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FPSC Classic Product Chat / V118 Public Beta 17

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Hockeykid
DBPro Tool Maker
18
Years of Service
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Joined: 26th Sep 2007
Location:
Posted: 17th Jan 2011 21:18
Quote: "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"


I've tried to reproduce this by building some of the maps that come with FPSC such as Simple.fpm and it seems to work just fine. Could you make a map using stock media that has the issue and email it to [email protected]

Quote: "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."


Could not reproduce, please provide me with more specific reproduction steps such as what door to use.

Quote: "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"


Can not reproduce. What beta of V118 are you using and are the maps you are testing it with built in the version of V118 your using or an older version of FPSC?

Quote: "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"


A) Fixed
B) There should be some splash decals for shooting at water, can you confirm?
C) This is apart of the camera clipping issue with DBPro, I have emailed Lee about it.

Quote: "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"


Could you please provide me with a level made of stock media that shows this issue. Email it to
[email protected]

Quote: "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"


Which characters were you using the ragdoll with?

As for bloom, I encourage you to use bond1's adaptive bloom shader.

Quote: "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..."


1. What resolution are you using?
2. Please elaborate
3. Please elaborate, is the fps constantly doping a rising, is your level script "intensive", does it happen with every level you make, etc...
4. This is simply because of the normal map for the water, I encourage people to make their own.
5. Fixed
7. Mouse speed can be changed in the setup.ini

Quote: "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)"


-Cannot reproduce, please provide steps.
-Cannot reproduce, does this happen with any gun or just specific ones?
-I'll talk to Lee about this
-I have not been able to reproduce this, are there any stock objects that does this?

Quote: "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."


Confirmed

What is the given error?

Quote: "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."


Cannot reproduce, is this something that always happens?

Deathcow
FPSC Reloaded Backer
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Posted: 17th Jan 2011 23:35
@hockeykid

Bug 10

I had this bug and it only affects AI that are using Darkai, well for me anyway. The bug that I was experiencing was when I spawned a bad guy into the level they had to have a unique name. This would have to be a unique name for the whole game. So I couldn't have the same name in the next level. When I mean name I mean the title of the character for example "Aiko (Assault)" and the next time I called this type of character I would name it "Aiko (Assault) 2" I was able to spawn any number of bad guys, but only make one call using the unique.

Hopefully all that makes sense

DC

KeithC
Senior Moderator
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Location: Michigan
Posted: 18th Jan 2011 00:09
Quote: "-Physics/Collision: Objects that have been dropped or perhaps thrown into a wall are often penetrating the floor/wall.. (Mostly smaller objects)"


That happens to me quite often (such as throwing a grenade in the corner of a room); smaller objects occasionally fall between the seams of the segments. I chalk this up to the poor collision in FPSC in general; not sure I'd call it a bug per say. I'd like to see better collision detection in FPSC someday.

-Keith

Roger Wilco
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Joined: 6th Jul 2005
Location: In the Shadow of Chernobyl
Posted: 18th Jan 2011 10:55
Quote: "I'd like to see better collision detection in FPSC someday."


This would be very much appreciated, yes. The overall jerky player movement are one of the few things that prevent me from trying out FPSC for a bigger project. Twitching into walls sort of ruins the immersion a bit.


Press the Rösta-button to vote!
Gibba gobba
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Location: regret
Posted: 19th Jan 2011 01:23
something just isnt right here. it doesn't sound or look like ANY progress has actually been made. call me naive, but i dont know why its hard to convert x10 code to x9 compatibility with extra features. i think they should just rewrite the code and start with a fresh canvas. they should at least pot more updates!

Pingas. Period.
The Unofficial Migration Suggestion Board
http://forum.thegamecreators.com/?m=forum_view&t=166736&b=26
Nickydude
Retired Moderator
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Posted: 19th Jan 2011 01:38 Edited at: 19th Jan 2011 03:19
Something IS coming very soon.

GreenDixy
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Location: Toronto
Posted: 19th Jan 2011 03:17
yah they have not really updated google code much witch leads me to believe they have something fairly decent planned and alot more then what we have seen other then bug fix's witch is great i just hope the performance gets 10x better thats all i care about

======================================

GreenDixy Productions http://GreenDixy.Com
Woolfman
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Posted: 19th Jan 2011 07:03
"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."

Could not reproduce, please provide me with more specific reproduction steps such as what door to use.


Well it's any Dynamic door. Raise the water level up to half the door and the part under the water is see through. Best way to test it is to put to 2 Prefabs rooms with a door one right after the other. With the door going into the other room then raise the water level.
I heard that it was fixed along the way so if any of the dynamic doors work then the problem is fixed in my eyes.
0Alemar0
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Posted: 19th Jan 2011 13:42
I have the same problem that Ausculta have...
" On launch, I get an "Application was unable to start (0xc0000005)" error and the program crashes."
what Squalker report is true? " This error occurs when there is a problem with ntdll.dll ... the dll file has become corrupt... "
Im running windows 7 , directx 11, I7 processor , Geforce 230M on a laptop.
defiler
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Location: Canada
Posted: 20th Jan 2011 22:16 Edited at: 20th Jan 2011 22:20
@ uman: was what I said offensive one page?

I am not touching the beta until I know build function is fixed, i think someone said that it got fixed so yay.

Current Project: Lost Contact: Station 7
nastasache
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Posted: 20th Jan 2011 22:35
Thx for the Beta4, Lee!
AngelTheKiller
FPSC Reloaded TGC Backer
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Posted: 20th Jan 2011 22:38
Thanks for th beta Lee! I cant wait to try it! Also can you make fpsc faster please?

Angel fpstube.webs.com check it out today and sign up!
knxrb
FPSC Tool Maker
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Location: United Kingdom
Posted: 20th Jan 2011 22:41 Edited at: 20th Jan 2011 23:17
GUI-X9 info for everyone:
Any problems regarding GUI-X9 need to come to me either by forum, email or MSN.
Video tutorials will be recorded over the next few days to show how to use the program efficiently and will be available at the GUI-X9 website(http://gui.rkwebcreations.com) and YouTube.

LeeBamber
TGC Lead Developer
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Location: England
Posted: 20th Jan 2011 22:48
Hi Guys,

Just a heads-up on Deathcow's 1 through 10 bugs. If Hockeykid cannot reproduce them through feedback then I'll be knocking them off the fix list for V118 so we can get a version out (hopefully before the newsletter). Any new info regarding these bugs, email Hockeykid directly so he can get right on it. You'd be amazed how much time is spent attempting to reproduce a bug that isn't in fact a bug

I drink tea, and in my spare time I write software.
nastasache
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Posted: 20th Jan 2011 23:37
@knxrb, @Lee
Quote: "(bugs) by forum, email or MSN"

Quote: "Could not reproduce"


Really no offend; I highly appreciate the work of FPSC developers. But.

Please use a dedicated/professional bug tracking system instead if tracking bugs by the e-mail and forum. This may be an important step in efficiency of FPSC development. By bug IDs you may find better info about the problem, reason, and fixing way.

I know how difficult may be to reproduce the bugs. But some bugs may be 'helped'. As example, the 'Runtime Error 118' likes errors (occurred, as cumulative speaking, thousands of times) may not the bugs but - due the lack of information about the error to the user - looks, and reported, as bugs. Wasting time both for game developers (to understand the origin or the error - for example a custom segment) and programmers (to reproduce and fix it). Just providing detailed error info (goal: 'what may I did wrong, to repair before the reporting?') may be a real help for all the people.

Thx.
Nickydude
Retired Moderator
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Posted: 21st Jan 2011 00:12
Is it possible to run GUI-X9 from within FPSC?

Norion
15
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Location: The Netherlands.
Posted: 21st Jan 2011 00:19
Does the GUI-X9 also work with X10

thanks for the new beta Lee




sorry for my english i'm an alien
Billy33
20
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Location: Cyberspace
Posted: 21st Jan 2011 00:27
Hi,
I you use SEVEN x64 with AVAST antivirus, see this thread "DBPro/HELP! - Error when running any dbpro.exe"
http://forum.thegamecreators.com/?m=forum_view&t=180203&b=1

Great problem come from AVAST last update (with DBpro 7.5+, or FPS 1.17)
Solved with another antivirus software...
MK83
FPSC Reloaded TGC Backer
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Location: Greeneville, TN
Posted: 21st Jan 2011 00:33
Just installed beta 4, here's what happened.

mk83 Productions
Gibba gobba
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Location: regret
Posted: 21st Jan 2011 02:13
Personally, i think that Bond1's planar shadow shader should be integrated in v1.18. everyone's missing out and i really dont have the money right now to buy a pack just for a shader. also, Lee never integrated the ragdoll script into the latest update like it was said to have! why not? (the ragdoll collision needs to be heavily fixed as well, *shudders*)

20th Anniversary
The Unofficial Migration Suggestion Board
http://forum.thegamecreators.com/?m=forum_view&t=166736&b=26
MK83
FPSC Reloaded TGC Backer
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Location: Greeneville, TN
Posted: 21st Jan 2011 02:46
Now I have reinstalled FPSC from scratch. Apply update 1.17, and get the same error, I got with 1.18 beta 4. Version 1.17 was working perfectly before I tried to up grade to 1.18 beta 4. Error is posted in my other post above. Any ideas what I can do to remedy this problem?

mk83 Productions
Gibba gobba
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Location: regret
Posted: 21st Jan 2011 03:07
I've never seen that error before, it usually says that the .fpm is corrupted or something. v1.17 works fine on my Windows 7. Maybe it's because your using Windows Vista (just a though...). is your operating system the version before, or AFTER all the bug fixes?

20th Anniversary
The Unofficial Migration Suggestion Board
http://forum.thegamecreators.com/?m=forum_view&t=166736&b=26
Wraith Staff
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Location: Hamilton, OH
Posted: 21st Jan 2011 03:55
Is Dark Goblin's Lightbeam Mod in this update?

4125
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Location: Bronx, New York
Posted: 21st Jan 2011 04:07
Quote: "Is Dark Goblin's Lightbeam Mod in this update?"


Shouldn't be as he is still working on it.

I haven't tested V118.004 yet but I was wondering where is the new GUI ? Unless that hasn't been added yet ?

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
Wraith Staff
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Posted: 21st Jan 2011 04:13
I thought he left his beam stuff with Hockeykid and started working on LR Mod... could be wrong

MK83
FPSC Reloaded TGC Backer
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Posted: 21st Jan 2011 04:23
Problem solved. I read on another post about Avast causing problems with Dark Basic. Same error I was getting. I have Avast. I removed Avast and viola, no more error. Version 1.18 beta 4 works fine now.

mk83 Productions
4125
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Posted: 21st Jan 2011 05:47
Quote: "I thought he left his beam stuff with Hockeykid and started working on LR Mod... could be wrong "


Well I don't even know. Wait for him to answer the question. Or shoot him an e-mail and find out. Doesn't seem to be added.

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
Pirate Myke
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Location: El Dorado, Ca
Posted: 21st Jan 2011 07:22 Edited at: 21st Jan 2011 07:25
@4125: Lightray mode is functioning.
Close FPSC and open the setup.ini file and put postprocessing=3 for lightrays or 4 for lightrays + bloom shader of your choice.

This pdf file came with his demo WIP with the download. Link below.
http://forum.thegamecreators.com/?m=forum_view&t=178651&b=21

Paragraph from in there:

What am I supposed to do?Take all content inside the Mod Files folder and copy it into your FPSC Root-Directory.
Make sure you did a backup of your original FPSC-Game.exe so you can easily revert
back to your normal 1.18 Beta 3 Version.
After that you have to change the value postprocessing= in your setup.ini to
3 = LightRays only
4 = LightRays + Bloom
If you want to use the old postprocessing with only bloom or nothing, you can still use the
old values ranging from 0-2.

Nothing but coffee in my veins 'Insomnia is Coming'
mgarand
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Location: The Netherlands
Posted: 21st Jan 2011 07:28
anyone know this error: I make a room with bond1 segment shaders, after that i test, no problems, when i add a light in my room i spawn outside and i can see my room in far distance...

MK83
FPSC Reloaded TGC Backer
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Posted: 21st Jan 2011 07:42
I tried to build a game using Terrorstrike fpg. The game built fine, then when I tried to run the game I got this error.

mk83 Productions
defiler
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Posted: 21st Jan 2011 07:44 Edited at: 21st Jan 2011 07:45
So is beta 4 use able?

edit: like if i was to patch up to beta 4, would it work or would i get a error?

Current Project: Lost Contact: Station 7
Scurvy Lobster
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Posted: 21st Jan 2011 07:56
Beta 4 bug: water is still acting wierd. See attached image.

Tested in a square stock content room. Water is corrupted when I look up through it and there is also no visible change in being under water and above it. One would expect visibility to be lower in water.

Pirate Myke
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Posted: 21st Jan 2011 08:00 Edited at: 21st Jan 2011 09:46
@MK83: I just loaded the level and built a game and it ran with no errors for me.

Runs and builds levels. Just started testing. only error I had so far was runtime error 8003 - Could not find path at line 83. when using the cleaner to get rid of .dbo and .bin files.

My install is not in C:drive so that might be part of the problem with that. so far everything I have ran works. I have not run the dark ai stuff yet.

The x9gui.exe did fire off and the non pro version is running.
Light rays are running.

The Vweap on characters are still dark almost black on my system. custom character and custom segments. EDITSome times)I will test some stock stuff with stock segments. and will fire off particles and water.

Nothing but coffee in my veins 'Insomnia is Coming'
Scurvy Lobster
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Posted: 21st Jan 2011 08:06 Edited at: 21st Jan 2011 08:14
Quote: "Lightray mode is functioning.

Close FPSC and open the setup.ini file and put postprocessing=3 for lightrays or 4 for lightrays + bloom shader of your choice."


Thanks for the hint!

Light rays in beta 4 are awesome and works for me as seen in attached screenshot. Now I only need to figure out exactly how they work so I can perfect their use.


edit: found a possible bug since FPSC test builds crash if I use postprocessing=4. Only postprocessing=3 works for me. Is there something special you need to do if you use '4' ?

Pirate Myke
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Posted: 21st Jan 2011 08:23
The PDF file in the demo said that the ray come from the north top of the map. Do notice that anything that is bright generates the ray. so you need a dark room with one major light sorce from the north side of the map. set all brighter lights the same way. and keep the south side of the map in the shadows. That should look decent. Also there is mention of modifying shaders in the pdf file. I did not do that , but I did make sure that everything was assigned some kind of shader like it said in the pdf file.

Water runs, I was not able to see the messed up image as in the Scurvy Lobster 10:22 post testing the water. I did how ever see the skybox in the top reflection of the water when in an inclosed area.
This was listed in the bugs and I will include a screen shot in this post.



Nothing but coffee in my veins 'Insomnia is Coming'
Woolfman
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Posted: 21st Jan 2011 08:51 Edited at: 21st Jan 2011 08:52
Quote: "edit: found a possible bug since FPSC test builds crash if I use postprocessing=4. Only postprocessing=3 works for me."

Yep. I had the same thing happen. Light rays looks good in postprocessing=3.

Dynamic objects still get cut in half when in water.

Also I thought Gui x9 was built into FPSC not a side app. So is there a watermark with all the Menus that you make with it or just certain ones?
Pirate Myke
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Posted: 21st Jan 2011 08:58
Here is the website link for the gui x9 stuff.

http://gui.rkwebcreations.com

has instructions and what it can do.

Nothing but coffee in my veins 'Insomnia is Coming'
Woolfman
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Posted: 21st Jan 2011 09:37
I saw the web site. Thanks. Didn't really answer my question.

"All of the GUI-X9 watermarks are removed from the Visual Code Viewer images giving you clear images to export."

Is the watermark just in the viewer when editing or is it in the exported menus as well.
Pirate Myke
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Posted: 21st Jan 2011 09:45
All that refers to the pro version.

Nothing but coffee in my veins 'Insomnia is Coming'
mickeyb
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Posted: 21st Jan 2011 09:50
I don`t think the Gui x9 should be with an update
if you want it download it and install it yourself.
It should`nt be forced on you.
Why start having demo stuff in a program that you have
already bought
Pirate Myke
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Posted: 21st Jan 2011 09:55
It has been added as a curtesy. You are not required to use it as it is a seperate app. It does some nice stuff for people who do not have the resources to do it them selves. If you dont want to use it then don't. I must say that the pro features, adding 3d effects and animated cursers is pretty sweet and adds another level of quality to this engine.

Nothing but coffee in my veins 'Insomnia is Coming'
DarthBasicVader
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Posted: 21st Jan 2011 12:16
It seems to me that the features of the free version of GUI-X9 are impressive. The watermark in the images of the code viewer is a minor annoyance. The images created for menù and huds are watermark-less.
Good work knxrb!!!

Riccardo
Woolfman
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Posted: 21st Jan 2011 14:54
Thank you DarthBasicVader for the answer to my question.
Deathcow
FPSC Reloaded Backer
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Posted: 21st Jan 2011 15:39 Edited at: 21st Jan 2011 15:39
The one problem that I have come across is that I can't build games that I was able to in 117. I'm getting the build error telling me that I have hit the 1.85GB limit. I have switched off Imageblock and changed the lightmaptexsize to 256.

This is only for a six level game.

DC

MK83
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Posted: 21st Jan 2011 16:51
I got a playable game built. Had to use post processing 1 or 2 in the built game. Post processing 3 caused the game to crash.

mk83 Productions
mgarand
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Posted: 21st Jan 2011 16:55
anyone know this error: I make a room with bond1 segment shaders, after that i test, no problems, when i add a light in my room i spawn outside and i can see my room in far distance...

maybe someone knows how to fix it

Scene Commander
Support Manager
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Posted: 21st Jan 2011 17:14 Edited at: 21st Jan 2011 17:42
I can't even run FPSC now with this beta. I'm getting this error when I open it. I've run FPSC cleaner.

Update. The beta opens about 1 in every 4 attempts, and I have to close both FPSC and the editor via the task manager



http://jimjamsgames.yolasite.com
4125
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Posted: 21st Jan 2011 17:16
@Pirate Myke

Thanks for the info about the GUI and Lightray.

@mgarand

I had something like this happened before with V109. Try deleting all .dbo and .bin files and re-build it again. Maybe that will help.

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
Dark Goblin
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Posted: 21st Jan 2011 18:04
As for all the people having problems with the LightRays:

You really need to have shaders on every object and this shader needs to be adjusted like I have written in the ReadMe.

Also the whole script commands for the Rays are not included. I even dont know if knxrb has added that part to beta 4, but I have them in LightRay Mod.
I have not tested beta 4 as I am busy working on LRMod and I thought he will integrate them completely. But as I dont know, its you who need to test it.

Here I have a package with the ReadMe and the available scripts, hope to see them added in next beta or something.

http://cranoxinteractive.com/intern/Upload/Dominik/118b4_lightray_missingfiles.rar

Also if the Scriptcommands are working, you can always reposition the Rays ingame with PageUp and PageDown and also show the LightRay image by pressing the "1" key (not Numlock).
Than you need to place a trigger zone right at the player start which uses the script "plrinzone_deactivedebug.fpi" to disable all developer things like repositioning with PageUp/Down and show render image. You will still be able to reposition them with scripts and even disable them.

I hope this helps ;D

Pirate Myke
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Joined: 31st May 2010
Location: El Dorado, Ca
Posted: 21st Jan 2011 18:08
Thanks, Dark Goblin

Nothing but coffee in my veins 'Insomnia is Coming'

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