 27th Aug 2009 16:40
I have found an issue with this update.

I have a door that I made.

When I run the game the door is fine.

If I save and then load the game the door is no longer upright but is horizontal.





I have tried remaking the model in several different modeling programs.

Milkshape
3D Canvas
Sketchup
3DS Max

No matter what program I make the model in I get the same results.

I used an existing FPE script and just changed the model the model and texture path in it. I use the existing door .s scripts to to run it. I have run it on several computers and get the same results.

Here is what I know that the issues are not.

Modeling program
FPE
.s

If it were the modeling program I would have gotten different results by using a different program.

If it were the fpe script then I would get the same results for the door that I took the script from.

If it were the .s script then all other doors using this script would have the same issue.

Does that sound logical?

Even stock media is rearranged after loading a saved game. Notice the vent greats are half way opened when they should be shut. The lute from the Egyptian pack is on its face when it is supposed to be standing up. This seems to happen with only dynamic entities.



I reserve the right to be incorrect about anything at any time under any and all conditions.

Patience and tolerance are the keys to the passage of knowledge. Even the ones that know the most started with many questions.
Alt Schule
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Posted: 26th Aug 2009 19:42
Good this update is.



Scene Commander
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Posted: 28th Aug 2009 13:21 Edited at: 28th Aug 2009 13:22
Quote: "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 "


Hi Lee,

Sorry, it's taken me so long to look at this issue.

I've backed up, uninstalled FPSC, deleted the original folder and then reinstalled FPSC, I updated to V116.5 and the editor crashes after building a test game. Same as before ending the process through the control panel let's the game run. Everything runs fine with V115. Again, running any mod now still crashes FPSC in the same way. All of these issues have occurred since I first tested the beta V116

Incidently I'm now running FPSC with just the basic folders with no additional media.
LeeBamber
TGC Lead Developer
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Posted: 29th Aug 2009 03:12
Hi Scene Commander,

When you state 'I updated to V116.5 and the editor crashes after building a test game' can you send me an FPM of the level you are attempting to test game with (ensure it does not contain any custom or non-default media) for my test, thanks. Also send me a screenshot of the moment of the crash so I can see where it got up to. Also send me the FPSC-Game.log file that will have been produced when you set PRODUCELOGFILES=1 in the SETUP.INI as this will give me more information as to exactly when and why the test game crashed out. If you can also send me any CrashOn files that may be in your root or Files folder, that will help too.

To all other testers, thanks for the shots and feedback, I will get to them for the next beta version. Been doing a lot of internal stuff not related to this thread, so will have time next week I suspect to get a new version out (though it's pretty busy next week with meetings and whatnot so fingers crossed).

For those will long running bugs and correspondence with me, assume I have the memory of a gnat and re-include any previous shots, a history of the progress so far and any materials I might need to respond or reproduce. Your bug is everything to you, but it's one bullet point in a twelve page bible of things I have to remember to re-read every other day and I can easily forget the details. Thanks

I drink tea, and in my spare time I write software.
Wraith Staff
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Posted: 29th Aug 2009 15:17
@Lee:

Hey... It seems that there is a bit of speculation about v116 being the start of the fabled "Migration"... Is any of this true of is it just, well, speculation? It'd be really neat if it was, but you know

Thanks - Wraith

My cubes keep getting caught in the vents!!!
incense
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Posted: 29th Aug 2009 17:35
Anyone that has FPSC V116 and some dynamic entities like the vents and such has what they need to reproduce the issue with the save/load. I have not tested this with every entity. If others would test it on other entities and post the results that would be helpful I'm sure.

Patience and tolerance are the keys to the passage of knowledge. Even the ones that know the most started with many questions.
cram
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Posted: 30th Aug 2009 04:05 Edited at: 30th Aug 2009 04:27
The buildgame does not work for me,I always get a debug 0/0.
After the bar of the building is almost full. Happened to any level that I made in Single player
If I go back to 1.15OO3 its works again
incense
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Posted: 1st Sep 2009 16:13
I went back to V115 and tried save and load a game and got the exact same issue of dynamic entities ending up on their faces after a game has been loaded.

Would someone please verify this?

Patience and tolerance are the keys to the passage of knowledge. Even the ones that know the most started with many questions.
uman
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Posted: 1st Sep 2009 18:09
incense,

I still get missing portals not rendering in the latest version which causes complete havoc to the whole engine at run time as I presume the leaks cause the loss of fps that then occurs. The offending objects - missing portals It can crop up on different various world object segments but the biggest offender are the Vents/tunnels. Vents and Corridors have always been problematical in FPSC.

Personally I have not seen any objects/entities rotated unusually sorry, but again FPSC is famous for behaving differently for so many users.

I do have numerous entities however that dont function well or correctly or at all - possibly because the code applied to them maybe legacy and not all of FPSC content is backwards compatible.

FPSC is under development/beta almost constantly so a settled and stable version where bug fixing for everyone concerned can be concentrated upon is rather difficult to forsee.



250 seamless textures : http://www.umedia.co.uk
incense
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Posted: 1st Sep 2009 18:33
Everything about FPSC is hard to foresee. Every time I think I have a winning formula for a project using FPSC something seems to get in the way. I try to work with the limitations of the engine. It seems that every time I find a work-a-round even that is blocked by something. Then I have to find work-a-rounds for my work-a-rounds and so on and so on and so on.

I know FPSC is a WIP, I know that no engine is perfect, I know that every project has its issues. I know all that, but it does not seem to help me in any way. Development and bug fixes for FPSC always seem to have to wait for something else to get done.

I am not downing the product or company. I am just saying that it would be nice to have someone focus solely on FPSC and get the bugs worked out in one uninterrupted effort. I have been following the X10 forum to and it looks good so far. When I do something I do it to a point that says it complete, before I work on something else.

I think that I am going to stop using FPSC for a while and just keep tabs on the forums. I can't see putting money into model packs for something that they will not work well in. My expectations are not that high really. I just want the basics that most game engines have. Right now my only real issue is the save/load. I have tried it in XP and Vista on different machines and get the same issue. That tells me it is the product and not the machine.

I am still a supporter of FPSC. I still recommend it to people all the time. It is a great idea. I just have to wait until it is usable for the very simple things I want to do.

Patience and tolerance are the keys to the passage of knowledge. Even the ones that know the most started with many questions.
djmaster
User Banned
Posted: 1st Sep 2009 20:05
Like incense said,its still good to keep it up to date with latest technology but the problems are bugs,especially building the game needs a lot of work,I had so many crashes I had to give up on an level.

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"Im British you muppet!"-Psycho
incense
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Posted: 2nd Sep 2009 17:03
I think it is important to bare in mind that we should stay behind the product. It is coming along nicely. this last update fixed some things. A good step in the right direction. Hats off to TGC. A fix for the save load would keep me working on my projects full time.

V116 is a job well done.

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
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Posted: 4th Sep 2009 00:18
Hi Lee

The one problem I am having with this update is that any models that have a JPG texture are not showing for some reason. If I convert the texture to likes PNG, it works fine. I'm not sure if anyone else is seeing this. It clearly is only with this patch that the JPG textures are not showing.

Regards

DC

LeeBamber
TGC Lead Developer
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Posted: 4th Sep 2009 19:33
incense : The entity orientation issue should be solved in BETA6. Let me know any other reproducible bug reports relating to the save/load too, thanks.

Wraith Staff : It is fair to say that some elements of the spirit of the migration version are making there way into the V116 version, less a big bang announcement more of a slow motion stealth attack. Again don't expect new features, just a slow march to increased stability and predictability.

uman : Send me an FPM level using default stock are that exhibits the portal issue. Make sure you are using the HSRMODE flag in SETUP.INI with new mode value of 2 for Full Portal Recursion.

djmaster: Send me the FPM level that caused the crash you experienced. If it contained custom media, try removing it and rebuilding to see if a custom element was causing the crash.

Deathcow: Tell me which one of the default (or model pack) models shows this behavior and also send me an FPM and screenshot of the issue, and I can then compare with my own results at this end, thanks.

I will look to release the BETA6 later today or this evening. I have made a tweak that I think you will appreciate (150 characters = 600MB of sound data, in BETA6 its now just a few megabytes).

I drink tea, and in my spare time I write software.
LeeBamber
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Posted: 4th Sep 2009 22:56
BETA6 uploaded. Check out the beginning of the thread for more information and link. If any stock media FPM levels do not load, email them to me so I can check them out, thanks.

I drink tea, and in my spare time I write software.
Alt Schule
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Posted: 5th Sep 2009 01:40
What is the ETA for the migration?


incense
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Posted: 5th Sep 2009 15:18
Lee,

Thanks for the fix. You sure know how to keep people interested.
I will try it out and let you know.

Patience and tolerance are the keys to the passage of knowledge. Even the ones that know the most started with many questions.
Bigsnake
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Posted: 6th Sep 2009 03:46
Quote: "What is the ETA for the migration?"


Just before 2009 Christmas


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incense
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Posted: 6th Sep 2009 07:21 Edited at: 6th Sep 2009 16:32
I put a door and the player in a level.

When I tested the level it ran and looked fine.

I built the level and tried to run it and got the error below.



"Init Error
Genre Unknown"

It does the same thing with just the player and nothing else in the built game.

It is obviously an initialization error of some kind.

Does anyone else get this from built games in the last V116 update?

Patience and tolerance are the keys to the passage of knowledge. Even the ones that know the most started with many questions.
xplosys
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Posted: 6th Sep 2009 19:10
Quote: "I built the level and tried to run it and got the error below.

"Init Error
Genre Unknown""


I can verify that. Built a level with only the Lab prefab and the player. It tested fine but the build doesn't play. Same error as incense.

Also, could you provide a working example of PLAYERDROPCURRENT. I can't get it to work.

Brian.

Plystire
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Posted: 6th Sep 2009 20:21
@xplosys:

It sounds to me like the PLAYERDROPCURRENT command is exactly like the playerdrop command, in that it must be used within a script attached to a weapon pickup. The PLAYERDROP command auto-incremented the script's state value, so I'm assuming that's what is keeping this from jumping the script out of line for weapons that are not being used by the player.

Here's a small example script you can look at:


Notice that the script does not immediately go to state 2 anywhere in the script. That's because the playerdrop(current) command increases the state on its own.


Hope that helped.


The one and only,


xplosys
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Posted: 6th Sep 2009 22:09
Thanks Ply. I forgot about the "always active" again.

Brian.

LeeBamber
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Posted: 8th Sep 2009 15:02 Edited at: 8th Sep 2009 15:02
No ETA on the migration, it will probably arrive in small chunks added to FPSC as we move along. The PLAYERDROPCURRENT is identical to PLAYERDROP except that it will only drop the item if it was a weapon and you are currently selecting that weapon (drop weapon back on floor). Other reports fixed for next beta

I drink tea, and in my spare time I write software.
Flatlander
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Posted: 9th Sep 2009 02:42
Lee,

If I install v116, can I move back and forth between v116 FPSC-Game.exe and my mod "exe" which, of course, is v115? My mod is finished but I am still testing and actually creating levels with it. However, I would like to get in the loop with testing v116 as it is being created. If not, that's OK. My priority will have to remain with the mod, though.

-----------------------------------------------
LeeBamber
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Posted: 9th Sep 2009 19:28
I am not sure about V115 and V116 compatibility. I think I may have changed a few format structures, but there is only one real way to know and that is to try

BETA7 uploaded. One small bug in respect of characters not having their throw scripts loaded, but that's an easy fix for BETA8. This version should produce smaller EXE files for those who have large scriptbank and related resources! It may also potentially throw up new issues so try this one only if you are prepared for it.

I drink tea, and in my spare time I write software.
Scene Commander
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Posted: 9th Sep 2009 20:57
Hi,

Test game loading much better.

I've still got the issues with the ALT-TAB, I still have to click the OK button, should I be have to?

Apart from that, all seems well.
xplosys
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Posted: 10th Sep 2009 00:31
Using Beta 7, I am unable to build the stock sci-fi level one. I get a "failed to create dds texture" error. See attached.

Brian.

DiViNiTY
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Posted: 10th Sep 2009 13:29
Hi,

i found a bug with Dynamic Lightning.
When saving a game and then load it in V109-example.fpm the light gets static.
(When exiting the Game and the enter the Game and load it the light is Dynamic.)
incense
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Posted: 10th Sep 2009 16:49
I still have the ALT+TAB issue.

I make a level with just a sifi sliding door and the player. In the built level, I can open the door using the enter key just fine. However, the door won't close when I hit enter a second time. The door does open and close when testing the game through the editor.

Patience and tolerance are the keys to the passage of knowledge. Even the ones that know the most started with many questions.
LeeBamber
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Posted: 10th Sep 2009 19:54
xplosys : Did this happen with BETA6. Does it happen with a small level with just a room and a door?

I can reproduce the Dynamic Lightning and ALT+TAB issues, thanks for the reports.

I drink tea, and in my spare time I write software.
AdrianoJones Wannabe
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Posted: 10th Sep 2009 23:10
I didn't try build game yet, but in the editor, it's hard to work with because there's no grid there, just a plain black space. This happened with BETA7.
-Adrian

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xplosys
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Posted: 11th Sep 2009 00:20
Quote: "xplosys : Did this happen with BETA6. Does it happen with a small level with just a room and a door?"


Sorry Lee. I went from beta 5 to beta 7.

Other small levels build fine.

Brian.

uman
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Posted: 11th Sep 2009 00:36
Beta 7.

Currently I am having player movement being impared momentarily then releasing back to movement only to stick on the spot again plus when enemies die the stay stuck in idle mode and do not perform their death animation.



250 seamless textures : http://www.umedia.co.uk
Flatlander
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Posted: 11th Sep 2009 02:09 Edited at: 11th Sep 2009 02:46
I installed beta 7. So far it is letting me use my RPG mod.

Quote: "but in the editor, it's hard to work with because there's no grid there, just a plain black space. This happened with BETA7"


It seems that the default "render shroud" is 100% of the map. I would try clicking on the "Decrease Render Shroud" button to decrease the shroud area. You should see your grid more easily then.

Addendum:

Personally, I like the default render shroud at 100%. I'm always increasing it to 100%.

-----------------------------------------------
Flatlander
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Posted: 11th Sep 2009 02:31
Quote: "xplosys : Did this happen with BETA6"


Since I still had the beta 6 EXE file I tried it. It did build both the stock SciFi Levels into one game without a problem.

-----------------------------------------------
Flatlander
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Posted: 11th Sep 2009 02:57
I confirm that there is no death animation. If it is a fadecorpse, the enemy disappears from the standing or I assume animation #1 position. It is the same with leave corpse. The enemy's obviously dead but is still in a standing position.

-----------------------------------------------
LeeBamber
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Posted: 11th Sep 2009 04:40
Hi Guys,

Thanks for the continued help, find BETA8 uploaded which may solve one or two problems. I wanted to get it released before I pop off to bed for a snooze as BETA7 was a bit cruel Again, any save load issues let me know plus anything else you have noticed has one south since previous BETA versions, thanks.

I drink tea, and in my spare time I write software.
Scene Commander
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Posted: 11th Sep 2009 11:23
Thanks Lee,

Very fast work!

Beta 8 solves all my issues as far as I can tell.

For your information. I'm also successfully running my own mod WASP mod under this beta with no problems, so I'm guessing compatibility is good with V115
uman
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Posted: 11th Sep 2009 14:12 Edited at: 11th Sep 2009 14:15
Beta 8

I am still finding player movement impaired being jerky with some instability in forward movement - constantly start/stop on frames when moving forward. Generally FPSC is just unhappy about something.

I have lost about 20 fps in one level from over 50-55 to about 30-33 fps since Beta 6. It has 4 Characters in it. Thought I was on to a good thing with over 50 fps in beta 6 seeing as the level is quite small and basic otherwise and needs developing further. Something is affecting performance which I guess is the same thing affecting the player movement which it probably would do.


I notice that Characters now die correctly - all except ones which are custom models taken from the original FPSC ones though have no idea if that is a contributing factor to the erratic performance and player movement. In any case they worked fine with Beta 6 and prior to that even.




250 seamless textures : http://www.umedia.co.uk
Hockeykid
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Posted: 11th Sep 2009 14:14
Quote: " all except ones which are models from the original FPSC though"


I believe that the throw script problem Lee said there was above.

incense
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Posted: 13th Sep 2009 04:16
If I set up a switch so that it needs a key to be activated, and set an item as the key. The switch will allow the player to activate it even though the item has not been collected by the player.

Patience and tolerance are the keys to the passage of knowledge. Even the ones that know the most started with many questions.
Deathcow
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Posted: 14th Sep 2009 09:23
Hi Lee

It appears that the textures for model pack 11 are not showing. It looks like they are jpg files, but I have noticed that other models with jpg texture work fine. Also I have noticed this also for bmp texture and I have only seen this in the darkmatter models. The only way to resolve this is to convert the texture to png which works well and change fpe file.

Also I have been unable to build more that 6 levels. If I try 7 or more I will get a generic error message.

Regards

DC

LeeBamber
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Posted: 16th Sep 2009 16:31
BETA 9 uploaded.

UMAN: If the FPSC-Game.exe is 16MB it is a debug build and may be choppy with some levels. If it is 13MB then it is the optimized build which is faster and cleaner. The final V116 release will be 13MB.

INCENSE: I will check that report out. I had not considered setting a key to a switch so if you can send me an FPM using default media it will save me time guessing at a reproducible level.

DEATHCOW: This bug raises its head from time to time and only seems to happen on some PC's. Works fine on all my test machines and the issue of running out of memory after level 7 might be a symptom of the same issue. Your idea to convert them to PNG or DDS is the best way forward if you encounter this and you will notice in our recent model packs we do not use JPG media for this very reason.

I drink tea, and in my spare time I write software.
mgarand
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Posted: 16th Sep 2009 17:21
awesome!



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incense
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Posted: 16th Sep 2009 18:00 Edited at: 16th Sep 2009 18:31
I have had it working where the player needed a key to use a switch before. With update 8 I have not been able to get it to work.
Here is the fpm for a simple level using stock media. The switch is set so that it needs the key that is on the table to operate. The switch can open the remote door even without the key.

Patience and tolerance are the keys to the passage of knowledge. Even the ones that know the most started with many questions.
Scene Commander
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Posted: 16th Sep 2009 18:36
Hi Lee,

The only problem I seem to be having with this build is that the ALT - TAB problem is back. The test game isn't starting automatically with V116.9

Also, not a bug as such, but the FPS has dropped to 33-34, when in previous beta is was around 45. To be fair it stayed around 33-34 mark even on a fairly large level with 20 "always active" characters spawned simultaneously. So performance is improving greatly.

One final note, and I haven't confirmed this. I set up a room with 6 characters in (4 the same, 2 different) and when I arrived in the test game there were 8 characters, 6 the same and the 2 different. I'm not sure they didn't just arrive there as there were 2 identical character missing from other parts of the map.

(I hope that make sense.)

Anyway, that aside, great work. Thanks
Wraith Staff
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Posted: 16th Sep 2009 22:20
Hmm... Just wondering: Are the explosion bug and the load screen glitch from 1.15 still seen in 1.16?

My cubes keep getting caught in the vents!!!
LeeBamber
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Posted: 17th Sep 2009 01:41
Scene Commander : I will try to upload a 13MB for the next beta so you can test against the faster one. As to the ALT+TAB, when you say 'test game isn't starting automatically' do you mean it is not starting until you press OKAY, or it is starting but it is not being displayed as the top-most window when the test game progress bar completes?

I drink tea, and in my spare time I write software.
Flatlander
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Posted: 17th Sep 2009 02:47
I'm not Scene Commander but for me using beta 8 it was "not being displayed as the top-most window when the test game progress bar completed." Therefore, I have to use the ALT-TAB to get the test game on top. However, I have not tested beta 9 yet.

-----------------------------------------------
Hockeykid
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Posted: 17th Sep 2009 02:49
This ALT+Tab button happens with mods too (if that helps you track down why) even when us modders don't change anything in that area.

Also Flatlander i sent you an email.

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