Sorry your browser is not supported!

You are using an outdated browser that does not support modern web technologies, in order to use this site please update to a new browser.

Browsers supported include Chrome, FireFox, Safari, Opera, Internet Explorer 10+ or Microsoft Edge.

FPSC Classic Feature Creep / Improved Error Reports

Author
Message
Braden 713
18
Years of Service
User Offline
Joined: 3rd Aug 2007
Location: Canada
Posted: 17th Aug 2009 04:20 Edited at: 17th Aug 2009 04:21
Just letting out a thought here, but I believe it would be extremely beneficial if FPS Creator actually displayed where a problem was coming from (specific file, whether that be a particular entity or segment), in an Error Message.
I've just spent a large portion of my day trying to locate the problematic media when I got an Error Message that needed FPSC to close when it hit the Saving Textures part of the build game. Needless to say, I was forced to go through what I'm sure many of you have - pick through piece by piece, model by model to find the media with the issue in my map.

Almost all other programs have a function like this, especially game/media design tools; and I would bet that TGC do have the required codes to do it, I'd guess that they themselves have some form of debugging things properly - being given a message that indicates where the problem actually lies.
I could be wrong, but being the creators of the program, I'd imagine they have the technology.

It would just be nice to see, I think it would be something that is very much appreciated by anyone and everyone who've had the experience of trying to find the model that's messing things up - and only being told by the program that it needs to close.

- Cheers

Ich will in Beifall untergehen.
Silvester
20
Years of Service
User Offline
Joined: 7th Dec 2005
Location: Netherlands
Posted: 17th Aug 2009 11:20
Most errors CAN be catched, and I've already suggested this to the mod developpers a few times. However they seem to have just ignored it... The Saving Textures part however can NOT be caught, it occurs when your PC just can't handle the size of the lightmaps saved by Dark Lights, and there is no way to determine this up front.

It's not the world that turns against you, it's you that turns against the world.
Braden 713
18
Years of Service
User Offline
Joined: 3rd Aug 2007
Location: Canada
Posted: 17th Aug 2009 23:11
Oh I never knew that, thanks man. So is the problem supposed to be an indication that I have too many lights? Or, there are too many models or the poly count is too great in the view of one light? Or something like that...? Or simply a random problem?
Just trying to get a feel of what I need to correct in my map design in the future; or if there is anything I can do.

Thanks for replying though

-Cheers

Ich will in Beifall untergehen.
4125
18
Years of Service
User Offline
Joined: 3rd Feb 2008
Location: Bronx, New York
Posted: 18th Aug 2009 06:12
When that happens...I lower the lightmap texture quaily and size until it goes perfect...at least just for dat game...

Computer Specs: Intel Core 2 Duo E7400 2.80GHz @ 1066Mhz FSB 3MB Cache, Dual Channel 8192MB DDR2 PC6400 800MHz RAM, XFX Nvidia Geforce 9800 GTX+ 512MB, MSI P7N SLI-FI Motherboard - nForce 750i SLI
Silvester
20
Years of Service
User Offline
Joined: 7th Dec 2005
Location: Netherlands
Posted: 18th Aug 2009 10:04
It's an issue about your Graphics card being unable to handle all the lights in the map, it takes up too much memory and will run out of its bounds, hence the fact it crashes when it's unable to save an image that's unfinished and has an unknown format at that moment.

At least, that's my guess. Never had this issue since I got my 9800 though.

It's not the world that turns against you, it's you that turns against the world.
knxrb
FPSC Tool Maker
17
Years of Service
User Offline
Joined: 10th Oct 2008
Location: United Kingdom
Posted: 18th Aug 2009 22:33
If you like I can look into adding error catching with a more detailed explanation of the problem.
I can try and make it give the exact filename of the file or the exact name of the entity that causes the problem.

knxrb

Braden 713
18
Years of Service
User Offline
Joined: 3rd Aug 2007
Location: Canada
Posted: 18th Aug 2009 23:03 Edited at: 18th Aug 2009 23:03
@ 4125 - Thanks man, I'll try that next time it happens!

@ Silvester - Oh ok, yes that could certainly be the problem. I've got an 8800 GT still, been thinking about upgrading to the 9 Series; thanks for the heads up

@ knxrb - That would be really cool man, definitely appreciated. Only if you've got the time though. Loving Horror Mod so far too

- Cheers

Ich will in Beifall untergehen.
Silvester
20
Years of Service
User Offline
Joined: 7th Dec 2005
Location: Netherlands
Posted: 19th Aug 2009 00:19
Quote: "@ Silvester - Oh ok, yes that could certainly be the problem. I've got an 8800 GT still, been thinking about upgrading to the 9 Series; thanks for the heads up "

Very odd, you'd think it would work on that. Is it 256MB or higher?

Quote: "If you like I can look into adding error catching with a more detailed explanation of the problem.
I can try and make it give the exact filename of the file or the exact name of the entity that causes the problem.

knxrb"

I posted a simple example on that, like before it loads a file you COULD let it check with this function wether it exists or not.

This will check if a file exists, and if it does not it will put a message into the memory of DBP, and when the program ends it will display this message in a messagebox. Offcourse this is just a basic idea I posted in a few mods their topics, and it COULD be expanded by adding a section for example, like mentioning in which *.fpe/*.fpi/Whatever file the error is coming from.

It's not the world that turns against you, it's you that turns against the world.
Braden 713
18
Years of Service
User Offline
Joined: 3rd Aug 2007
Location: Canada
Posted: 19th Aug 2009 03:03
It's actually 512MB I believe, so I'm not overly sure what the problem could be. Doesn't happen all the time, just here and there recently; actually, after getting Horror Mod. But, couldn't see how that could be related.

Ich will in Beifall untergehen.
knxrb
FPSC Tool Maker
17
Years of Service
User Offline
Joined: 10th Oct 2008
Location: United Kingdom
Posted: 19th Aug 2009 15:28
Thanks Silvester, I'll probably use your function and add some of my own

knxrb

Silvester
20
Years of Service
User Offline
Joined: 7th Dec 2005
Location: Netherlands
Posted: 19th Aug 2009 18:23
Quote: "It's actually 512MB I believe, so I'm not overly sure what the problem could be. Doesn't happen all the time, just here and there recently; actually, after getting Horror Mod. But, couldn't see how that could be related."

I guess it occurs when your graphics card is, for example handling multiple things at once.(e.g. Desktop themes, animations etc.) And I've also noticed that FPSC errors are rather random at times, as well are the DBP ones... Sometimes it works, and at other times it randomly crashes.

It's not the world that turns against you, it's you that turns against the world.
4125
18
Years of Service
User Offline
Joined: 3rd Feb 2008
Location: Bronx, New York
Posted: 20th Aug 2009 07:26
Quote: "I guess it occurs when your graphics card is, for example handling multiple things at once.(e.g. Desktop themes, animations etc.) "


Thats True As I Ran a Test....I Tried To Build A Large Map And FPSC would Crash At Part [275]. But I Tured My Res To The Lowest, Set it at 16Bit, Turn out Vista Aero and Set it to perfromence...closed As much background programs as i could. When i Re-build it it Crashs ONLY at [318]...until i set everything back to normal then it crashes at Random...

Computer Specs: Intel Core 2 Duo E7400 2.80GHz @ 1066Mhz FSB 3MB Cache, Dual Channel 8192MB DDR2 PC6400 800MHz RAM, XFX Nvidia Geforce 9800 GTX+ 512MB, MSI P7N SLI-FI Motherboard - nForce 750i SLI

Login to post a reply

Server time is: 2026-06-12 06:55:44
Your offset time is: 2026-06-12 06:55:44