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 Product Chat / V118 Public Beta 17

Author
Message
GreenDixy
17
Years of Service
User Offline
Joined: 24th Jul 2008
Location: Toronto
Posted: 21st Jan 2011 21:05
updated to the new put the basic ground on it and a marker hit run went into the game fine better performance then when i hit "esc" to exit after it trys to go back to the main program it crashed with the error of "your level may be to large" to large how lol

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

GreenDixy Productions http://GreenDixy.Com
A dude
16
Years of Service
User Offline
Joined: 15th Mar 2010
Location: The Solar System
Posted: 21st Jan 2011 21:31
Quote: "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.
"


Maybe because there is no skybox.
AngelTheKiller
FPSC Reloaded TGC Backer
16
Years of Service
User Offline
Joined: 17th Feb 2010
Location: In your house
Posted: 21st Jan 2011 21:57
Thanks for beta 5! Wow that was fast

Angel fpstube.webs.com check it out today and sign up!
Pirate Myke
16
Years of Service
User Offline
Joined: 31st May 2010
Location: El Dorado, Ca
Posted: 21st Jan 2011 22:07
Thanks to the development team and testers. This is a great addition.

Nothing but coffee in my veins 'Insomnia is Coming'
Woolfman
18
Years of Service
User Offline
Joined: 19th Sep 2007
Location: Cave
Posted: 21st Jan 2011 22:18 Edited at: 21st Jan 2011 22:34
Very, very cool update. Can get some really good usage out limb detection.
SkunkWorks
16
Years of Service
User Offline
Joined: 13th May 2010
Location:
Posted: 21st Jan 2011 22:40
First, thank you guys for putting the beta 4 together! Great work adding all that stuff.
btw Adaptive bloom by Mark Blosser is awesome! (I tested it before in beta 3).

Things I found so far in b4:
1. Bug (test level): huge water plane is added automatically to the scene, for some reason. Solution:?

2. Bug (build level): fpsc forgets to add some files to the build folder (i found lightray files so far). Solution: Copy the lightray folder to the build files, enabling postprocess 3 without crash.

3. Bug (build and test): postprocessing=4 crashes the program. Solution: Maybe similar problem as above?

4. Bug/feature (build and test: lightray is working as expected only if "lightsource" is aiming to the south. (see images)
Solution: I am quite aware, that as it is postprocess shader it may be impossible to fix.
However, with an option to "on" or "off" the shader by script, it could be used only in rooms where lightsources (bright areas) are properly set up?
Or maybe, coud it be fixed on certain color only?

5. Performance (built game):
postprocess setting 1 nice, postprocess setting 2 nice (bug with strange halo around entities. could make nice "hot air" effect, if tamed . Also, is not supposed to be bloom PLUS depth of field?), postprocess setting 3 very poor, setting 4 crashed.

mgarand
18
Years of Service
User Offline
Joined: 22nd Dec 2007
Location: The Netherlands
Posted: 21st Jan 2011 22:44
i tried rebuilding but i still got this problem :S

Quote: ": 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...
"


Pirate Myke
16
Years of Service
User Offline
Joined: 31st May 2010
Location: El Dorado, Ca
Posted: 21st Jan 2011 22:48
The limb detection is great. More things to script. more things to play with. Open the map in the sample folder and give it a try.

Thanks

Nothing but coffee in my veins 'Insomnia is Coming'
Woolfman
18
Years of Service
User Offline
Joined: 19th Sep 2007
Location: Cave
Posted: 21st Jan 2011 23:05
I had that same problem mgarand. I did the following.

-Downloaded the newest version that he released.
-Downloaded the newest drivers for DirectX and my Video card
-Clean installed FPSC 1.0 and then updated to the latest version.
-Then tested a map and it worked.(Having at least 1 static light.)

Never had the problem since.
knxrb
FPSC Tool Maker
17
Years of Service
User Offline
Joined: 10th Oct 2008
Location: United Kingdom
Posted: 22nd Jan 2011 01:15 Edited at: 22nd Jan 2011 01:18
Quote: "The x9gui.exe did fire off and the non pro version is running."

The free version should be all you get with the FPSC 118 beta releases so it's working fine.

Quote: "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? "

The watermarks are on the 'Visual Code Viewer' section of the app, nowhere else. Open it up and have a look for yourself and you can see that the menus have no watermarks on

Quote: "Is the watermark just in the viewer when editing or is it in the exported menus as well."

There are no watermarks on the menus anywhere, only the 'Visual Code Viewer'

Quote: "Why start having demo stuff in a program that you have already bought "

You've not bought GUI-X9 so that's why you've not got the Pro version and you are running the Free version Lee and I kindly released. It will be available for purchase over the next few days if you want all features.
Plus, GUI-X9 free is a fully working menu maker for FPSC X9. You can create and edit menus, just with less stuff than the Pro version, so it's not a demo.

Soviet176
16
Years of Service
User Offline
Joined: 19th Sep 2009
Location: Volgograd
Posted: 22nd Jan 2011 03:00 Edited at: 22nd Jan 2011 03:16
@KNXRB

Is resolution changing still stretching the huds and stuff? or has that all been fixed?

**Edit**

If you buy the pro version does this mean that when you get the pre-coded option system that when AA is done, it will also be entered in the pre-coded system?

**Edit 2**
Since we have airmod it would also be nice for GUI-x9 to be able to add videos to the background.

Putting fear back into sliced bread since 4th May 2010
charger bandit
16
Years of Service
User Offline
Joined: 10th Nov 2009
Location: Slovenia
Posted: 22nd Jan 2011 09:20
Mgarand: I found that an easy fix for that is to place a segment from bond1's Metro Theater somewhere onto the map then it works,werid I know.


mgarand
18
Years of Service
User Offline
Joined: 22nd Dec 2007
Location: The Netherlands
Posted: 22nd Jan 2011 10:06
Quote: "Mgarand: I found that an easy fix for that is to place a segment from bond1's Metro Theater somewhere onto the map then it works,werid I know."


lol really? will have to try that , or else i will reinstall like wwolfman mentioned

Norion
15
Years of Service
User Offline
Joined: 14th Jun 2010
Location: The Netherlands.
Posted: 22nd Jan 2011 12:10
Quote: "GUI-X9 free is a fully working menu maker for FPSC X9."


so it doesn't work with fpsc X10




sorry for my english i'm an alien
mgarand
18
Years of Service
User Offline
Joined: 22nd Dec 2007
Location: The Netherlands
Posted: 22nd Jan 2011 12:19
Quote: "for FPSC X9."


Deathcow
FPSC Reloaded Backer
20
Years of Service
User Offline
Joined: 13th Nov 2005
Location: Right here!
Posted: 22nd Jan 2011 13:51 Edited at: 22nd Jan 2011 14:04
Beta 5 I am still unable to build a 6 level game that I was able to build under 117 with ease.

DC

knxrb
FPSC Tool Maker
17
Years of Service
User Offline
Joined: 10th Oct 2008
Location: United Kingdom
Posted: 22nd Jan 2011 14:02
Quote: "@KNXRB
Is resolution changing still stretching the huds and stuff? or has that all been fixed?"

I do have a method for changing the resolution so your huds become pixel perfect and don't stretch but it's not included in the free version at the moment.
I'm going to talk with Lee about it and we can decide which version gets it.

Quote: "If you buy the pro version does this mean that when you get the pre-coded option system that when AA is done, it will also be entered in the pre-coded system?"

Yes, the pre-coded options menu would be updated to have the AA.

Quote: "Since we have airmod it would also be nice for GUI-x9 to be able to add videos to the background."

Yes, I'm aware that it isn't in GUI-X9, but at the moment I've done the basics so if any bugs arise I can fix them quickly and easily.
After a couple of weeks, if GUI-X9 is successful and any bugs are fixed, I'll start adding things like this

charger bandit
16
Years of Service
User Offline
Joined: 10th Nov 2009
Location: Slovenia
Posted: 22nd Jan 2011 14:41
Anyone knows why all my shadered segments get white floors?


da2020
16
Years of Service
User Offline
Joined: 26th Dec 2009
Location: C:\\Program Files\\
Posted: 22nd Jan 2011 14:43 Edited at: 22nd Jan 2011 15:06
That was awesome! too bad I can't try it though I'm stuck with the outdated 1.16.

And is GUI-X9 compatible with v1.16?
AbdulAhad
16
Years of Service
User Offline
Joined: 1st Feb 2010
Location: Karachi, Pakistan
Posted: 22nd Jan 2011 15:39
Wow two betas already??

I'll try beta 5 ASAP!

Abdul Ahad

A dude
16
Years of Service
User Offline
Joined: 15th Mar 2010
Location: The Solar System
Posted: 22nd Jan 2011 17:41
The option menu is removed!
AngelTheKiller
FPSC Reloaded TGC Backer
16
Years of Service
User Offline
Joined: 17th Feb 2010
Location: In your house
Posted: 22nd Jan 2011 23:44
How you got the skybox to reflect to the water??? Mine is still black

Angel fpstube.webs.com check it out today and sign up!
AngelTheKiller
FPSC Reloaded TGC Backer
16
Years of Service
User Offline
Joined: 17th Feb 2010
Location: In your house
Posted: 22nd Jan 2011 23:44
How you got the skybox to reflect to the water??? Mine is still black.

Angel fpstube.webs.com check it out today and sign up!
Thraxas
Retired Moderator
20
Years of Service
User Offline
Joined: 8th Feb 2006
Location: The Avenging Axe, Turai
Posted: 23rd Jan 2011 01:18
I'm not sure when it was added, but whoever made it so the walls disappear when you right click on an entity so you can fine tune where you place it without fighting the camera for a good view is a genius

Your signature has been [mod edited] :-p
Pirate Myke
16
Years of Service
User Offline
Joined: 31st May 2010
Location: El Dorado, Ca
Posted: 23rd Jan 2011 01:26
Its been like that for a few betas now in 118. Also if you have a character and you right click on it with the effect on it. the character goes thru the anim0 and moves in place in the map editer.

It was a surprise I first, but others have noticed it also. I like it and it shows me my animation before I run a test game. Kind of lets me know that all is ok with it.

Nothing but coffee in my veins 'Insomnia is Coming'
bond1
20
Years of Service
User Offline
Joined: 27th Oct 2005
Location:
Posted: 23rd Jan 2011 01:26 Edited at: 23rd Jan 2011 01:28
Showcasing the new "per polygon limb-hit detection" added in this new beta. Watch how the character reacts to different body parts getting shot!



"bond1 - You see this name, you think dirty."
SPECS: Windows7 x64, Intel Core i7 920, Geforce GTX 580, 6GB RAM
Pirate Myke
16
Years of Service
User Offline
Joined: 31st May 2010
Location: El Dorado, Ca
Posted: 23rd Jan 2011 01:32
Great feature. Works wonderful. This will definatly open up new possibilities.

Nothing but coffee in my veins 'Insomnia is Coming'
defiler
17
Years of Service
User Offline
Joined: 4th Apr 2009
Location: Canada
Posted: 23rd Jan 2011 01:37
@ Bond: Do you have to animate the characters for per limb hit detection? also that video kinda wants to make me get the beta 5 for this, but then agian, i dont want to lose build function.

Still, great that someone got it working, expect when others try it people will be flooding your email asking questions XD

Current Project: Lost Contact: Station 7
Pirate Myke
16
Years of Service
User Offline
Joined: 31st May 2010
Location: El Dorado, Ca
Posted: 23rd Jan 2011 01:43
All you have to do is put in the limbmax detection stuff into the character, and set the script. But it is for 118.5 at the moment. It works with ragdoll also. The is a character in scifi models call AI unarmed and a sample map included.

Heres the stuff in the FPE file for the character.

;bodypartslimbinfo (1=head/2=body/3+4=armslr/5+6=legslr)
limbmax = 99
limb46 = 1
limb24 = 1
limb21 = 2
limb22 = 2
limb23 = 2
limb3 = 2
limb25 = 3
limb26 = 3
limb27 = 3
limb28 = 3
limb35 = 4
limb36 = 4
limb37 = 4
limb38 = 4
limb4 = 5
limb5 = 5
limb6 = 5
limb7 = 5
limb12 = 6
limb13 = 6
limb14 = 6
limb15 = 6

The script has some waypoint type definition that you add to your script and it works.

I will check this out on one of my custom characters and see if anything else has to be done.

Nothing but coffee in my veins 'Insomnia is Coming'
Roger Wilco
20
Years of Service
User Offline
Joined: 6th Jul 2005
Location: In the Shadow of Chernobyl
Posted: 23rd Jan 2011 01:47 Edited at: 23rd Jan 2011 01:51
That video was awesome, great work on it bond, and great work on the feature, coding crew.
FPSC is really improving a lot with every update.
Thraxas
Retired Moderator
20
Years of Service
User Offline
Joined: 8th Feb 2006
Location: The Avenging Axe, Turai
Posted: 23rd Jan 2011 02:01
Bond is there any chance you could put up the fpe you used for that video. It would seem I'm incapable of getting this to work when I try it myself

Your signature has been [mod edited] :-p
The New Noob
User Banned
Posted: 23rd Jan 2011 02:14
I'm just wondering does the mossberg cock after firing in this beta 5 or do I still need my fixed gunspec

Your signature has been erased by a mod
Pirate Myke
16
Years of Service
User Offline
Joined: 31st May 2010
Location: El Dorado, Ca
Posted: 23rd Jan 2011 02:28
@Thraxas:

OK just tried the defaults from the sample supplied on one of my custom character.
Only some of mine work by default, Lucky. It did two of the five things with out any tweaking.
Use the limb detector to record the limb numbers for your model.
I am trying that and retesting.

Nothing but coffee in my veins 'Insomnia is Coming'
Nickydude
Retired Moderator
19
Years of Service
User Offline
Joined: 4th Nov 2006
Location: Look outside...
Posted: 23rd Jan 2011 02:43
Quote: "Showcasing the new "per polygon limb-hit detection" added in this new beta. Watch how the character reacts to different body parts getting shot!"


Perhaps a short textual tutorial on how to get the best out of the 'per-limb' shot (which could be included in the guide) would help people a lot...? *ahem*

MK83
FPSC Reloaded TGC Backer
19
Years of Service
User Offline
Joined: 10th Jun 2006
Location: Greeneville, TN
Posted: 23rd Jan 2011 02:46
Quote: "Perhaps a short textual tutorial on how to get the best out of the 'per-limb' shot (which could be included in the guide) would help people a lot...? *ahem*"


I second this request.

mk83 Productions
Cross Hair Games
17
Years of Service
User Offline
Joined: 26th Jan 2009
Location: Canada Eh\'
Posted: 23rd Jan 2011 03:01
Quote: "Quote: "Perhaps a short textual tutorial on how to get the best out of the 'per-limb' shot (which could be included in the guide) would help people a lot...? *ahem*"

I second this request."

Third

defiler
17
Years of Service
User Offline
Joined: 4th Apr 2009
Location: Canada
Posted: 23rd Jan 2011 04:02
Question: Does limb per hit detection work if the character has a weapon?

Also i fourth that request, would be very helpful.

Current Project: Lost Contact: Station 7
Soviet176
16
Years of Service
User Offline
Joined: 19th Sep 2009
Location: Volgograd
Posted: 23rd Jan 2011 06:48
I fifth that request and hope bond and errant update their packs with this awesome feature.

Putting fear back into sliced bread since 4th May 2010
Scurvy Lobster
20
Years of Service
User Offline
Joined: 3rd Mar 2006
Location: Denmark
Posted: 23rd Jan 2011 12:01
Any chance of having older MPs updated to reflect new features like this?

I know it's a lot to ask but some of the classics would really gain a new level with this.

jules
16
Years of Service
User Offline
Joined: 19th May 2010
Location:
Posted: 23rd Jan 2011 12:07
can i build a game with the new beta?
Thraxas
Retired Moderator
20
Years of Service
User Offline
Joined: 8th Feb 2006
Location: The Avenging Axe, Turai
Posted: 23rd Jan 2011 12:47
Quote: "can i build a game with the new beta?"


I don't know, can you?



Your signature has been [mod edited] :-p
Jesper
18
Years of Service
User Offline
Joined: 14th Oct 2007
Location: Hämeenlinna
Posted: 23rd Jan 2011 14:04 Edited at: 23rd Jan 2011 14:36
I hope that bond1 makes a tutorial for ragdolls because i just cant get them work. When i use ragdoll in destroy script character just fall trough floor or fly somewhere outside of map.

Now i'm downloading beta 5 and let's see if it helps me with this.

Edit: Now ragdoll doesn't do anything else than destroy the character.
Polygon hit does work btw.

http://erkinpelit.webs.com
Some Company of Heroes maps.. and something else too.
tokyomage
15
Years of Service
User Offline
Joined: 26th Sep 2010
Location: on your roof
Posted: 23rd Jan 2011 14:42
wow! this looks great! downloading as we speak,

i forgot...
AJ Schaeffer
16
Years of Service
User Offline
Joined: 22nd Aug 2009
Location: Jacksonville,FL
Posted: 23rd Jan 2011 15:40
Strange. On the AI character who has the needed fpe additions and the ragdoll, the hit detectoin works, but doesnt affect the ragdoll

Conjured Entertainment
AGK Developer
20
Years of Service
User Offline
Joined: 12th Sep 2005
Location: Nirvana
Posted: 23rd Jan 2011 15:44
Quote: "Showcasing the new "per polygon limb-hit detection" added in this new beta. Watch how the character reacts to different body parts getting shot!"

Wha wha wha wha wha whaaaaat? [/kylesmomsvoice]

Killer clowns Batman!
This is awesome!!!

Hey Bond, does this automatically go to ragdoll, or is it possible to script a reaction to a certain body part being hit?

I was wondering because some jibs with coloff and a moveto with high speeds could keep up with a body.
Then when hit the model could invert the body part and use an alt texture for the jib before dropping it (to make it visible) via a script.

Not sure if you are following me on that one, but I can't help but wonder what's next, and dream of blowing limbs off.
Even if that is not possible yet, it can't hurt to dream.

This is another great feature that takes FPSC to an even higher level.
Great job Lee, and anyone else responsible for this feature.
Great job with the demonstration too Bond.

I'm so glad that I browsed the forums today.
I can hardly wait to try this bad boy out, so prepare yourselves for more stupid questions from me as I try to figure out how to push this bad boy to the limits.


   Conjured Entertainment

 WARNING: Intense Madness
AJ Schaeffer
16
Years of Service
User Offline
Joined: 22nd Aug 2009
Location: Jacksonville,FL
Posted: 23rd Jan 2011 15:49
I would also like a tutorial, as this is truly amazing.

//offtopic: This kid at my school looks like Lee. (Mini Lee maybe?)

KeithC
Senior Moderator
20
Years of Service
User Offline
Joined: 27th Oct 2005
Location: Michigan
Posted: 23rd Jan 2011 16:13
Can you assign a point value to individual limbs; such as 5 for limbs, 10 for torso, 20 for head shot?

-Keith

foleypro
21
Years of Service
User Offline
Joined: 3rd Jun 2005
Location: Tacoma Washington USA
Posted: 23rd Jan 2011 16:24
So we see instant kill on every shot..

That needs to be changed...Not is an arm shot or torso shot an instant kill..we need the ability to change per Poly hit...Lets say I just got winged on the shoulder ITS NOT A DEAD KILL..Its a wounded shot so then we need to go into a Limp/Hurt mode...

As Always B3D....www.fnggames.com

foleypro
21
Years of Service
User Offline
Joined: 3rd Jun 2005
Location: Tacoma Washington USA
Posted: 23rd Jan 2011 16:35
I know that you have scriptrd certain Classes to react to certain enviorments...

But as it stands it is only on Ragdoll animations that is scripted or so I see..Its nice to see the animated sequences that go with this..But there is alot more that needs to be done to bring this up to a level that is Needed and wanted.

Dont get me wrong I love Fpsc or I wouldnt have bought all of TGC programs.

Time to step up and put Crytech to the test folks....Ya baby...

As Always B3D....www.fnggames.com

Le Shorte
17
Years of Service
User Offline
Joined: 6th Apr 2009
Location: Wisconsin
Posted: 23rd Jan 2011 16:54
Quote: "So we see instant kill on every shot..

That needs to be changed..."

You realize you can change the health of the enemies by right-clicking on them in the editor?

I reject your stereotype of Wisconsin and, in fact, live in a city.

Login to post a reply

Server time is: 2026-06-08 17:14:48
Your offset time is: 2026-06-08 17:14:48