Hi Guys,
Find the latest X10 V110 BETA installer below. Only participate in the beta if you are brave enough to risk losing your work and corrupting your installation as the update overwrites your existing installation and will affect the functionality of your current version.
http://www.fpscreator.com/betafiles/FPSCX10_Update_V110_BETA1.zip
http://www.fpscreator.com/betafiles/FPSCX10_Update_V110_BETA2.zip
http://www.fpscreator.com/betafiles/FPSCX10_Update_V110_BETA3.zip
http://www.fpscreator.com/betafiles/FPSCX10_Update_V110_BETA4.zip
http://www.fpscreator.com/betafiles/FPSCX10_Update_V110_BETA5.zip
After the incredible patience you have shown, we have decided to extend the purpose of this beta to include all the bugs you have thus far reported since the V109 update. This will be in addition to the major feature release of the Game Creator Store, which has now been embedded into the newly unified FPSC interface.
Before you post a bug report, ensure it does not conflict with any bug previously posted and is not excluded by way of appearing in the list of bugs at the bottom of this post, or appear in the list of notes of areas we are not going to work on. For each new bug report, ensure you provide a screenshot, steps to reproduce and if a second member could confirm that the bug is reproducible, it will be of great help.
Below you can find our release notes:
V1.10 BETA 5 - 12/02/10:
* Added 'GS08-EnemyClimbingStairs.fpm' to mapbank samples to demonstrate enemy climbing stairs, avoiding static entities
* Fixed code preventing legacy model pack (MP27/MP20) from performing full anims on 11 and 14
* Restored 'throw' animation code to ensure model packs behave as close as possible to X9 functionality
* Fixed bug causing newly restored throw animations toggle their final resting Y angle by 180 degrees
* NOTE: Wayppoint nodes can stretch any length on the X and Z, but only 100 units on the Y
* Added new example 'GS09-AntiGravHighRise.fpm' to demonstrate high reaching waypoint based platforms
V1.10 BETA 4 - 19/01/10:
* NOTE: Due to correcting dynamic light levels, existing levels could seem brighter. Reduce static light intensity to solve
* Dynamic light states are now saved and reloaded correctly (when using the save load features)
* You can now save the crouched state of a player (for example, when the player is in a small crawlspace)
* When reloading characters, ensure their animation frames are intact when the loaded game resumes
* Fixed problem of melee characters suddenly losing their ability to attack (occasionally melee anim not reach end)
* Fixed a corrupt X file associated with the WW2 Window B (now converted to work full with the amended X10 mesh loader)
* Fixed issue of ventilation segments causing portal culling issues (switched off portal culling for 'ventilation duct')
* Fixed crash caused by static entities that had been added (then subsequently deleted) during 'new' static entity builder
V1.10 BETA 3 - 16/01/10:
* NOTE: Fixed Roman Script (removing RUN) solving character float off floor issue (Model Pack 27 to follow)
* Increased intensity of dynamic light component by five to match equal sized static light (no dynamics bug)
* Added code to activate NORAGDOLL for all legacy model packs (designed for X9) to maintain consistency
* NOTE: Above 'character based' packs include model pack 4,cartoonfantasypack,dungeonpack,egyptian characters,fantasy characters,fantasypack,freaks and abominations,medievalpack,romanpack,tropical pack,vikingpack
* Added code to automatically copy over DDS/JPG/TGA/PNG texture files from the used legacy character folders
* Fixed bug causing LOADEDWEAPON flag in Entity Properties to fail, ammo is pre-loaded now when flagged
* Increased intensity of dynamic component of dynamic entities as well as above static universe geometry
* Added code from X9 fix which allows dynamic lighting data to retain consistency between quick and slow builds
* Fixed code to allow zero-textured static entities to be cloned for universe construction (invisible MP3 static entities)
* Changed code for ally control key detection to use scancode instead (caps lock no longer affects F, G and H keys)
* Fixed problem of initial looping sounds having zero volume (entity volume array only filled after initial script run)
* Fixed bug so characters now obey their PATROL AREA command from the AI (and move around randomly at start)
* Fixed rare bug causing X10 to crash on reloading a saved game from within standalone executable (old texture ptr sprite)
* Fixed issue of static geometry being FLAT SHADED, now uses X9-style curved shaded system using original mesh normals
* Added appearantigravity.fpi and code fix to allow antigravplatform to use this new script to use waypoint movement
* NOTE: FPS Creator was not designed for Windows 7 and any reports from Win7 cannot be actioned (Vista Only Product)
* Amended player-influenced platform standing code to perform accurately so can stand on same spot on moving platforms
* Prevented AI characters (enemy and neutrals) from cancelling waypoint following when they exceed their max range
* Augmented Save/Load data structure to include more states, object frames, player vertical view, gun view and AI/waypoints
* When reload a saved game, the selected weapon is now visible as it was when the level was saved
* When reload a saved game, the player verticle angle (pitch) is retained in the saved position and restored
1.10 BETA 2 - 10/01/10:
* Added new USER folder to EFFECTBANK and created a sample green-tint custom shader based on SIMPLE.FX
* Fixed issue causing respawning characters to start from their death positions, now starts from spawn spot
* Fixed issue causing M3 (and other) dynamic entities to disappear if a static version is also added to scene
* Fixed bugs permitting FPI Wizard to allow external/absolute paths (only FPSC relative files are allowed)
* Fixed bug causing custom shaded entities not to be picked up like regular dynamic entities
* Fixed bug causing objects to jump when you pause and resume the game during play
* Prevented Bloom Strength from being reduced to zero (causes bloom filter graphical corruption)
* NOTE: Some Model Packs (designed for X9) used binary multi-material x files which hide the texture information
* NOTE: In the above case, you need to manually copy the appropriate texture files to an exact copy of the folder
V1.10 BETA 1 - 17/12/09:
* Fixed bug causing large height static entities placed high in the level to crash the AI
* Added Game Creator Store as a built-in feature of the new merged FPS CREATOR interface
* NOTE: Be aware that if you experience a Setup10.DLL conflict, remove the PERFHUD folder from the BIN folder
* Fixed bug causing X9 and X10 serial code systems to clash when both on same system
* Fixed bug causing version numbers not to determine which value was higher when X.XX.XXX format used
BUGLIST AT OUTSET OF V110 UPDATE
Since V109 we have collected all the bug reports, and produced our reproducible list of the ones we intend to look at. We have also listed non-reproducibles and notes so you know what to expect from this process:
BUGS
* Fresh X10 + Latest Model Pack 3 - only see the shadows..
* Fresh X10 + Latest Model Pack 10 - http://forum.thegamecreators.com/?m=forum_view&t=151876&b=33
* Add ANTIGRAVITY script to allow platforms to follow waypoints
* When set spawn to 1/5 and spawn when dead to yes, BUG spawns at kill spot, not spawn location!
* When select a file in BUILD GAME LEVEL SETTINGS EDIT LOADING PAGE (background/music) outside FPSC it crashes!
* SMOOTHLIGHTMAPPING-RoughInX10 shows facet lighting issues in X10 (not present in X9 smoothness)
* When setting an enemy 'loaded weapon' to yes they still cycle through a reload animation before shooting
* NOTPATROLLING-aitest.fpm shows characters not patrolling (enemies and friendlies patrol area at start)
* Sound loops on Dynamic entities - link at http://forum.thegamecreators.com/?m=forum_view&t=152802&b=33&p=0
* I've noticed in v109 that when applying any shader to a dynamic entity you cannot pick it up.
* CUSTOMEFFECTSHADER-NoPickUp.fpm - can pick up regular entity, but not one with custom shader applied
* LOAD GAME issues:
http://www.youtube.com/watch?v=KmXeiR3rxAA
- the weapon is not in my hands after loading
- enemies are facing the wrong direction or do their start animation after loading
- player is looking in a wrong pitch after loading
http://www.youtube.com/watch?v=0z9h0-wDdNw
- physics go crazy when i repeating call the menu
* When using FPI to reduce BLOOM strength, internally cap at 1 (to avoid visual leftover artefact)
* All default X10 characters have their feet sunk into the ground, needs sorting (with MP and store compat)
* the dark ale : ZIP provided to prove shader inconsistencies (to check?)
* Dynamic light on it's own does nothing, add a ssecond light and it works
* FOLLOW, HOME, ATTACK should work in both lower and upper case key strokes
* Roman Soliders Pack (model pack 27) have their foot in the ground (to check?)
CANNOT REPRODUCE
* Disappearing guns issue, characters firing but holding no gun?
* Any report that was a simple one liner with no shots, steps or info naturally will not be fixed
NOTES
* No new features are planned for X10 as all new features will be part of the Migration Version moving forward
* If you are experiencing model pack issues that are reported officially as not reproducible, go back to your Order History and download the latest version of the model pack for X10 as we recently updated them all
* There are no plans to add any mod code to X10. Any future modding activity will be focused on the Migration Version
* X10 requires DirectX 10.1 which is not installed with Vista. You need to obtain the latest from Microsoft
* X10 is not designed to work on Windows 7 and Windows 7 operating system for X10 is not supported by TGC
* References to bugs that rely on using custom media or manual changes to the core files cannot be actioned
* Scripts carried over from X9 for model pack compatibility are not intended to reproduce X9 behaviour
* The particles in X10 are to demonstrate GPU particles and depth-reading, and cannot be customised
* Issues of importing custom media and related integration problems are not bug reports in this scope
* NOTE: Above relates to custom shaders, models, textures, skies and audio
* Semi-transparent textures are not permitted as static universe geometry, only solid opaque textures
* Metro Theator Pack is an X9 model pack only. Do not use this pack with X10.
This first post will be updated to keep you informed of additional information relating to the V110 update.
I drink tea, and in my spare time I write software.