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FPSC Classic Product Chat / V118 Public Beta 17

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Posted: 4th Jan 2011 07:06
I think I must've been a tad mis-understood.

I meant "why not" as in why hasn't the source code for efxmod been released? It would save lee and the team a ton of time fixing these problems. when they seem to be fixed in efxmod.

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, XFX 780i SLI Motherboard
old_School
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Posted: 4th Jan 2011 07:08
I dont think Nighthawks around anymore to ask for the release. But I could be wroung. Who knows. Lots of people come and go on here, you know that lol
Thraxas
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Posted: 4th Jan 2011 09:58
It would also depend on how much money he wanted for the code he wrote. You can't expect him to give it to TGC for free.

Your signature has been [mod edited] :-p
Wraith Staff
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Posted: 4th Jan 2011 12:54 Edited at: 4th Jan 2011 12:56
Quote: "It would also depend on how much money he wanted for the code he wrote. You can't expect him to give it to TGC for free."


It wouldn't hurt to ask would it? Not to mention that it would probably be in TCGs best interest to at least see, even if it would cost a smidge (IMO). EFX in the official migration would be the best thing ever... Especially when PB updates to include it and if we're lucky, Fenix Mod too . (What, I can dream can't I!?)

Quote: "Will the Lightmapping thing by Goblin be in 18? I seen the mod and thought it looked promissing. Hope it fixes the lightmapping useage. "


I sure do hope so

Dark Goblin
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Posted: 4th Jan 2011 13:17
So first the dynamic lighting will not be in the official migration version, as it still is nothing that works well in FPSC, because of the segment system. So dont expect anything like that.

The water code of efxMod is something different. I could ask Nighthawk about it as I know him personally and maybe he will give it to me, but I doubt it, as he always was like "Its my source, dont touch it!"

Nomad Soul
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Posted: 5th Jan 2011 02:18
@Dark Goblin

PLEASE put your deferred rendering system in V118/V119

If it can be implemented in a stable way somehow it would be the biggest thing since Dark Lights was added in V106.

Maybe Dark Goblin will be ok about releasing the water part of EFX mod if not the whole thing. Most people want to see FPSC improve because it has so much potential.

michael x
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Posted: 5th Jan 2011 02:52
thats funny I knew the water did not look as good as fpscx10 water. the water in efx mod was the best looking water I seen in fpscx9.

more than what meets the eye

Welcome to SciFi Summer
Ctamerica21
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Posted: 5th Jan 2011 03:27
i was wondering how 2 turn down the bloom? Can anyone tell me how
Dark Goblin
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Posted: 5th Jan 2011 03:57
Quote: "
PLEASE put your deferred rendering system in V118/V119

If it can be implemented in a stable way somehow it would be the biggest thing since Dark Lights was added in V106."


There would only be one way to get it in and have it run on a decent speed.
We would not use any post-processing effect of the Deferred Shading, only the shadow part. Than we could render the lighting (the dynamic one) with the dynamic lights of FPSC and still use the static lightmapping (so DarkLights). So we have a combined lighting system, dynamic and static. Because dynamic lights are limited to max. 8 Lights on scene at once, you could use them in situations, where you really need dynamic shadows to appear. Also I would need to get the Shadow Image half transparent and all, which could be a real problem. Because the way I used it in CorVus Mod is not the way, we need this to do to have it working with all the other effects and that. But for now I dont know if I have the time to add the Advanced Lighting thing into FPSC, as it would need to get all objects etc. and than add the shadow image to our scene, like a post-processing image. Its very difficult to do this and I dont know if it will every work perfect (if I start working on it anyway). This addition would be the hardest ever tried in the history of FPSC, I think.

I dont say I will start doing it, but as far as I know me, I will try it anyway. But there is a big chance, that it will fail. And no, the old way I added the Deferred System into FPSC is not what I would say, can be in an official update.

I hope you understand what I mean.


As for the efxMod water I havent had the time to talk to Nighthawk and I still think he will not give the source to me. Also the Developer have someone who is creating the water shader inside the source and I am also not realyl allowed to change it.

Nomad Soul
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Posted: 5th Jan 2011 13:54
@Dark Goblin

If you could get the dynamic shadows to work with FPSC dynamic lights that would be amazing.

I read ID software are using a combination of static and dynamic shadows for their new game RAGE so thats a perfectly good approach. For most cases in FPSC you can use 1 primary light source in a scene to create dramatic shadows with smaller fill lights. This is how a lot of the level design for Doom3 was done and I don't think the 8 dynamic lights in a scene limitation would be an issue for FPSC.

If you can get the dynamic shadows added it would be a huge step up for the engine.

Please try!

uzi idiot
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Posted: 5th Jan 2011 18:37
great to hear, Dark Goblin. (did you use this real-time soft shadow shader:http://www.evolved-software.com/shaders/shadowing for corVus mod?)

good frame rates matter...
Dark Goblin
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Posted: 5th Jan 2011 20:09
no, I used Advanced Lighting!

DarthBasicVader
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Posted: 5th Jan 2011 20:43
Seems like time to release another beta ...
Just read these new updates from google code ...

- Updated source to use the included light ray media files.
- Updated FPSC to disable GUI-X9 build code as it's applied
after build now. Also added Dark Goblins' 'LightRay'
code to include the light rays effect from his mod.

Riccardo
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Posted: 7th Jan 2011 03:18
Quote: "If you could get the dynamic shadows to work with FPSC dynamic lights that would be amazing."


@all:
This has nothing to do with the official beta or anything but I want to get this out right now.
I have started with the idea to add dynamic shadows into FPSC and right now, the segments and static entities can all cast dynamic shadows from another light source (which for now is not based on any light in the editor, but will do this after the whole system works completly).
As this effect needs a lot of additional work to be done by the user, I think its not good idea to add this effect into the official version, as it would kill the illusion of an easy engine.

But I think I will start it as a Mod, so the ones who want to use it, can do it and I will try to always update it with the newest source code available.

After everything works out (for the static universe for the beginning) I will open a new thread for it and post all new information in this new thread. But because the dynamic shadows were a topic in this thread, I thought of writing this post here.

Wish me some luck and this can really work in the end!

Nomad Soul
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Posted: 8th Jan 2011 00:16
Quote: "Wish me some luck and this can really work in the end!"


I wish you luck but it looks like you already made great progress!

This is going to be superb.

DarkJames
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Posted: 8th Jan 2011 00:41
Nomad, Can you get online?

Nomad Soul
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Posted: 8th Jan 2011 00:49
On now!

hukuta94
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Posted: 8th Jan 2011 12:47
Children how to use particles? Explain please as they are created and as them to include in the level?
A dude
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Posted: 8th Jan 2011 19:50
Quote: "How do I enable depth of field?"
starmind 001
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Posted: 9th Jan 2011 01:15
Quote: "How do I enable depth of field"
In your setup set " postprocessing=1 " to " postprocessing=2 " and it should work. If you get lost you should have a setupdescription in your fpsc folder. If not here is what it says:

Quote: "postprocessing=set to 1 to enable automatic BLOOM, set to 2 to enable DEPTH OF FIELD rendering"


I hope this helps.

hukuta94
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Posted: 9th Jan 2011 19:03
Quote: "Guys how to use particles? Explain please as they are created and as them to include in the level? "
Pirate Myke
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Posted: 9th Jan 2011 19:18 Edited at: 9th Jan 2011 19:20
Particles are not working in this 118 beta 3. I believe they were working in 117 release.

Particle Decal System
Built on the foundation of the existing decal system, a new type of decal allows the spawning of particles and those particle properties can be changed to suit your game. Below is a step by step guide to creating your own particle effects:
1. Start the software with a blank level and create a simple floor
2. Go to Add New Entity and select GENERIC / DECALS / DUSTPUFF
3. Add this decal to the scene, then right click it to enter the properties dialog
4. Change the main AI script from DECAL.FPI to DECALPARTICLE.FPI
5. Leave CUSTOM SETTINGS to YES
6. Change the values in the Decal Particles group then run test game to see results
Decal Particle Properties
offsety : Vertical adjustment of the start position
scale : A value from 0 to 100, denoting size of particle
randomstartx : Random start area
randomstarty : Random start area
randomstartz : Random start area
linearmotionx : Constant motion direction
linearmotiony : Constant motion direction
linearmotionz : Constant motion direction
randommotionx : Random motion direction
randommotiony : Random motion direction
randommotionz : Random motion direction
mirrormode : Set to one to reverse the particle
camerazshift : Shift particle towards camera
scaleonlyx : Percentage X over Y scale
lifeincrement : Control lifespan of particle
alphaintensity : Control alpha percentage of particle


It is in the addendum.rtf file i the docs foler.

there is also a thread that shows a bunch of settings and results.
http://forum.thegamecreators.com/?m=forum_view&t=173582&b=21

Nothing but coffee in my veins 'Insomnia is Coming'
The Zoq2
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Posted: 9th Jan 2011 20:06
Quote: "randomstartx : Random start area
randomstarty : Random start area
randomstartz : Random start area"


This dosn't work for me

Quote: "Particles are not working in this 118 beta 3. I believe they were working in 117 release.
"


Download the build that someone compiled a few pages back instead, it works in there

Srry about my english im from sweeden
Nomad Soul
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Posted: 9th Jan 2011 20:42
Yes, particles needs to be fixed in V118 beta.

Pirate Myke
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Posted: 10th Jan 2011 03:23
I just downloaded the build from Sylevster. Particles do work in that build rather nice. Also has not crashed on me yet. Getting ready to try water. Things are getting better. The new beta should be great. Thanks Silvester for compiling. Thanks the zoq 2 for pointing me to the build link.

Nothing but coffee in my veins 'Insomnia is Coming'
hukuta94
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Posted: 10th Jan 2011 21:59
Pirat Myke,Many thanks! I shall wait for correction at 1.18. Do not know, when will release next beta ?
Pirate Myke
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Posted: 11th Jan 2011 03:10
Your welcome. Sylvesters build is stable and fps have increased on my machine, and got particles back. I have tried it with a few levels made and works good.

Nothing but coffee in my veins 'Insomnia is Coming'
Mr Love
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Posted: 12th Jan 2011 22:04
The water in EFX was nice looking but did slow down everything..
I think LEE says No Thankyou!

Guess what Aiko and I did this weekend...
Dark Goblin
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Posted: 12th Jan 2011 22:57
Quote: "The water in EFX was nice looking but did slow down everything.."

and what does the one in 118? ^^

DarkFrost
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Posted: 13th Jan 2011 00:49
I don't understand why everyone said EFX slowed things down... hell as odd as it sounds it sped things up and gave me smoother gameplay.

[img][/img]
LeeBamber
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Posted: 13th Jan 2011 03:15
Hi Guys,

Just to give you a quick update on the next V118 beta. As soon as Robert has finished his testing of the new GUI-X9 editor (allows you to create your own custom screens, drag and drop style) we'll drop it in and let you loose on the update.

In the meantime, could I ask a member of the public beta team (you guys) to go through this thread from about page 5 and list out all the issues (whether you can reproduce them or not), and post it here. I can then collect the various list into a unified collection and then see how many of them are reproducible. I am eager to release V118 to show the wider world the cool new toys we have, but I want it to be as solid as possible. As the list(s) comes in, and you find your bug is not there, just add it to the thread.

One motivation for you is that we might have something rather cool for you in V119, and it makes sense to ensure V118 is as stable as V117 and you have new stable features to play with!

I drink tea, and in my spare time I write software.
Pirate Myke
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Posted: 13th Jan 2011 03:40
This is excellent news. Thank you development team and Beta testers.

Nothing but coffee in my veins 'Insomnia is Coming'
Deathcow
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Posted: 13th Jan 2011 13:42 Edited at: 13th Jan 2011 13:44
I took the time and compiled the list of the bugs. I just copy and pasted the post for context.

I'm not sure if it is all of them, but it was the ones I could find.

DC

Bug 1
Okay, i found another bug,i'm not sure if this is a new bug since i have not built a game since v117 was ready, but every time i try to build a game, the FPSC crashes during the last step. The interesting thing is that i found a few older maps (v116)that caused v116 to crash or play diashow, but work perfectly now. However, everything i try to build with v117 or v118 beta3 and looks like more than maybe a few minutes of work crashes. screenie attached.
http://forum.thegamecreators.com/xt/xt_apollo_pic.php?i=2106336
Bug 2
Don't know if someone said this bug with the water but here goes. When looking down into the water at the bottom part of a door you can see through the door before it's even open.
Bug 3
I have problems when i want to load a savegame of a built game. The loading bar goes right to the end and sometimes it stops there shortly before the end. tested it with stock and custom media
Bug 4
Hi, all!

I'm writing some remarks concernig the water effect in FPSC release 1.18.003


a. After throw something like a barrel, for example, after falling in the water, it sticks like in the mud and not

into the water, because no floating happens, the object sunk in the water and remains frozen. In the water if you try

pushing the object, no linear movement happens, it just spinning around.


b. If you shoot into the water, does not happen also, any reaction such as ripple effect or water gush in the impact point of the bullet.



c. You see a reflection of water on the horizon like silver sparking, sometimes black sparking, even without any lighting on the scene. Please, check it out the pictures in attachments.


Now some comments concerning weapons in FPSC release 1.18.003

a. First of all, I apologize if I'm making some mistake, but a think some weapons are showing a recoil effect a bit exaggerated or too much realistic, eg UZI, Tommy gun, MP40, Vickers. I don't know if there are other with this feature.Also UZI fire rate are very slow

Congratulations for the this great hands art work, where you can see the finger pushing the trigger when you shoot something in game, very nice!


I hope the remarks above be helpful to improve further this great software.

All the best.

Northern


My PC configuration:

Operational system: Windows Vista Home Premium
Processor: Intel Core 2 Quad CPU 8300 2.50 GHz
RAM Memory: 4 GB
Video Board: NVidia GeForce 9600 GT
Direct X installed: Version 10
Monitor Samsung SyncMaster P2270
Bug 5
V1.08 Beta 3

I get error messages when trying to open levels when FPSC crashes. See attached.

Error message attached say Levels might be too large - I already cut them in half from V.1.0 sizes.
http://forum.thegamecreators.com/xt/xt_apollo_pic.php?i=2116280
Bug 6
First thoughts: Very good! Nice! But then when i went deeper to it i noticed something.. i found the ragdolls! Finally! but then, when i tested those ragdolls.. i must say i have never seen anything buggier. character which died just disappeared and when i looked to sky they where floating in there.



And guestion about full screen bloom. Is it meant to blur whole screen? Because with me it does that.. so can i change my full screen effect somewhere? And it would be better if we can control fullscreen shaders with scripts.. then we finally would make flashbangs and more cool stuff
http://forum.thegamecreators.com/xt/xt_apollo_pic.php?i=2121961
Bug 7
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...
Bug 8
More bugs found...

-darkai.fpi is causing an error while using it!
"Runtime error 118 - Array does not exist or array subscript out of bounds at line 7601"

-Sound problem with automatic user guns, can only hear one shot while shoot auto..

-Physics: Objects are dropped after picking something up, most often while You turn the camera to fast.. (Small objects specially)

-Physics/Collision: Objects that have been dropped or perhaps thrown into a wall are often penetrating the floor/wall.. (Mostly smaller objects)
Bug 9
2 possible bugs:

When swimming in submerged (or even nearly submerged) corridors underwater, you can jump through the ceiling

I couldnt use the python without crashing in test game as soon as i wanted to pick it up.
Bug 10
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.

Scene Commander
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Posted: 13th Jan 2011 14:09 Edited at: 13th Jan 2011 16:02
In addition, I didn't see these on the list

guns are sometimes appearing at the feet of characters

AI characters often stand still is any waypoints are used in a level

Quite a few users seem to be encountering this

http://forum.thegamecreators.com/?m=forum_view&t=180058&b=21

Particles aren't working

Win zones aren't working.

I think some of these may have already been fixed, but I've encountered them all at some point or other.

http://jimjamsgames.yolasite.com
Scurvy Lobster
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Posted: 13th Jan 2011 14:14
What concerns me is the water and the ragdoll. They are some of the few areas where FPSC X10 is still ahead of X9.

I would rather have a V118 without ragdoll and water than having these two features take a long time to finish.

Still, V118 looks like an awesome package and it will move FPSC another leap forward.

Scope
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Posted: 13th Jan 2011 19:44
V118 Beta 3 Bug. When you put a key on the floor,then test the game no key is found.
Scope.
Soviet176
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Posted: 13th Jan 2011 19:54
A lot of those problems are fixed guys. Really the only problems we are getting right now lee is the lag. Really anything over 80K polys is destroying the FPS. I have gotten FPSC to run around 120,000 polys at around 16 FPS but I think its because of my computer. Perhaps a better way to handle polygons? a tune up perhaps?

Other than that, what is already been posted that hasn't been fixed.



Aside from the arena issues could not let you off that easy lee!

Putting fear back into sliced bread since 4th May 2010
defiler
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Posted: 13th Jan 2011 21:37
Glad to hear that lee, I wonder what this new feature for 119 will be!

Current Project: Lost Contact: Station 7
Deathcow
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Posted: 14th Jan 2011 12:21
@defiler

I'm hoping it is a tarrian system. Using heightmaps which would be so cool and would make tarrian making easier.

http://en.wikipedia.org/wiki/Heightmap

@Scurvy Lobster

I only included what I could find, so there maybe ones I missed.

DC

defiler
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Posted: 14th Jan 2011 19:46
Offtopic: it's spelled terrain, just do ya know

Ontopic: well, that would require a external editer most likely because of fpsc's collision system, so if were to be given a updated collision system, then It would work.

My guess is that we might get some ingame cinimatic feature.

Current Project: Lost Contact: Station 7
Deathcow
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Posted: 14th Jan 2011 20:02
@defiler

Thats abit petty don't you think?

DC

uman
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Posted: 15th Jan 2011 00:42
Yes please lets keep it friendly and on topic.

Behaviours will be noted and recorded against users profiles.



250 seamless textures : http://www.umedia.co.uk
Bigsnake
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Posted: 15th Jan 2011 03:59
Quote: "Behaviours will be noted and recorded against users profiles."


I know this is offtopic but defiler was helping Deathcow with his spelling which isn't all a bad thing, if anything it better then it is bad because it's helping out fellow forumers.

Anyway, Havn't seen much activity in FPSC for a while now, i've been gone for a few months aswell, hoping to see something soon

Windows 7, Amd Athlon 7750 Black Editon, ATI Readon HD 6850, 4gb Ram.
uman
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Posted: 15th Jan 2011 17:57
Bigsnake, your comments too have been noted against your profile. I suggest you leave the Moderators to Moderate and keep your comments on topic or you can have another couple of months off.



250 seamless textures : http://www.umedia.co.uk
Ausculta
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Posted: 16th Jan 2011 01:45 Edited at: 16th Jan 2011 06:43
1.18 Beta 3 was working fine for me at first, but I've suddenly run into an odd problem. On launch, I get an "Application was unable to start (0xc0000005)" error and the program crashes. I tried un-installing and re-installing - Version 1 of FPSC, freshly installed from disc works fine, v1.18B3 immediately crashes after the patch is applied.

<Addendum Edit>
Did some more testing - Currently all FPSC versions higher than 1.16 crash on my comp with the the same error. I've tried doing clean installs and then updating with no luck, and I've also run both memory and hard drive tests on my system. The error remains the same.

What strikes me as odd about this is that last weekend 1.18b3 would load fine.
The Zoq2
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Posted: 16th Jan 2011 10:33
Their might be something wrong wit a file in the files folder, try reinstalling fpsc and not putting the old files in.

Srry about my english im from sweeden
Ausculta
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Posted: 16th Jan 2011 17:10 Edited at: 16th Jan 2011 17:14
Quote: "Their might be something wrong wit a file in the files folder, try reinstalling fpsc and not putting the old files in."

Tried that, still having the same issue. No versions higher than 1.16 will load any more, 1.17 and any of the 1.18 betas crash with the "Application was unable to start (0xc0000005)" error.

I even went through and un-installed any applications I had installed since the last time FPSC 1.17+ would work, still crashes. Thought it might be an issue with my ready boost drive, so I disabled that - Still crashes.
Squalker
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Posted: 16th Jan 2011 21:56
Quote: ""Application was unable to start (0xc0000005)""


This error occurs when there is a problem with ntdll.dll ... the dll file has become corrupt...

If you have ran any form of registry clearer as of late run it again and undo any changes it has made to your system. If that fails try running system restore to a state prior to the error showing up.

otherwise you will need to run windows repair with your windows setup disc..

ntdll.dll is a shared system file that is used by a number of applications so it is really not uncommon for it to end up corrupted by one application or another..
Deathcow
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Posted: 17th Jan 2011 00:02
@Ausculta

What version of windows are you using and have you updated your DirectX?

DC

SkunkWorks
16
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Joined: 13th May 2010
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Posted: 17th Jan 2011 20:47
Compiled game freezes on black screen. Anybody knows the reason?
Test run from editor works fine...

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