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FPSC Classic Product Chat / V118 Public Beta 17

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JaredxD
15
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Joined: 13th Dec 2009
Location: Australia
Posted: 29th Nov 2010 07:38
I dont think it will, as I want to release a demo of my game, The Final Strike, I tried building a game, and it was just a black screen, and then i installed v1.17, opened my level, all the entities and lights were gone
So I just reintalles FPSC v1.18 Beta 3, and guess i have to wait till the next beta
I really hope its released soon, I need to get a demo out!

Boom.
defiler
16
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Joined: 4th Apr 2009
Location: Canada
Posted: 29th Nov 2010 08:19
The beta has made me not be able to not participate anymore in the splatterspawn comp , messed up the animated hud , and so now i have to reinstall everything , FML.

Still, i liked the water.

Limitless Box studios current project: Lost Contact

Omegamer
16
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Joined: 25th Feb 2009
Location: There
Posted: 29th Nov 2010 13:14
For me everything works perfect with the beta.
I love her!!!

Play to life,Life to play!!!
Flatlander
FPSC Tool Maker
18
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Joined: 22nd Jan 2007
Location: The Flatlands
Posted: 29th Nov 2010 19:09
Those who are trying to compare COD with making games with FPSC -- do you realize that the company that made COD Black Ops spent over $1,000,000 (one million US dollars). So yeah I think Lee could produce an engine that could make a game like that.

I reject your reality and substitute my own!

Add more adventure to your game -- use RPG Mod
bond1
19
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Location:
Posted: 29th Nov 2010 19:28 Edited at: 29th Nov 2010 19:35
Quote: " do you realize that the company that made COD Black Ops spent over $1,000,000 (one million US dollars)"


I'm sure they spent more than that just on marketing alone. It's been published that those COD games cost around 50 million dollars to make. Kind of makes you appreciate what a hobbyist can do with FPSC.


People want COD quality, but aren't willing to pay for it. Most here wouldn't even be willing to pay a week's wages for a single Activision artist's time - or even a single day's wages for that matter (which might get you a couple prop models). We've been lucky that all FPSC updates have been absolutely free.

"bond1 - You see this name, you think dirty."
SPECS: Windows7 x64, Intel Core i7 920, Geforce GTX 580, 6GB RAM
Omegamer
16
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Joined: 25th Feb 2009
Location: There
Posted: 29th Nov 2010 20:36
Sure you can´t reach COD´s quality but I think you can easily top the fun playing it if youre a good level\gamedesigner.

Play to life,Life to play!!!
A dude
15
Years of Service
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Joined: 15th Mar 2010
Location: The Solar System
Posted: 29th Nov 2010 21:44
Quote: "The water reflects the skybox fine, any issues such as offset with reflections is fixed by tweaking the shader and replacing the normal map. We cant really expect this to work straight out of the box as is."


No. I attached some proof. The water only reflects entities or segments. Because no matter how far you are from an entity, it will still reflect it.
Eggie
14
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Joined: 10th Oct 2010
Location:
Posted: 30th Nov 2010 04:51
When I test my game the screen is too bright. Every things almost white. How do I fix this problem?
BlackFox
FPSC Master
17
Years of Service
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Joined: 5th May 2008
Location: Knight to Queens Bishop 3
Posted: 30th Nov 2010 05:29
Quote: "When I test my game the screen is too bright. Every things almost white. How do I fix this problem?"


I answered this question in the other post you made.

- BlackFox

RPG Mod- Create a world full of adventure
Eggie
14
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Joined: 10th Oct 2010
Location:
Posted: 30th Nov 2010 05:57
Yeah I forgot I posted it on here too but red circles don't appear on the screen when I get shot anymore. I think this feature should be brought back.
Mr Love
20
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Joined: 9th Jun 2005
Playing: MAFIA 2
Posted: 30th Nov 2010 23:03
Some bugs found in V118 Beta 3...

1. objects deformed because a more wide screen.. Aiko look fat as a cow on My Widescreen. Dont have that problem with V118 Beta 1..

2. EXE cant be built(!)

3. Periodic lag.. (With only one object around, 20000 Polys in screen)

4. Water is not showing the right location from underside..

5. Buggy water-physics/Throw something in the water and You can hear a hitfloor sound...

6. Walk camera moves while swimming.. (Shourld be possible to turn off up/down movement even when walking. It just looks shaky!)

7. Max mousespeed (100) is to slow...

8. Falling off the world while swimming...

V118 Beta 3 is A buggy version compared to 118 Beta 1..
In My opinion LEE shourld take one or two steps back to avoid a disaster...

Guess what Aiko and I did this weekend...
Nomad Soul
Moderator
18
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Joined: 9th Jan 2007
Location: United Kingdom
Posted: 30th Nov 2010 23:31
@Mr Love

Agreed. I said a few pages back adding so many features in BETA3 seems to have really compromised stability. I'm guessing as its been a whilst since BETA3 was released they are working hard to sort all of the bugs out.

I'm sticking with V117 final until there is a significant update on V118 which address all of the issues. I noticed on google code activity on V118 seems to have picked up so lets see what happens.

A dude
15
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Joined: 15th Mar 2010
Location: The Solar System
Posted: 1st Dec 2010 01:00
When I build a game, there is no menu! And the title.fpi thing is so weird or is it supposed to be like that?

bruce3371
15
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Location: Englishland
Posted: 1st Dec 2010 04:19
So many people on here seem to be missing the point of what exactly a beta release is all about.

A beta release is for people to test and report bugs. It is not in anyway meant to be a finished product.

If you are developing a game which needs a stable release, I suggest you don't install any kind of beta, but wait for a final release instead.

Only install a beta release if you are willing to put the time and effort into testing it and reporting any bugs you might find.

Flatlander
FPSC Tool Maker
18
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Joined: 22nd Jan 2007
Location: The Flatlands
Posted: 1st Dec 2010 04:38
I agree with bruce3371. That is why you don't see me on this thread so much because I don't have the time to test the beta like I have in the past. My hat is off to all of those who are willing to test the betas.

I reject your reality and substitute my own!

Add more adventure to your game -- use RPG Mod
BlackFox
FPSC Master
17
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Joined: 5th May 2008
Location: Knight to Queens Bishop 3
Posted: 1st Dec 2010 04:45
Quote: "A beta release is for people to test and report bugs. It is not in anyway meant to be a finished product."


Could not have said it better myself. Those of us that program for a living, are IT professionals, or have any level of experience in the computer field, already know you never rely on any beta version for a finished product.

- BlackFox

RPG Mod- Create a world full of adventure
Mehzeb
16
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Joined: 30th Dec 2008
Location: Cryogenic Nightmare
Posted: 1st Dec 2010 14:59
Quote: "Could not have said it better myself. Those of us that program for a living, are IT professionals, or have any level of experience in the computer field, already know you never rely on any beta version for a finished product."


Yeah, my thoughts exactly. But you have got to admit, there are quite a few bugs in the latest release. I mean, sure, there's going to be some invariably, but Beta 3 is buggy beyond belief.

My Rig: Intel Core i7 930 2.8ghz (OC'd 3.8ghz), Asus P6X58D-E Motherboard, 12 GB Corsair DDR3 1600Mhz Ram, ATI 5970 2Gb X2 Crossfire, 2TB 7200RPM HDD, Bluray DVD/RW Combo.
bruce3371
15
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Joined: 4th Aug 2010
Location: Englishland
Posted: 1st Dec 2010 17:46
Quote: "but Beta 3 is buggy beyond belief."


Which is why we report those bugs, so that they can be ironed out. Again, this is what a beta version is for.

Akanto10
15
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Joined: 24th Apr 2010
Location: Earth
Posted: 2nd Dec 2010 00:55 Edited at: 2nd Dec 2010 00:56
Can't wait for the next beta (I've heard multiple times that most of the bugs are being fixed). I just wish it was easier to script so that they would have an easier time working out the bugs and getting out a new update. But enough about 100's of years into the future, I'm just glad they're giving updates for free!
Crimson Night
19
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Joined: 26th Feb 2006
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Posted: 2nd Dec 2010 16:17
Right, I've read most of these pages and I intially got the black screen error whenever building a game but managed to work my way around that - but after clicking 'new game' nothing loads, I just get runtime error 7722 - any suggestions?

www.crimsonnight.com
Crimson Night
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Posted: 2nd Dec 2010 16:18
Also any news on bond's bloom enchanement?

www.crimsonnight.com
GLaDOS
16
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Joined: 16th Jul 2009
Location: Italy
Posted: 2nd Dec 2010 16:58
Some Bugs i founded
1: Sometims by trowing stuff in the water object may be invisible when underwater
2:the mouse reflects on the water (WTF)
3:when an friendly AI kills An Enemy Whit ragdoll its buggy (not always)
4:END ZONES wont work
5:build a game wont work (the game wont work)
6:The game lags, and even whit a little map the polygons numer is extremly higth
7:sometimes the muzzle flashes appears in the wrong place (on the hands)
Now a little Suggestion: deadtive the animation when the ragdoll its actived.
Its all for now

Team Fortress 2 Lover
TF2:best game ever created
SOURCE:best Game Engine EVAR
Plystire
22
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Joined: 18th Feb 2003
Location: Staring into the digital ether
Posted: 2nd Dec 2010 17:26
Quote: "I just wish it was easier to script so that they would have an easier time working out the bugs and getting out a new update"


Ease of use and power are always traded off. The easier a language is to use, the less power there will be in using it. Of course, not everyone needs ultimate power, which is why I think TGC does so well with their products.


The one and only,


Only those who sow the seeds of their desires will reap their benefits later.
However, I have seeds of my own to tend to. I don't have time to be someone else's watering can.
Crimson Night
19
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Joined: 26th Feb 2006
Location:
Posted: 2nd Dec 2010 19:20
would someone please tell me how to downgrade (without uninstalling as I have a lot of model packs/customisations) - thank you!

www.crimsonnight.com
GLaDOS
16
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Joined: 16th Jul 2009
Location: Italy
Posted: 2nd Dec 2010 19:28
u cant
just stay whit this beta until the final relase.

Team Fortress 2 Lover
TF2:best game ever created
SOURCE:best Game Engine EVAR
Stefos
14
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Joined: 31st Oct 2010
Location:
Posted: 2nd Dec 2010 19:33
Quote: "would someone please tell me how to downgrade (without uninstalling as I have a lot of model packs/customisations) - thank you!"


Make a copy of your files folder then remove all accept your files folder. Install version 1 of FPSC from disk and make the update from the website. Drop your files folder into your NEW FPSC FOLDER to replace the default files folder.

http://www.comix-sandbox.com
Eggie
14
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Joined: 10th Oct 2010
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Posted: 3rd Dec 2010 05:20
Does anyone know when the full version will be released? I'm going to make a game for my friend for Christmas, but I need the final version at least a week before Christmas. Otherwise I'll just just stick with v117. If someone can at least tell me if it'll be done a week before Christmas that would be helpful.
BlackFox
FPSC Master
17
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Joined: 5th May 2008
Location: Knight to Queens Bishop 3
Posted: 3rd Dec 2010 05:24 Edited at: 3rd Dec 2010 05:25
Quote: "if it'll be done a week before Christmas that would be helpful."


I would take a bet and say not likely. But the only person who would be able to say for sure is Lee.

- BlackFox

RPG Mod- Create a world full of adventure
Silvester
19
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Joined: 7th Dec 2005
Location: Netherlands
Posted: 3rd Dec 2010 08:48
I doubt we'll get anything properly stable and finished until V1.20 anyways, considering the source lists it's 1.20 they're working on. And I highly doubt it'll be out before Christmas, at least I wouldn't count on it.. Have you ever taken a look at the source? Not only is it an unorganized mess(In my opinion, I can find my way around it if I have to, but I'd prefer not breaking my head over that spaghetti) it's also HUGE, there's so many things that can break by changing minor things. I rather have a properly debugged program 3 months later then something buggy and awful right now.
jules
15
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Joined: 19th May 2010
Location:
Posted: 3rd Dec 2010 14:53
When will the 1.18 (no beta version) will be released you think?
Is the 1.18 (not the beta) a full working version with water and everything else working?
Silvester
19
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Joined: 7th Dec 2005
Location: Netherlands
Posted: 3rd Dec 2010 17:18
*points at his post above yours*

Please read more thoroughly.
Arseny
14
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Joined: 16th Aug 2010
Location: Russia
Posted: 3rd Dec 2010 18:37
Melee animations don't want to work on my custom weapons(I've animated them, don't think, that I am fool), but they work ONLY on EAI Berreta M9.Gunspec command are the same.Maybe I must to create a special bone in the model, or something else?.Please, help, the life if my project is depends on your answer!
Arseny
14
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Joined: 16th Aug 2010
Location: Russia
Posted: 3rd Dec 2010 21:01
Any suggestions?Maybe FPSC has a frame limit on the weapons?
Arseny
14
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Joined: 16th Aug 2010
Location: Russia
Posted: 3rd Dec 2010 22:00
I removed melee frames in the start of animation, like in EAI m9, and now it works.Thanks
MK83
FPSC Reloaded TGC Backer
19
Years of Service
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Joined: 10th Jun 2006
Location: Greeneville, TN
Posted: 4th Dec 2010 02:55
Don't know if it has been mentioned, but, with fullshaders on some of the characters in model pack 4 are black, and, some aren't. With fullshaders off they work just fine. What could the problem be? See attached pic.

mk83 Productions
Eggie
14
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Joined: 10th Oct 2010
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Posted: 4th Dec 2010 05:57
Don't know if this has been pointed out, but when you run out of grenades, you still see one in your hand.
MK83
FPSC Reloaded TGC Backer
19
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Joined: 10th Jun 2006
Location: Greeneville, TN
Posted: 4th Dec 2010 07:57
Texture path does not exist for any of the scifi alt ammo. see example. version 1.18 beta 3

mk83 Productions
Cyborg ART
18
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Joined: 14th Jan 2007
Location: Sweden - Sthlm
Posted: 4th Dec 2010 09:03
Quote: "Texture path does not exist for any of the scifi alt ammo. see example. version 1.18 beta 3"


Weird, those should have been replaced. Dont know if I have sent Lee a update for this a time ago. Will fix this.

Nomad Soul
Moderator
18
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Joined: 9th Jan 2007
Location: United Kingdom
Posted: 4th Dec 2010 15:26 Edited at: 4th Dec 2010 15:27
I have a question which might be a bug but not sure

In the FPSC setup file there is a command 'extracollisionbuilddisabled=1'.

I remember reading this extra build process is to give better collision with the player and the environment but if I switch it to 0 I get a build error 'AI container (5) does not exist'.

Does anyone know if this is working or is there a problem with my map ?

Gun_Guy
17
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Joined: 11th Nov 2007
Location: UK
Posted: 4th Dec 2010 22:20 Edited at: 4th Dec 2010 22:27
One thing that HAS to be fixed is the Runtime Error 118.

It says "Runtime Error 118 - Array does not exist or array subscript out of bounds at line 6642".

I have managed to fix this bug once by removing an entity that was on top of another entity. I never got this bug in v1.16 and below, it was v.1.17 when I started getting this error.

I get this bug when I start the level and shoot a gun at an enemy. I am using stock media and the Dark AI v1.17 scripts.
spudnick
14
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Joined: 30th Nov 2010
Location:
Posted: 6th Dec 2010 14:28 Edited at: 6th Dec 2010 19:42
hi all, i have bought this software a week ago and at v 17.009 im still finding/having bugs on error 118 using the bananza stock files. and that is using the multiplayer function, Meaning if i host a game on a/my power pc with xp pro 3 gig mem but do have 6 gig of ram /cus i run other OS as well as just Xp pro that can only reckonise 3gig of memory,for those that dont no that , Anyway my system spec on Xp pro 3 gig mem 1gig nvidia dt 240 GFX card and all updated drivers that runs all latest games like MOH and COD and civ 6, so my point is i runn servers either linux windows server 2008 and know about server programs and what not, but for the likes of me i can't join into a game that i host using Fpsc 17 or 18- on my xp pro system that does get reckonized on other pc's on their nework running the client version. so the error i get is that their is a memory error, (sorry forgot the error code at the moment, but any way my map is 1.520 gi big and all my laptops and other pc's have other 2&3 gig memory with all using 1 gig nvidia FX @ 9800 and more.
so my main point is that is i can not join any game hosted on any of pm pc's @7 of them. my ip address is sout out upon connections and my roughter is configured to in and out bout ports @2303 and so are my fire walla too. so hence im lost on whats the problem,

their was someone about a year agor had the same problem in our forum ,but hey he/she did not forward the solusion.

i would and many others would bre greatfull for any help,
Woolfman
17
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Joined: 19th Sep 2007
Location: Cave
Posted: 6th Dec 2010 20:18
MK83
FPSC Reloaded TGC Backer
19
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Joined: 10th Jun 2006
Location: Greeneville, TN
Posted: 7th Dec 2010 19:13 Edited at: 7th Dec 2010 19:14
Anyone have any help on my model pack 4 problem posted Dec. 3rd? 5th post from the top. This page.

mk83 Productions
mickeyb
19
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Posted: 7th Dec 2010 20:48
Quote: "Anyone have any help on my model pack 4 problem posted Dec. 3rd? 5th post from the top. This page."


I have the same problem with some of them that use the

effectbank\bumpbone\bumpbone.fx got them to show up by
changing to effectbank\fastbone\fastbone.fx etc.
Bejasc3D
16
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Joined: 17th Aug 2008
Location: Down Under
Posted: 8th Dec 2010 01:02
Not sure if it has been pointed out, but

when in a room full of water with doors (submerged in water), and you sit above the water, and look at the doors, they appear to be open.

Your signature has been erased by a mod - Please reduce it to 600x120 maximum size
MK83
FPSC Reloaded TGC Backer
19
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Joined: 10th Jun 2006
Location: Greeneville, TN
Posted: 8th Dec 2010 04:36
@mickeyb
That worked, thanks.

mk83 Productions
A dude
15
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Joined: 15th Mar 2010
Location: The Solar System
Posted: 8th Dec 2010 21:07 Edited at: 8th Dec 2010 21:08
Can you PLEASE fix the build game black screen bug?
Plystire
22
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Joined: 18th Feb 2003
Location: Staring into the digital ether
Posted: 8th Dec 2010 21:24
Can we PLEASE stop spamming the thread asking them to fix bugs that they are probably already aware of?

Thank you.


The one and only,


Only those who sow the seeds of their desires will reap their benefits later.
However, I have seeds of my own to tend to. I don't have time to be someone else's watering can.
bruce3371
15
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Joined: 4th Aug 2010
Location: Englishland
Posted: 9th Dec 2010 02:59 Edited at: 9th Dec 2010 03:00
Quote: "Can you PLEASE fix the build game black screen bug?"


If you'd bothered to read the full thread, you'd know they've already fixed this and will release the fix in the next beta.

To quote knxrb from several pages back;

Quote: "Just to let you all know, the black screen after building a game has been fixed and should be in the next beta."


Mr Love
20
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Joined: 9th Jun 2005
Playing: MAFIA 2
Posted: 10th Dec 2010 08:50
Found a bug in My brain. (Just kidding, LOL!) No serious, I found two new bugs..

1. Weapon animations for user weapons are not working as they shourld. My AK47 worked fine in V118_B1 but not in V118_B3. In automatic mode it shot only one shot or not at all, it felt unstable sadly.. (Confirmed as others had this bug too)

2. When the build menu is open and I want to set ambient lights and hud settings the menu refuse to open after the button is pressed..

3. Bug number 1. in My former post is not a bug.. The screen looked extreamly wide becouse of a problem in My computer but be happy, this means that Aiko isnt fat like a cow!

I also have a "wondering" about Characters change their leg while turning at a waypoint.. This makes it impossible to use 6-8 waypoints (Very close) in an "L" or "U" shape to make the Character turn more smooth and mutch more realistic.. Cant You set it back as it was earlier Lee??

Guess what Aiko and I did this weekend...

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