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FPSC Classic Product Chat / V116 BETA - Public Test

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Scene Commander
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Posted: 17th Sep 2009 09:58
Quote: "Scene Commander : I will try to upload a 13MB for the next beta so you can test against the faster one"


Thanks Lee,

Quote: "test game isn't starting automatically'"


Sorry, I should have been clearer, the test game is not running in the top most window, so I'm having to press ALT+TAB. This wasn't happening to me in V116.8, but appears to have been happening to Flatlander, so I assume others to.

As Hockey Kid pointed out, this is also happening with Mods running under V116.
uman
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Posted: 17th Sep 2009 11:55
Beta 9

I have tested this with the three levels I use for all versions and have continued to lose further fps in this version since Beta 6.

Beta 6 was a benchmark version for me as it was the fastest version of FPSC I have ever seen.

Beta 6 = Max fps: 51 - Min fps: 33

Beta 9 = Max fps: 33 - Min fps: 24

The figures speak for themselves.

Other than the loss of fps I did not see any other particular concerns in Beta 9. At least Beta 9 is consistent accross all levels both indoors and outdoors with similar fps being recored and it had a level of stability which player movement Beta 7 and Beta 8 did not for me. i.e. its smoother.

Hopefully we will see those frame rates go back upwards and not downwards in further versions whilst maintaining the current stability.



250 seamless textures : http://www.umedia.co.uk
Flatlander
FPSC Tool Maker
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Posted: 17th Sep 2009 17:37
Quote: "This wasn't happening to me in V116.8, but appears to have been happening to Flatlander, so I assume others to."


Oh, maybe it was an earlier beta (beta 7 maybe?) Gosh I just can't remember but if it was OK for Scene Commander I might have been mistaken with it being beta 8.

@Hockeykid

I did get your email and I will contact you sometime soon.

-----------------------------------------------
A r e n a s
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Posted: 17th Sep 2009 23:32
Hey, newest beta test bug:

Texture crash while testing game, however, this does not happen during the build game.

In other words:

Crash while testing on 99% textures.
No crash while building game.

Scurvy Lobster
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Posted: 18th Sep 2009 00:21
Arenas: if your reported error is going to be fixed you need to explain it in more detail. Make a detailed "walkthrough" on how to recreate the bug.

Running my latest game superbly on FPSC and Project Blue Mod.
A r e n a s
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Posted: 18th Sep 2009 00:31
I dont know how it was created. I used a map made in 1.15 and ran that first fine, i then added some entities such as trees and grass from the tropical pack and voila! You have the problem.

Flatlander
FPSC Tool Maker
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Posted: 18th Sep 2009 19:54 Edited at: 18th Sep 2009 20:19
Beta 9

** Test game is top most now. - Addendum When I retested the tropical pack, my test game did not become top most. The first several times I tested this, I had several apps open with their own windows and I kept re-arranging them before I ran the test level. Always came out top most. But now it is not. This is too inconsistent to see exactly where it doesn't cooperate.

** Build stand alone game -

I have a remote door in level. A switch opens it. I open the door with the switch. Then I save the game while door is open. When the game is reloaded from saved position, the door is closed. However, the door collision is off so the player can walk right through. When I go back to the switch the first press of the <enter> key does nothing. The second use the door opens.

I have attached the fpm file. Everything is WWII stock including scripts so easy to build the game.

** I will be testing some more with this beta.

@Arenas

I have the tropical pack and it is working fine for me. I put in a bunch of plants, trees and a rock.

Did you delete all of your bins and dbos after installing beta 9?

Addendum - Arenas

In case it was one or two of the trees or plants, I made a level with all of the trees and plants in that pack. I still do not get an texture error.

Addendum #2

My sync rates seem to be consistent at 34-33 with small levels and with betas 7-9. I haven't tested levels with many characters, however.

Uman, I think I have a copy of beta 6, so will try that one as well.

-----------------------------------------------
LeeBamber
TGC Lead Developer
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Posted: 18th Sep 2009 20:16
BETA10 uploaded. Will go into more details on the recent feedback over the weekend and next week. Remember to make a thorough report if you find something different from previous betas so I can reproduce as quickly as possible. You would be surprised how much time is wasted trying to reproduce a bug that is not even a bug

I drink tea, and in my spare time I write software.
Flatlander
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Posted: 18th Sep 2009 20:20
Quote: "You would be surprised how much time is wasted trying to reproduce a bug that is not even a bug"


I'm not surprised.

-----------------------------------------------
Scurvy Lobster
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Posted: 18th Sep 2009 21:15
From the Beta 10:
Quote: "* Can set player start marker lives and health to zero, removing them from influence within the game
* Added LIGHTCANDLE.FPI to simulate the luminance of fire and candle light in a room (for dynamic lights only)"


Just wanted to say that these two new ones sound cool Lee!

Running my latest game superbly on FPSC and Project Blue Mod.
xplosys
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Posted: 18th Sep 2009 21:41
Quote: "Did you delete all of your bins and dbos after installing beta 9?"


I have found just recently that I had to run the cleaner multiple times to completely delete all bin's and dbo's. By the third or fourth time it doesn't find any more. I don't know if that's a recent thing or if it's been doing that for a while.

Quote: "Can set player start marker lives and health to zero, removing them from influence within the game"


I'll play around with this, but does that mean that the player is in God mode?

Brian.

cram
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Posted: 18th Sep 2009 22:21
In the latest update,I must fill my serial code in.(see screen).But he not accepeted it.And can not continue.
But when I look in my user details, then the code is still in.

Flatlander
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Posted: 19th Sep 2009 01:44 Edited at: 19th Sep 2009 01:45
Beta 10

I get the same thing. I did a brand new V1 install from the DVD on another computer because mod version does not work with beta 9. I then installed beta 10.

I get this same dialog box and it says the serial number is not correct. I uninstalled FPSC and re-installed it. I then rebooted the computer and the same thing happened. What is interesting is that it is stating that the serial number is not valid for FPSC X10.

Lee did you leave that code in for X10 when you did the combine.

-----------------------------------------------
Thraxas
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Posted: 19th Sep 2009 01:46
Quote: "In the latest update,I must fill my serial code in.(see screen).But he not accepeted it.And can not continue.
"


Yeah, I have the same issue. Although the pop-up box is a little misleading:



The text says: "The serial code entered is not invalid. Please try again."

I guess we'll just have to wait until Monday for a fix.

A r e n a s
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Posted: 19th Sep 2009 01:47 Edited at: 19th Sep 2009 01:48
I have a question. Will water be included in the migration (i assume this is the actual migration update as something was mentioned as this being the beginning of the migration). Also if this is the migration, i think that allies should be added to the editor Like the ones in X10

EDIT

lol, thraxas i like your error

tschwarz
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Posted: 19th Sep 2009 01:52
The .exe says it's x10, so I entered my x10 serial code and it works. So, if you own fpscx10 you can get by until TGC fixes the registration by entering your fpscx10 keycode.
Flatlander
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Posted: 19th Sep 2009 01:56 Edited at: 19th Sep 2009 01:56
Quote: "The .exe says it's x10, so I entered my x10 serial code and it works. "


I thought as much.

tschwarz, haven't seen you around much and it's been awhile since we've been in touch. How ya doing? It had taken me 4 solid months to write that RPG mod.

-----------------------------------------------
AdrianoJones Wannabe
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Posted: 19th Sep 2009 02:47
Of all the bugs, I will not be trying this until it is official...
-Adrian

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xplosys
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Posted: 19th Sep 2009 03:11
Quote: "The serial code entered is not invalid. Please try again."


LOL. Have you tried an invalid one?

I'm glad I didn't update yet. I have X10, but I'm in the middle of a contest level and trying to finish some new media. I just know it would fry all my work. Loks like a good time to let all of you figure out the bugs.

Brian.

LeeBamber
TGC Lead Developer
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Posted: 19th Sep 2009 03:16
Sorry about the X10 serial thing, I am moving all the interfaces to a single code base that takes a lot from the X10 interface (which had a few toys the previous one did not have). You would be right in that this is one of the very first early steps into a migration style shift, but be warned the shift will be slow and features will come on line in a specific order. Right now we're just making sure we have a single 'smart' interface that can be used for X9 and X10, and ensuring the source code to X9 is available publicly shortly after each official version release, and once we are comfy with that situation we can maybe look at bringing a feature or two across. Water will not be coming for some time yet as we have higher priority items to deal with. The next BETA will solve the serial code mix-up, but for now resist the urge to share your X10 serial code as once they are in the public domain we black-list them for all time. Stick with BETA9 until BETA11 comes along (unless you have X10 of course).

I drink tea, and in my spare time I write software.
Thraxas
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Posted: 19th Sep 2009 03:44
Quote: "LOL. Have you tried an invalid one?
"


I just inputted my X9 serial but used all lower case letters (I have some which are upper case) and it loaded up without a problem.

I have to re-type it every time I load it up though. But until beta 11 this won't be too much of a problem.

djmaster
User Banned
Posted: 19th Sep 2009 12:12
By entering your valid serial and some random letters after it worked for me too.I also tried with invalid and this method and didnt work so its safe

[href]http://sites.google.com/site/chargedstudios/home[href]
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Wraith Staff
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Posted: 19th Sep 2009 13:10
Going back to my previous post:
Quote: "Hmm... Just wondering: Are the explosion bug and the load screen glitch from 1.15 still seen in 1.16?"


Apparently in beta9 the load menu came up fine, but I still can't get entities to explode... they just disappear. Anyone get the same? It's a pretty big concern, at least for me

My cubes keep getting caught in the vents!!!
Deathcow
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Posted: 19th Sep 2009 13:40 Edited at: 19th Sep 2009 13:56
Hi Lee

Just installed the latest patch beta 10, but I noticed that there is no preview in the build section for menus and load screens.

Also I noticed a that if for whatever reason the editer has to reset the screen and you select no. The editer will not let you load another map correctly and makes no diference how many times you try. The objects for the new map load in the side bar, but the old map remains on the main screen.

Regards

DC

cram
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Posted: 19th Sep 2009 14:01
Okay it works with the code from X10.
But now there is another problem,every time I select new entity,segment.
It load very slow to the list of te entity or segment
Before the last update,no problem
MK83
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Posted: 19th Sep 2009 17:44
cram, Same problem for me.


[href][/href]
Field meister_Gilmer
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Posted: 19th Sep 2009 21:51 Edited at: 19th Sep 2009 21:55
sorry, i am new here. what exactly is this for? like a new version of FPSC or what?
EDIT: Oh, I see, it's like a patch for people who already own FPSC? OK. well, I hope to win a copy in the contest for Bonanza.

(\__/)
(O.o )
(> < ) so it begins...
LeeBamber
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Posted: 19th Sep 2009 22:38
BETA11 fixes the serial code issue plus brings the interface further towards combo compatibility. Enjoy!

I drink tea, and in my spare time I write software.
mgarand
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Posted: 19th Sep 2009 23:16
WOA nice!



Creativity is inventing, experimenting, growing, taking risks, breaking rules, making mistakes, and having fun.
Nickydude
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Posted: 19th Sep 2009 23:27 Edited at: 20th Sep 2009 00:39
In the Store I know you can turn the filter on to just show your purchased items, but is there anyway you can view all your purchased items all in one go? Like you can do with all the free items instead of having to go through all the store sellers?

cram
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Posted: 20th Sep 2009 00:54
Nice, just a pity that the loading of a new segment or entity is to long.
will be corrected with the next patch, I hope
Thraxas
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Posted: 20th Sep 2009 02:36
Thanks Lee.

Quote: "Nice, just a pity that the loading of a new segment or entity is to long.
will be corrected with the next patch, I hope"


I'm not having this problem, everything loads at the normal speed for me.

Wraith Staff
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Posted: 20th Sep 2009 05:19
@Lee

Just tried Beta11... but still nothing will explode. Any word on a fix for this?

My cubes keep getting caught in the vents!!!
General Jackson
User Banned
Posted: 20th Sep 2009 05:41
What framerates are you guys getting?
I heard its good.
Lee, may i ask you to code bloom next? that would be great.
I kinda messed around with the source myself and coded some bloom, but it didnt work to well

(\__/)
(O.o )
(> < ) Bunny is now in my sig. Why? because bunnys da best and ya cant argue with that!
Thraxas
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Posted: 20th Sep 2009 05:42 Edited at: 20th Sep 2009 05:43
Quote: "Just tried Beta11... but still nothing will explode. Any word on a fix for this?
"


I've just tested this out and everything I set to explode explodes when shot, even enemy AI.

The only things I can't get to explode are entities with health set to 0 or static entities.

MK83
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Posted: 20th Sep 2009 06:00
still loads slow for me too. (segments and entities)


[href][/href]
EGG HEAD OF DOOM
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Posted: 20th Sep 2009 06:32
THIS RUNS GREAT!!!! no probloms of any kind.

also, is ragdoll the only thing you're not putting into this version. what i mean is, are you going to add the other things like bloom, water etc.

just woundering

JZ28
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Posted: 20th Sep 2009 08:10 Edited at: 20th Sep 2009 08:16
Quote: "Quote: "Nice, just a pity that the loading of a new segment or entity is to long.
will be corrected with the next patch, I hope""

i believe thats just the time it takes for the engine to make the bin and dbo files. ive noticed it takes 2 seconds longer on my old pc. especially for large entities with more than one UV map. however that was way back in 1.15.
my suggestion is to make sure that UAC is off if your using vista as that is a proton of the hard drive that requires administrator access before things can be written there. that or run a disk cleanup to speed your system up.


edit

lol forgot to ask my question

@Lee
obviously you are beginning to merge the two sources together. do you expect x10's errors with custom media to appear in x9? and are there any changes that are needed to keep things like sky boxes and transparency working?

Wraith Staff
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Posted: 20th Sep 2009 09:12
@Thraxas

Yeah... When I "shoot" the entity, it explodes, but when I "destroy" one, it won't. I can't use any scripts to trigger an explosion, just brute force. Which unfortunately/selfishly won't work for the game I'm trying to make I don't really know what's wrong... any ideas?

@Lee

Is there a planned fix of some sort? I know I'm just one user, but it's pretty important to me... pretty please

My cubes keep getting caught in the vents!!!
Thraxas
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Posted: 20th Sep 2009 09:56
Quote: "Yeah... When I "shoot" the entity, it explodes, but when I "destroy" one, it won't. I can't use any scripts to trigger an explosion, just brute force. Which unfortunately/selfishly won't work for the game I'm trying to make I don't really know what's wrong... any ideas?
"


Oh Ok... I've exploded objects using ply's mod before via scripting. I can't remember if they were specific ply's mod commands or if his mod just made it easier.

mgarand
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Posted: 20th Sep 2009 10:56
I get loads of errors during building.

with all my levels i get the error near ''loading textures'' cannot create dds file. never hat this error before



Creativity is inventing, experimenting, growing, taking risks, breaking rules, making mistakes, and having fun.
uman
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Posted: 20th Sep 2009 11:51
Beta 11.

Tested this in 4 levels indoor and outdoor.

Frame Rates and fps have gone back up in this version with me.

I have two particular issues, none of which I have ever had before :

1. Enemy characters can walk straight through segment walls. Difficult to see unless you force them into such positions. e.g. in outside level at building position at corner of street with enemy in one street and player in another - the enemy if you get his attention to attack and walk towards you, then player retreats back around the corner of building he will walk straight through the building wall in one street and out the other wall in the other street cutting off the corner of course, having no collision with the wall segments.

2. Load texture error - test build fail : see attached screen shot.



250 seamless textures : http://www.umedia.co.uk
Wraith Staff
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Posted: 20th Sep 2009 12:50
Quote: "Oh Ok... I've exploded objects using ply's mod before via scripting. I can't remember if they were specific ply's mod commands or if his mod just made it easier.
"


Well, it hasn't been a problem before v1.15, but I was told (in a chat with Plystire, oddly enough) that v1.16 might fix the error. Lee solved a problem that had been bugging me for a while, but "explode via script"'s failure to work is sorta a big deal to me unfortunately. Hopefully it'll get worked out before the "official" release

My cubes keep getting caught in the vents!!!
Flatlander
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Posted: 20th Sep 2009 14:12 Edited at: 20th Sep 2009 14:13
Quote: "but when I "destroy" one, it won't. I can't use any scripts to trigger an explosion,"


Using the action command "destroy" will not explode it. The way it is written it is not meant to explode the entity (whatever it is), it is just to delete the entity as an object from the game. So, this really isn't a bug with the "destroy" command. A new action command must either be added by Lee or added within a mod.

I might look at that possibility with my mod. It would fit in with the RPG genre I should think. The command would probably be called rpg_explodeentity or something like that.

I actually don't want the "destroy" command to explode some of my characters -- I just simply want them to disappear. Same way with other entities.

-----------------------------------------------
CoffeeGrunt
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Posted: 20th Sep 2009 14:14
You could always set its health to something stupidly high, then use the subhealth command...

If I was ever given the opportunity to remove all the bad from the world, I wouldn't, because for there to be heroism, compassion and all that is good, there must also be all that is bad.
incense
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Posted: 20th Sep 2009 18:34 Edited at: 20th Sep 2009 18:35
I place a light in a level, apply lightcandle.fpi and test the game and it works great.

If I place another one in the level then only the first flickers.

I have tried giving the lights different names and that did not work.

All lights were dynamic when I tested the game.

Other than that I have found no issues.

Still testing.

Patience and tolerance are the keys to the passage of knowledge. Even the ones that know the most started with many questions.
Plystire
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Posted: 20th Sep 2009 19:28
@incense:

I'm guessing this lightcandle.fpi script uses the timer to make it flicker randomly. Well, if that's the case, there's always the known issue of there only being ONE timer, meaning your candle scripts are trying to use the SAME timer and the first script is always going to be the one that resets the timer (before it can even get to the second candle script) thus making the second candle not flicker.

An additional "etimer" system (which might take a couple minutes out of Lee's day, at best ) would fix this issue. I would love to see all of the timer based scripts running off of entity timers instead of them all trying to use the same timer.


@Wraith Staff:

I don't recall saying that, though if I did I probably assumed the same as Thraxas, in that you were unable to detonate the entities by shooting them. To my knowledge, without a Mod, you should never have been able to detonate an explodable entity through use of the "destroy" command, because (as Flatlander kindly pointed out ) it simply eliminates the entity without any further effects. On top of that, you could always (as CoffeeGrunt pointed out) subtract 9 million health from the entity to force its death and, of course, the subsequent explosion.


The one and only,


incense
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Posted: 20th Sep 2009 20:26
Would it be possible to rum multiple instances of the same timer?

Patience and tolerance are the keys to the passage of knowledge. Even the ones that know the most started with many questions.
Hoosier Sign Guy
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Posted: 20th Sep 2009 20:33
I have installed patch 11 and my system crashes eveytime i load FPSC it gets to the getting started screen my system locks and then blue screen of death. I tried uninstalling Fpsc but i get a catastrophic error. i am running xp sp3 1024 ram. anybody else have this problem?


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to be more creative.
Plystire
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Posted: 20th Sep 2009 22:41
@incense:

Conjured Entertainment made a "multiple timer" system using variables, but it won't be as exact as a timer. I'm not sure how well it would work with flickering lights since those tend to need the timers to read in milliseconds (which setting variables won't be able to achieve accurately)


The one and only,


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