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FPSC Classic Product Chat / V116 BETA - Public Test

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Cyborg ART
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Posted: 29th Oct 2009 11:56
I know you wont implement anything for the moment, but maybe its time to add an abillity to use addons/plugins in FPSC.
So we dont have to choose mod to use, instead we can handpick what features we want. Just a tought.

Nbt
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Posted: 29th Oct 2009 14:27
That is an excellent idea CA

I only use this for fun and have no interest in making commercial games ^_^
Nickydude
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Posted: 29th Oct 2009 21:27
Quote: "Dudes! Just click the geography icon. It's the 11th on the left."


Because I'm using 3x3 segment set, this is what I see when selecting the entire level (see attached). Not very informative is it.

Scurvy Lobster
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Posted: 29th Oct 2009 22:12
No, it's quite confusing

Nickydude
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Posted: 29th Oct 2009 22:51
Also would it be possible to have the RGB of the ambient light top limit to be 255 instead of 100, trying to get the right colour of ambient light is a bit hit and miss. For example it'd like a particular orange for ambient light, the RGB for that is R:231, G:115, B:45 but don't know how to translate it under 100.

Lightning Bolt Studios
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Posted: 30th Oct 2009 02:34
Quote: "For example it'd like a particular orange for ambient light, the RGB for that is R:231, G:115, B:45"


try this Nickydude R:100, G:49.8, B:19.5. it should be pretty close
Nickydude
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Posted: 30th Oct 2009 02:35
How did you come by that forumla CC?

Lightning Bolt Studios
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Posted: 30th Oct 2009 02:42 Edited at: 30th Oct 2009 02:43
It’s a ratio formula 231 over 100 = to 115 over X, to find X you have to cross multiply 115 x 100 then divide by 231 which = 49.7835 then round up

Hope this helps
Plystire
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Posted: 30th Oct 2009 04:12 Edited at: 30th Oct 2009 04:13
The "AmbienceRed", "AmbienceGreen", "AmbienceBlue" script commands are 255 based.

The "lightmapambientr/g/b" options in the setup.ini are 0-100 based (Percentage). So to get these, take your desired 255-based color numbers and divide by 2.55... here's your color:
R: 90.6
G: 45.1
B: 17.6


The one and only,


LeeBamber
TGC Lead Developer
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Posted: 30th Oct 2009 19:47
Hi Guys,

Just an update for you, and a beta to follow next week:

A few of the above issues resolved surrounding license files, weaponglow and currently working with saving the HUD data from a snapshot moment within the game. Also going to put the START button back into the test game dialog and work on ensuring the game view stays on top this time. Also going to look at the bump.fx issue, to at least make it consistent (if a little dated by now).

Some questions to further my reproducible testing work:

Nbt : Send me an FPM that uses default media and shows this issue (as I can only reproduce from official media)

Scene Commander : Send me an FPM that uses default media and shows this issue (as I can only reproduce from official media)

You can email the FPM file to [email protected] and a quick step by step what I should do to reproduce the issue and see what you are seeing and why it is wrong as you see it, thanks.

I drink tea, and in my spare time I write software.
Wraith Staff
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Posted: 30th Oct 2009 22:00
@Lee

We looking at a final release any time soon?


Physix Coming Soon...
LeeBamber
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Posted: 31st Oct 2009 04:18
Hi Wraith,

I am hoping to finalise yes, but not at the cost of a rushed beta. I have a few things to finish, and if Nbt and Scene can get back to me with reproducible reports I can get those analysed, but yes my gut feel is to move to a release when V116 is better than V115 and includes the new working bits it will be Monday now before I touch the beta again so still some time to thrash out the latest beta for last minute show stoppers.

I drink tea, and in my spare time I write software.
Plystire
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Posted: 31st Oct 2009 06:21
Glad to hear the bump.fx issue is going to be looked into. That's what has been preventing me (and quite a few others) from using it in levels. It was also very confusing to run a map that worked not even 2 minutes ago, only to find out more than half of your level is missing


The one and only,


Nbt
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Posted: 31st Oct 2009 13:43
@Lee I won't be able to build a level (with stock media) to reproduce the error, as after the 5th attempt to build my levels with 1.16b I gave up went back to vanilla 1.15 (with fenixmod for the fps speed gain)

I have since been able to build levels many many times more complex than what would crash 1.16b with that error without a single hiccup.

The error was never instant and could take 2-5 days to happen whilst adding to the level, but then it would stay. It seemed linked to the lightmapping, as it would generally surface when the light entities got around the 400+ mark, as 1.16b lightmapper (was using quick) takes a lot longer than 1.15 (often rerunning the process 2-4 times) and seems to produce a lot more LM Textures also?

I come to this conclusion, as I managed to build a much more complex level (than would normally crash 1.16b) by setting most my entities to dynamic, but as soon as I began to add too many static ones it crashed to that error. Also reloading a level that crashed 1.16b and changing a fair few of the static's to dynamic would at times give back a working level.

The error could be linked to the LM quality reduction process (I guess that's why it would re-run the lightmapping over and over?), as I noticed it would crash if the LM process would re-run too many times. So far with 1.15 I have not seen the LM process re-run more than once (unless I missed it)

Anyway I really am sorry I cannot build another level in 1.16b over a few days to make an fpm to reproduce the error and apologise for any problems this has caused

I would dearly love to be still using 1.16b, as even with fps speed enhancement mods for 1.15, I really miss the utter smoothness of motion that I got in 1.16b

I only use this for fun and have no interest in making commercial games ^_^
Scene Commander
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Posted: 31st Oct 2009 13:57
Quote: "Send me an FPM that uses default media and shows this issue (as I can only reproduce from official media)"


Hi Lee,

Sorry, I'm not able to do that. I reinstalled FPSC and that seems to have solved the problem. I meant to post before. Thanks for looking though.
A r e n a s
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Posted: 31st Oct 2009 15:07
Quote: "How did you come by that forumla CC?"


Quote: "The "AmbienceRed", "AmbienceGreen", "AmbienceBlue" script commands are 255 based."


Is it like the ink command in Dark Basic Pro?

Your signature has been erased by a mod - 1.1MB for an image is too much - try something under 150kb
Flatlander
FPSC Tool Maker
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Posted: 5th Nov 2009 20:17 Edited at: 5th Nov 2009 20:24
I had just remembered something I had an issue with in prior versions and is still the same in this version. It has to do with moving the player from one spot to another. Attached fpm demonstrates this. Run the test level and enter the transporter. The transporter IN is on the fifth layer. Transporter OUT is on the 7th layer inside a room. Notice that instead of being moved to the 7th layer inside the room the player is moved to the sixth layer and has limited movement once there (stuck).

-----------------------------------------------
OliveTreeGames
Flatlander
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Posted: 5th Nov 2009 20:28 Edited at: 5th Nov 2009 21:02
In regard to my above post, notice that the room and transporter OUT on layer 7 is just above transporter IN on layer 5. Now see attached fpm. I moved the room and transporter OUT away from transporter IN (to the right). This configuration works properly.

ADDENDUM:

No it doesn't work properly after-all. The player is at least in the room however, the player is placed somewhat higher and to the right (player looking forward). Without the transporter enclosure you don't notice it because the player will settle to the floor.

NOTE:

Placing the transporter OUT below the transporter IN layer seems to work fine with the transporter enclosure.

-----------------------------------------------
OliveTreeGames
LeeBamber
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Posted: 6th Nov 2009 03:16
BETA 16 uploaded. Just to note that I spent a few hours pouring over the capability for light maps and non-standard FVF shaders to work side by side, and it's not straight forward. For this reason V116 will stick with the idea that full shader effect and zero FVF geometry such as bump.fx are mutually exclusive (use one or the other). Perhaps in future updates when we do more with shaders (which we will be doing), we can upgrade the old bump.fx to co-exist with the light mapping system. The good news is that providing your shader conforms to a standard FVF (rather than a zero-FVF vertex declaration) (as far as DirectX9 is concerned), then you should be able to use your shaders with full shader effects and light mapping. My hope is that V116 is good to go (so we can offer a public release and the source code in U75 extras), so let me know if you experience any show-stoppers of features broken from previous updates.

I drink tea, and in my spare time I write software.
General Jackson
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Posted: 6th Nov 2009 03:27
Cool!
DL'ing now

MK83
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Posted: 6th Nov 2009 03:57
me toooo!


[href][/href]
Airslide
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Posted: 6th Nov 2009 05:29
Me wanty source code!

Nobody find any problems, ok?

In all seriousness though, great to hear about future work on shaders, I was just fiddling with them myself

General Jackson
User Banned
Posted: 6th Nov 2009 05:42
Quote: "Nobody find any problems, ok? "

Hehehe. I'm wanting the source to.
I want to mod, but not until it comes out.

incense
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Posted: 6th Nov 2009 13:48
Issue 1:

V116 Beta16

When I save the game I get the following error and the built game crashes.

"Runtime Error 1002 - Bitmap does not exist at line 31044"

When I try to load the game that was saved I get the following error.

"Runtime Error 105 - File does not exist at line 31236"

All you need to do to see this bug is build a level.

Build the simple game.

Start the built level.

Save the game, First error and crash.

Start the game again and load the saved game, Second error and crash.

Lee said: "incense : I and others cannot reproduce this report. I suggest clearing your system."

The last time I had this issue I refomatteed my laptop to get it to work.

Using Beta15 I built a game and the save load worked great except for the issue concerning picking up weaopns after load.

Installed beta16 and five minutes later I am back where I started with the runtime error.

F l a t l a n d e r got the last level that I posted to work just fine and I got the error.

I should not have to reformat for every beta.

I am sorry, but there is something with the program that is making this happen reproducable or not.

I talked to a friend that makes a living as a software analyst. He said that sometimes a program can fail to use shared files with the OS or other programs and that can cause something like this. He did not have time to look at it and does not know BBPro. It was just an very educated suggestion.

-------------------------------
Issue 2:

V116 Beta16

When building a game. I hit the little button next to the "New" button and choose an FPG file and it lets me build the game.

I hit the new button and type the name of a new FPG file and hit enter. The name of the new file does not appear in the box and no other button works after that. I can switch tabs but that is all. I have to Ctl-Alt-Del and end task on both FPSCreator and the Editor to close it. There is no error that pops up at all.

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: 6th Nov 2009 20:47
Hi,

My build games now work, which they didn't on previous betas.

Quote: "When I save the game I get the following error and the built game crashes."


Incense@ - My save/load is working fine and I haven't had a problem with it before - Sorry..

Speed is the best I've seen with this beta. A more or less consistent 37fps (on a level I was only getting 24fps with V115).

Previous issues with textures not working or transferring to the build game now work.

Build games much smaller (about 1/3 smaller) which is good..

1 bug, the test game is still needing me to press alt/tab to run it....

One other comment, I don't know if anyone has this, but the loading time is still around 1 minute for a level, I thought that this had been improved before or did I imagine it?

Otherwise, great work Lee... Thanks..
Nomad Soul
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Posted: 6th Nov 2009 21:33
Does anyone know what this means?

* NOTE: You cannot use Light Mapping with those 'Full Effects' that use a nonstandard FVF (bump.fx)
Die Apfelsine
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Posted: 7th Nov 2009 02:25 Edited at: 7th Nov 2009 06:21
Hi, I´m totlly drunken... and ger,en

but i found a liil bug... if you´re in something like a tundle abnd be crouched and saves the game, if you reloat after theat, you arent crouched oO
yorrx for my bad spellik, i´m realli drunekn and germean... and drunken... was my fränds birthday xD oh my [mod edit]Enjoy your weeks vacation. When you come back, don't swear again[/mod edit] god... im sdruneken... nothing realli works, like it should woörk... sry, if i think on it, ill edit sis post tomorrow... cya... greetz Lars

Don´t be afraid about my bad spelling, I´m a seventeen-years-old orange from germany. I´m trying to learn english since I was 8, so chill out, everything is OK.
General Jackson
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Posted: 7th Nov 2009 02:40
You FOOL.
Get ready for a ban

Airslide
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Posted: 7th Nov 2009 03:33
To fix the alt-tab issue, why not simply add a small delay before executing the main game after clicking the ok button?

incense
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Posted: 9th Nov 2009 00:03
I uninstalled "FPSC" and deleted the "Game Creators folder from my "C" drive.

I then restarted the laptop and reinstalled "FPSC" and then installed Beta 16.

I again restarted the laptop.

Built the "Simple" game.

When I clicked on slot one to save the game I got the following error and the built game crashed.

"Runtime Error 1002 - Bitmap does not exist at line 31044"

This only gets fixed if I reinstall my OS and I really do not want to do that again for the second time in 2 weeks.

Just looking at the error, it seems to say that "FPSC" is looking for a "Bitmap" triggered by a reference in the program code at "line 31044".

Is FPSC looking for a "Bitmap" that is somewhere other than the "FPSC" Dir?

There has to be some one that has seen this. I cannot be the only one in the FPSC community that has this error. So far only Scene Commander and F l a t l a n d e r have tried it. Who else has XP and has tried this?

Patience and tolerance are the keys to the passage of knowledge. Even the ones that know the most started with many questions.
Satchmo
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Posted: 9th Nov 2009 06:59
incense, just try another reinstall(of fpsc), some of your files may be missing/corrupt.

The Fps Creator rocks!
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Posted: 9th Nov 2009 14:30 Edited at: 9th Nov 2009 14:31
I love this update! The fps has really increased! There are no problems with it. (Well maybe because I ran the .dbo cleaning thing.)

Lalala
incense
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Posted: 9th Nov 2009 15:32 Edited at: 9th Nov 2009 15:33
After uninstalling FPSC, deleting the "The Game Creators" folder from the "C" drive, restarting the machine and then reinstalling FPSC and then the Beta16 update, 4 times and reformatting my hard drive and reinstalling windows once.

I always use the DBO/BIN cleaner when doing something like installing an update.

I have not installed any new hardware and it is a clean install of Windows XP, FPSC and Beta16.

Save/Load was working fine in Beta15 except for the weapons pickup issue (after the windows reinstall).

I am at a total loss.

Patience and tolerance are the keys to the passage of knowledge. Even the ones that know the most started with many questions.
s4real
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Posted: 10th Nov 2009 14:11
After trying the new build I have fount that the fence wire from model pack 3 does not show up in test or built game.

Best s4real



Pack ya games with vishnu fpsc packer its free.
Nickydude
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Posted: 10th Nov 2009 14:35
Model pack 3 has many problems in normal FPSC, X10 and Project Blue.

LeeBamber
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Posted: 10th Nov 2009 16:26
BETA 17 may help with the ALT+TAB issue. As there are no show stoppers, BETA 17 will be the final V116 release which means we can get it packed up and the source code released for the U75 beta 2. Naturally there will be a V117 beta in the near future where we can continue chasing down those niggles you find on your travels. You are of course welcome to grab yourself a copy of the official V116 source code and compile under U75 for an exact duplicate of the official V116 release, and perhaps chase down those bugs yourself If you do find a few fixes in there, I would be delighted to get an email showing me your changes as it would certainly benefit the larger community. I plan to sort out some open source through google code at some point to formalise the process, but for now I hope you will find the availability of the actual game and map editor source code to your liking. The release should happen in the next day or so.

I drink tea, and in my spare time I write software.
Nomad Soul
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Posted: 11th Nov 2009 00:08
Hi Lee

I've just installed the new v116 beta 17 and the game window does appear on top but theres a show stopper.

When a test game begins the player is stuck (cannot move view or position) until you press the left mouse button.

Also this is probably not an engine bug but thought I'd mention it. I've imported a barrell with diffuse and normal map using bumpent.fx and the entity appears in game with the shader applied as shown in the attached screenshot.
Nomad Soul
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Posted: 11th Nov 2009 00:10
However when I knock the barrel over the shader effect seems to disappear as shown in the attached pic.

Thanks
Plystire
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Posted: 11th Nov 2009 00:29 Edited at: 11th Nov 2009 00:30
It doesn't look like the shader effect is gone to me... the light simply has a different relative position to the barrel now, so it's reacting differently with the texture..... as any proper normal map should.

About having to click before the player can be moved.. it sounds like the in-game screen is visible but the window itself doesn't have focus. That's most likely why you need to click. Well, at least it's not freezing your mouse and forcing you to Alt-Tab over to it.


The one and only,


MK83
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Posted: 11th Nov 2009 00:29
Lee I have the same problem with player being stuck until the mouse button is clicked. version 1.16 beta 17


[href][/href]
Nomad Soul
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Posted: 11th Nov 2009 00:40
@Ply - Thanks, I've just noticed the shader effect can be seen at either end of the barrel once its knocked over.

@MK83 - Yeah the player freezing until left mouse is clicked definately needs to be fixed before v116 final release. I even tried alt+tab to another window then back again but the player is still frozen until left mouse button is pressed.
Airslide
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Posted: 11th Nov 2009 01:26
I'd still bet Plystire is right, but that's pretty odd.

Now you people need to stop finding errors so I can just nab the source already! I'll release the bug fixes myself if I have to

LeeBamber
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Posted: 11th Nov 2009 01:28
Yes the loss of focus is a bit of a pain. Solved for BETA18. I have also tested the source against U75 too and it produced an identical game and map executable so happy days there. I will release this thread now to drift into the main forum, and keep an eye out for the official release, the U75 extras in the DBP beta thread and the next V117 beta thread to continue the fun.

I drink tea, and in my spare time I write software.
s4real
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Posted: 11th Nov 2009 01:56
Just tried out beta 18 and im still getting player freezing until left mouse is clicked.

Best s4real



Pack ya games with vishnu fpsc packer its free.
Nomad Soul
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Posted: 11th Nov 2009 02:55
@Lee - I'm still getting the player freeze until left mouse clicked on beta 18 also.
incense
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Posted: 11th Nov 2009 04:49
I build the simple game using Beta18.

If the level is started and you save the game without taking the shotgun then the gun is still there when you load the saved game.

I you take the gun and then save the game and load the saved game the gun is not there ever again until the game is reloaded.

NOTE:
By the way I sort of fixed my save/load crash. It only crashes half the time now. I adjusted my resolution to 16bit and 60htz. Any higher and the issue cames back.

Patience and tolerance are the keys to the passage of knowledge. Even the ones that know the most started with many questions.
Flatlander
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Posted: 11th Nov 2009 08:31
Quote: "I'm still getting the player freeze until left mouse clicked on beta 18 also. "


Yes, that happens to me as well in a test level. However, if you build the stand-alone game this problem doesn't exist. I suppose we have to put up with that now. If I can figure out how to fix it I will and offer it up on the the forum. No guarantees though.

-----------------------------------------------
OliveTreeGames
JimmySlayer
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Posted: 11th Nov 2009 08:41
I don't know what's wrong with the LMB clicking after the test game is loaded. I have tried beta 17 and 18 and neither do anything like that.
My levels load just fine (and I love your "finished loading" sound Lee) and I have no problems. I also noticed the FPS has been capped higher on 38 again, "YAY"

Nickydude
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Posted: 12th Nov 2009 16:11
I can confirm the 'left button to unfreeze at start of game' bug.

bond1
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Posted: 12th Nov 2009 16:55 Edited at: 12th Nov 2009 16:56
Me too. But like Flatlander said it doesn't happen when you build your standalone game, so it's not really a showstopper. Just an extra click you have to put up with during development.

----------------------------------------
"bond1 - You see this name, you think dirty."

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