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FPSC Classic Product Chat / V116 BETA - Public Test

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Scurvy Lobster
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Location: Denmark
Posted: 15th Oct 2009 18:44
F l a t l a n d e r: are you using a dynamic light as a sunlight? My experience with sunlight in Sands of Myth is that a static light works best since this actually casts shadows.

Oh well, I can see this can be a matter of opinion and what results you are aiming for

LeeBamber
TGC Lead Developer
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Posted: 15th Oct 2009 19:26
UMAN : Dropbox me the project you are testing FPSC beta versions against so I can see the changes in FPSC across BETA6 through BETA15. There is no reason why B6 should be any faster, but if there is a large jump in performance I should be able to determine it if you send me the exact project that reproduces these speed differences. If you can send a level using default stock media, that would be even better!

I drink tea, and in my spare time I write software.
Flatlander
FPSC Tool Maker
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Posted: 15th Oct 2009 21:06
@Scurvy Lobster

Yup, I'm using a single dynamic light. But, you're right. That isn't what I want, because I want shadows. I was wondering why it didn't calculate the objects and lighting for them.

Quesion, for ya. How large of a map are you using and are you using complicated objects such as a lot of building? It seems that when it gets to around 88%, it just sits there for the longest time. I have been too impatient to see how long it will have to calculate whatever it's calculating. I waited several minutes. It didn't hang up as I was able to cancel the test build. I'm using a very large portion of the map.

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OliveTreeGames
Flatlander
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Posted: 15th Oct 2009 21:32
Lee,

Sorry for the so-called issue. It may not be worth investigating after all, although, that would be an unwanted behavior. However, it seems that one should not use a really large dynamic light in a really large outdoor scene. A static light is the best as Scurvy Lobster mentioned. I used the test map and changed it to a static light and it works fine. I then tried a large dynamic light in a very large enclosed area and it doesn't present the same issue as I had posted previously within an outdoor scene.

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OliveTreeGames
Scurvy Lobster
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Posted: 16th Oct 2009 01:27
(this is to answer F l a t l a n d e r s question and not directly linked to V116 betas)

When I do sunlighting I create my outdoor level in a normal manner. The main difference is that there is only one outdoor light and it is placed high above the level with a range of about 4000 and slightly tinted away from white (try a bit yellow or red for a nice effect). Placing the "sun" correctly can take some tries since small differences in placements can cause quite dramatic changes in the shadows.

On my pc (3 GHz Intel Core2Duo) it doesn't take longer to compile than a level with many smaller lights (maybe 3-5 minutes). I have even made the light quality a bit better in the ini file.

You can download my game and have a look at it to see how I have set up my level. Hope all this helps

General Jackson
User Banned
Posted: 16th Oct 2009 02:07
Nickydude, I DO see what your talking about about the fish eye thing now! its really bad
I hope lee fixes it.

LeeBamber
TGC Lead Developer
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Posted: 16th Oct 2009 03:08
The 'fisheye' is caused by activating aspect ratio by default, but I guess most of you will want it switched off by default to keep backwards compatibility. I will switch it off in the next beta and allow individual uses to switch this feature on where required. Remember this is not a feature update, just a response to stability and a few tweaks to make a few users lives easier (like those on netbooks)

I drink tea, and in my spare time I write software.
Nickydude
Retired Moderator
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Location: Look outside...
Posted: 16th Oct 2009 03:25
Any luck with the files I sent you Lee?

JZ28
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Posted: 16th Oct 2009 04:15
so quick question before i get to work on my project. since both X9 and X10 now have basically the same layout does that mean that i am able to just take the FPSCX10.EXE and move it to the FPSCX9 folder and use it the same way. off the same files? i hope so, it would make my life a lot easier.

Plystire
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Posted: 16th Oct 2009 05:41
I don't know why I've neglected to bring this up until now... keep forgetting about it, I guess.


Lee, there seems to be a problem with the "bump" shaders on segments and static entities.

Here's the problem:

(Without light markers in the level)
Place down segments that have been set up to use the "bump.fx" shader. Run a test game and you will see them properly bumped. However, if you exit and run a test game without changing anything, ALL segments and static entities that were using the bump.fx shader are now invisible. The only time they show up is if the engine is forced to go through the "Building Portals.." by changing either the segment layout or moving/adding/removing a static entity. But even then, to get the effect, you have to keep changing something.

(WITH light markers in the level)
The bump.fx shader does nothing at all.


This had been bugging me for a while. I hope you can do something about it. I know you're wanting V116 to be as stable as possible, and for me (and I'm sure others that like to use shaders in their projects), this is a huge instability.


The one and only,


Thraxas
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Posted: 17th Oct 2009 16:03
After Installing the latest beta all my item licenses (the ones downloaded from purchases in the GCS) have gone.

Has anybody else lost their license files?

incense
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Posted: 17th Oct 2009 17:59 Edited at: 25th Oct 2009 15:53
When I build a level with just ground, the player and the shotgun using weapon glow, it plays great.

When I save the game and then load it the shotgun does not have the weapon glow, just sits in one spot and cannot be picked up.

I have reformatted my laptop. Erased the entire drive, reformatted the master boot record and then reinstalled windows from the ground up.

I then installed FPSC V1 and installed FPS Creator V116 BETA15.

Games now save and load just fine except for the issue above.

Patience and tolerance are the keys to the passage of knowledge. Even the ones that know the most started with many questions.
Aaagreen
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Posted: 17th Oct 2009 18:52
New bug (latest build)

When a gun is fired, the muzzleflash light remains in the spot where it was fired from. (Instead of appearing and disappearing, I now gain a new orange light wherever I fire a gun.)

Its a good day to do what has to be done by me and help my brother to defeat the enemies
Flatlander
FPSC Tool Maker
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Location: The Flatlands
Posted: 18th Oct 2009 01:22
@Thraxas

Quote: "After Installing the latest beta all my item licenses (the ones downloaded from purchases in the GCS) have gone."


Beta 14

Since my purchases were not transferred to the computer that has v116 on it I went ahead and copied the licenses folder to the v116 FPSC files folder. I then checked to see if they would show up when I clicked on the "View Item Licenses" option in the "Help" menu. It said that there weren't any licenses found. I then checked visually in that folder and they were still there. I then re-installed beta 14 and they remained intact. I noticed that a new folder called "License" was created so I transferred the html license files into that folder. It still did not locate any licenses. So, Lee's going to have to look at what folder he's looking into.

Also, have you visually confirmed they were deleted? They weren't physically deleted for me. Just that they are "invisible" to the map editor.

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OliveTreeGames
Flatlander
FPSC Tool Maker
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Location: The Flatlands
Posted: 18th Oct 2009 01:37
@incense

Quote: "When I save the game and then load it the shotgun does not have the weapon glow, just sits in one spot and cannot be picked up."


I have confirmed this using the colt45 revolver and ammo. Does the same for both.

Lee, I have placed into the RPG Mod drop box a zip file called "weaponsglow.zip" that has the built level with one saved level. It also contains two images plus the fpm file for your testing/confirmation.

Below are a before save and after save of the weapon and the ammo.





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OliveTreeGames
Flatlander
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Posted: 18th Oct 2009 01:39
Aaagreen

Is it a particular gun? It didn't happen with the colt45 when I did the above test.

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OliveTreeGames
Thraxas
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Posted: 18th Oct 2009 02:34
Quote: "Also, have you visually confirmed they were deleted? They weren't physically deleted for me. Just that they are "invisible" to the map editor.
"


Ah good catch Flatlander. I hadn't checked the folder itself, just from within FPSC. They are there in the root FPSC folder, but the Help -> View item licenses goes to another folder.

Aaagreen
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Posted: 18th Oct 2009 11:30
Quote: "Is it a particular gun? It didn't happen with the colt45 when I did the above test."


I used EAI's store guns in an unlit room. Turned the ambience down and when I shot, let there be light.

Its a good day to do what has to be done by me and help my brother to defeat the enemies
OmarJA
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Posted: 18th Oct 2009 16:11
Works great on my netbook now thank you Lee, now how about some Vista compatibility?
Scurvy Lobster
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Posted: 18th Oct 2009 16:47
OmarJA: FPS Creator has been working fine on Vista for ages. Update your DirectX and run Windows Update if it doesn't.

A r e n a s
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Posted: 18th Oct 2009 16:49
Okay. I have a weird bug. When i click right mouse, it picks up (not sure if it should). When i click right mouse too many times, it exits the text game?!

Flatlander
FPSC Tool Maker
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Posted: 18th Oct 2009 21:34
Quote: "When i click right mouse, it picks up (not sure if it should). When i click right mouse too many times, it exits the text game?!"


Do you mean "pick up" as in picking up and holding or taking an item to place in player's inventory so he can drop it later?

Picking up an dynamic item and holding it in front of you is done by the right mouse key. If it is being actually picked up and taken (disappears - where a hud shows "item picked up") then it is more than likely you have "pickup1.fpi" in the main fpi of the entity. Some entities have that automatically placed in the main such as the WWII statue found in items. You can get close enough and at the same time you click the right mouse button it it will be picked up both ways. That certainly is a coincidence.

As far as clicking the right mouse button and it exiting, I personally can't duplicate that myself.

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OliveTreeGames
Flatlander
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Posted: 18th Oct 2009 21:41
Quote: "I used EAI's store guns in an unlit room. Turned the ambience down and when I shot, let there be light."


I don't have any of EAI's store guns. I have model pack 9 which I thought was EAI's but I can't duplicate any of those.

First, check to see if it happens with any of the stock weapons. Also, if you have more than one of EAI's weapons from the store, see if they all do the same thing. I'm not sure if Lee has the store objects available to him. If he does, then I'm sure he would appreciate having the fpm you used and let him know which gun is in it. Of course if this happens with a stock weapon he would want the fpm for that as well and as much detail as you can think of. I'm not telling you what to do just some friendly suggestions while Lee is on his weekend.

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OliveTreeGames
OmarJA
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Posted: 18th Oct 2009 23:13
Quote: "OmarJA: FPS Creator has been working fine on Vista for ages. Update your DirectX and run Windows Update if it doesn't."


Actually i've been using FPSC on Vista for a while, it works but crashes every time that stupid permission window pops up.
A r e n a s
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Posted: 18th Oct 2009 23:18
I mean as in pick up the box, not key.

Plystire
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Posted: 18th Oct 2009 23:49
Quote: "stupid permission window"


Turning off the UAC works a treat.


Btw, has anyone encountered the issue I reported earlier about bump mapping on segments and static entities? Can anyone confirm it or show different results on their PC?


The one and only,


Aaagreen
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Location: City 17
Posted: 19th Oct 2009 01:00
The muzzle issue is no-longer here, it must have been a one off.

And in the preferences box, there is a water option.

Someone's been copying and pasting X10 code again, haven't they?

Its a good day to do what has to be done by me and help my brother to defeat the enemies
General Jackson
User Banned
Posted: 19th Oct 2009 01:47
Yes, omar, just turn off user account control, it works perfect ( i'm running it on vista no problem)

Wraith Staff
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Posted: 19th Oct 2009 03:18
Whenever I try to run any stock segments in beta 15, both the test game and the build crash. I'm not able to get a pic of the error message yet, but I'll do so asap!


Physix Coming Soon...
General Jackson
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Posted: 19th Oct 2009 05:02
WS: you wanna change your location?

bond1
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Posted: 19th Oct 2009 05:27 Edited at: 19th Oct 2009 05:29
Quote: "Btw, has anyone encountered the issue I reported earlier about bump mapping on segments and static entities?"


I have a feeling that bump.fx never intended to get released into the final FPSC to begin with. Looking at the shader code for that one...it doesn't use lightmapping and contains one hardcoded light source sittting WAY up in the sky. Worthless, don't use it.

If you're really interested in wall-to-wall shader effects for both lightmapped and non-lightmapped segments and entities - just wait for the Novemeber newsletter. Trust me dude.

----------------------------------------
"bond1 - You see this name, you think dirty."
General Jackson
User Banned
Posted: 19th Oct 2009 05:29
Nickydude and Thraxas, i emailed you guys about something completely off topic, just to let you know.

Plystire
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Posted: 19th Oct 2009 08:16
Yes, bond1. I am aware of how the shader is coded. My main concern was that the shader didn't "work" more than once in test game. Running test game twice without altering the map made the shader fail, thus resulting in invisible segments and static entities.

I hope you're hiding something good regarding the issue. I'll bite, though... looking forward to that newsletter.


The one and only,


bond1
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Posted: 19th Oct 2009 09:06
Quote: "My main concern was that the shader didn't "work" more than once in test game"


Oh ok - yes I've noticed that too. I never looked any further with that one because it was a turd to begin with. I don't mean to be coy, but wait till Nov. 1.

----------------------------------------
"bond1 - You see this name, you think dirty."
Wraith Staff
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Posted: 19th Oct 2009 09:16
Quote: "WS: you wanna change your location?"


Um.....k? Sure...


Physix Coming Soon...
A r e n a s
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Posted: 19th Oct 2009 09:33
Another obvious thing which is really annoying. When you test a game it doesn't have a start button, it just starts when loaded. This is really very annoying if you leave a big map loading and then come back and your dead... Also if you could add a press to continue button on the loading screen of a built game that would be just as great

Plystire
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Posted: 19th Oct 2009 11:14 Edited at: 19th Oct 2009 11:15
Quote: "it was a turd to begin with."


I know... and I really wish I had grasped matrix calculations better, cuz I always wanted to make a better one.
At least I'm good a making bloom shaders, if nothing else.
[EDIT] Now that I think about it, I'm not good at those either.


The one and only,


bond1
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Posted: 19th Oct 2009 22:30 Edited at: 19th Oct 2009 22:33
I too noticed a bit lower framerate on my level with the latest beta, has it been capped lower? In 1.15 it was a steady 38fps, now it seems locked at 34fps. Doesn't make a difference to gameplay, but just an observation.

The aspectratio option is very cool and works well, although I like the tighter field of view by setting it to zero. It would depend on the type of environment though. It's nice to have the option.

I also noticed the mouse movement is a bit laggier than in 1.15, where it felt crisp and snappy.

That nasty disappearing portal bug is gone! Awesome...

----------------------------------------
"bond1 - You see this name, you think dirty."
A r e n a s
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Posted: 19th Oct 2009 23:11
The way points when created are created about half a screen away. You may wish to look into that

JZ28
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Posted: 21st Oct 2009 06:15 Edited at: 21st Oct 2009 06:25
see attached image
???

this is my problem, i just installed fpsc and updated it to the latest beta. i then began making my level and testing until this happened. i have no idea why though.

Red Eye
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Posted: 21st Oct 2009 11:49
I would love to see a better comentted/remmed source code when final comes out.


Crazy Acorn
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Posted: 21st Oct 2009 18:32
Runtime Error 105-could not find path at line 585? I get when try to test map?

The master of GAMES!!!!!!!!
TechGirl
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Posted: 21st Oct 2009 18:44 Edited at: 21st Oct 2009 18:48
Testing now on Vista (64)

Thanks

TechGirl
(Yes, I'm really female!)
Nbt
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Posted: 22nd Oct 2009 22:05 Edited at: 22nd Oct 2009 22:21


I got this error when I tested a level (1.16 Beta 14) I had just added a trigger zone to spawn an entity, which was the only change.

After this no level/map would build and always got the exact same error. I then when through cleaning all bin/dbo etc as well as deleting all in the levelbank test game, lightmaps etc.

Still got the same error everytime I tried to test a level. So I backed up my files folder and removed every trace of FPSc. I then reinstalled v1.0 and updated to 1.15

My levels/maps loaded and tested fine, but could not go back the v1.15 laggy FPS so installed 1.16 beta 15 from here.

My levels load and test fine still and back to fluid FPS and movement thank god, BUT now I can no longer lightmap my levels.
No matter what I set it to in either/both prefs and build game, I get no shadows or any sort of mapping at all

p.s. Also all smoothing seems to have gone?? so you get horrid poly lines and such with everything seeming flat shaded.

I only use this for fun and have no interest in making commercial games ^_^
Scene Commander
Support Manager
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Posted: 25th Oct 2009 16:43
Hi Lee,

I'm getting a new error since v116.15

Picture attached.. The textures in my dynamic entites are flashing on and off, sometimes showing white as untextured. This is happening even if the player stands still.
Nickydude
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Posted: 28th Oct 2009 01:00
In an upcoming beta I'd like to be able to view as much of the level as I can when zoomed out instead of just a small section (see attached image).

AaronG
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Posted: 28th Oct 2009 02:48
I must agree with Nickydude.



Scurvy Lobster
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Posted: 28th Oct 2009 09:15
Dudes! Just click the geography icon. It's the 11th on the left.

Try it

Thraxas
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Posted: 28th Oct 2009 11:11
Quote: "Dudes! Just click the geography icon. It's the 11th on the left.
"


It still hides sections of the map. Use a large map and you'll see.

Scurvy Lobster
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Posted: 28th Oct 2009 12:33
Ok, I just checked the supplied screenshot and saw it wasn't using that trick.

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