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
Soviet176
16
Years of Service
User Offline
Joined: 19th Sep 2009
Location: Volgograd
Posted: 25th Jan 2011 23:08
Still seams like the win-zones are bugged for me. I can't get one to work no matter what I do.

Putting fear back into sliced bread since 4th May 2010
bond1
20
Years of Service
User Offline
Joined: 27th Oct 2005
Location:
Posted: 25th Jan 2011 23:16 Edited at: 25th Jan 2011 23:17
Quote: "Still seams like the win-zones are bugged for me. I can't get one to work no matter what I do."


Win-zones are working here for me in beta 5. In both test game, and after building the game too.

Do they not work for you at all, or only on certain maps?

"bond1 - You see this name, you think dirty."
SPECS: Windows7 x64, Intel Core i7 920, Geforce GTX 580, 6GB RAM
Soviet176
16
Years of Service
User Offline
Joined: 19th Sep 2009
Location: Volgograd
Posted: 25th Jan 2011 23:53
Not at all, they just don't do anything at all

Putting fear back into sliced bread since 4th May 2010
Gibba gobba
17
Years of Service
User Offline
Joined: 21st Dec 2008
Location: regret
Posted: 26th Jan 2011 00:28
hey, how come shield/armor hasnt been added yet? that should have been there from the start! is it possible for this to be added right before v1.18 is finished?
(rephrased; will it EVER BE?!)

20th Anniversary
The Unofficial Migration Suggestion Board
http://forum.thegamecreators.com/?m=forum_view&t=166736&b=26
AngelTheKiller
FPSC Reloaded TGC Backer
16
Years of Service
User Offline
Joined: 17th Feb 2010
Location: In your house
Posted: 26th Jan 2011 00:54
how about adding a new health systume like the new fps games??

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: 26th Jan 2011 01:03
Quote: "hey, how come shield/armor hasnt been added yet? that should have been there from the start! is it possible for this to be added right before v1.18 is finished?"


Armour can be scripted in and has been possible for some time.

Your signature has been [mod edited] :-p
WickedX
17
Years of Service
User Offline
Joined: 8th Feb 2009
Location: A Mile High
Posted: 26th Jan 2011 01:44 Edited at: 26th Jan 2011 02:34
@ mickeyb
I was referring to myself, not you. I would never do that. I want to be a friend here, not make enemies.
Gibba gobba
17
Years of Service
User Offline
Joined: 21st Dec 2008
Location: regret
Posted: 26th Jan 2011 05:38
@Thraxas
Yea, but it would be much easier to have it incorporated in the player settings, and also a no-lives appropraite respawn. no literally coming back to life. sure it can be scripted, but what about those who can't script (like me )

20th Anniversary
The Unofficial Migration Suggestion Board
http://forum.thegamecreators.com/?m=forum_view&t=166736&b=26
Thraxas
Retired Moderator
20
Years of Service
User Offline
Joined: 8th Feb 2006
Location: The Avenging Axe, Turai
Posted: 26th Jan 2011 06:37
Quote: "but what about those who can't script (like me )"


I'm no scripter either. I've made a few basic ones and a few not so basic ones which work, but are probably hideously inefficient. Luckily for you, and I, there are some very talented and generous members of the community who do all the hard scripting work and then make it available to us in the scripting board.

Your signature has been [mod edited] :-p
Scurvy Lobster
20
Years of Service
User Offline
Joined: 3rd Mar 2006
Location: Denmark
Posted: 26th Jan 2011 07:18 Edited at: 26th Jan 2011 07:22
Quote: "win-zones are bugged for me"


Win zones work for me. Maybe you are using and old map? Try making a new small map with a win zone and test it.


edit: try to edit the winzone and set its objective number to "1" instead of "2" if nothing else works. For me it doesn't matter but worth trying.

Leongamerz
15
Years of Service
User Offline
Joined: 14th Aug 2010
Location:
Posted: 26th Jan 2011 12:05
May I know whats difference is V1.18 Beta 5?

Have A Good Day
From
Leon

Poloflece,Anayar,PWP,Henry Ham,Cosmic Prophet,Wolf,KeithC,Nickydude And Lee Bamber is my icon.
Scurvy Lobster
20
Years of Service
User Offline
Joined: 3rd Mar 2006
Location: Denmark
Posted: 26th Jan 2011 12:08
Leongamerz: take a look at the first post in this thread. Lee keeps us updated there.

Dark Goblin
20
Years of Service
User Offline
Joined: 19th May 2006
Location:
Posted: 26th Jan 2011 13:26
@Scurvy: not with all information as there are some things in the new betas which he has not told about in the "log" on the first page

Leongamerz
15
Years of Service
User Offline
Joined: 14th Aug 2010
Location:
Posted: 26th Jan 2011 14:18
Quote: " not with all information as there are some things in the new betas which he has not told about in the "log" on the first page"


Thats why I need to know.

Have A Good Day

From
Leon

Poloflece,Anayar,PWP,Henry Ham,Cosmic Prophet,Wolf,KeithC,Nickydude And Lee Bamber is my icon.
Ched80
15
Years of Service
User Offline
Joined: 18th Sep 2010
Location: Peterborough, UK
Posted: 26th Jan 2011 14:22
There is a complete log of changes - live - on google code.

[url="http://raptr.com/No_Turn_Right?src=em_forum"][/url]
Conjured Entertainment
AGK Developer
20
Years of Service
User Offline
Joined: 12th Sep 2005
Location: Nirvana
Posted: 26th Jan 2011 17:44 Edited at: 26th Jan 2011 17:50
Tehehe

Limb detection is not just for characters... any entity with joints will work.

Check out the attached video of a target that I whipped up using limb detection...

The second to last shot looks like a Bullseye but it wasn't, so I guess the accuracy of the weapon comes into play at distances far away.
This is such an awesome feature with tons of possibilities, so let your imaginations run wild.

   Conjured Entertainment

 WARNING: Intense Madness
charger bandit
16
Years of Service
User Offline
Joined: 10th Nov 2009
Location: Slovenia
Posted: 26th Jan 2011 18:30
Yeah but is there dynamic collision for animated entities?


Soviet176
16
Years of Service
User Offline
Joined: 19th Sep 2009
Location: Volgograd
Posted: 26th Jan 2011 18:50
Quote: "Win zones work for me. Maybe you are using and old map? Try making a new small map with a win zone and test it.


edit: try to edit the winzone and set its objective number to "1" instead of "2" if nothing else works. For me it doesn't matter but worth trying.
"


Tried all of that. Still won't work, I just walk right through them. I don't know why they wont work for me.

Putting fear back into sliced bread since 4th May 2010
knxrb
FPSC Tool Maker
17
Years of Service
User Offline
Joined: 10th Oct 2008
Location: United Kingdom
Posted: 26th Jan 2011 18:57
Quote: "The second to last shot looks like a Bullseye but it wasn't, so I guess the accuracy of the weapon comes into play at distances far away."

Actually if you freeze frame the video and go to when the gun was shot, you were fractionally onto the 50 point marker, not bullseye

Ausculta
16
Years of Service
User Offline
Joined: 24th Apr 2010
Location: A place - Things things here, and stuff.
Posted: 26th Jan 2011 20:45
So far, with 1.18 beta 5, I've mostly been playing around with the included GUI-X9. On the one hand, yeah, It doesn't do anything I couldn't script out myself. On the other hand.... It definitely makes my life a lot easier and, in the long run, will allow me to focus far more mental energy on more complicated issues - Like AI scripting... Which I suck at.
nastasache
16
Years of Service
User Offline
Joined: 8th Jun 2010
Location:
Posted: 26th Jan 2011 23:32
Quote: "Quote: "Win zones work for me. Maybe you are using and old map? Try making a new small map with a win zone and test it.


edit: try to edit the winzone and set its objective number to "1" instead of "2" if nothing else works. For me it doesn't matter but worth trying.
"

Tried all of that. Still won't work, I just walk right through them. I don't know why they wont work for me."

Are you sure you did the update to beta 5? Winzone it's working for me with 118 beta 5. I had the same problem before of beta 5.
Soviet176
16
Years of Service
User Offline
Joined: 19th Sep 2009
Location: Volgograd
Posted: 27th Jan 2011 01:42 Edited at: 27th Jan 2011 01:48
**Edit**

nvm found out.

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: 27th Jan 2011 08:55 Edited at: 27th Jan 2011 14:56
Jumping bug

This probably needs to be confirmed by others but for me it has been present for the last few FPSC versions.

When you jump the sound often plays twice. Sometimes you even get thrown a bit to the side for no reason and other times the jump sound plays but you stay on the ground.

I have attached a small wmv video showing this.

edit: this bug has been added to the code issue list.

Ched80
15
Years of Service
User Offline
Joined: 18th Sep 2010
Location: Peterborough, UK
Posted: 27th Jan 2011 09:09
fpgcrawtext bug when trying to print variables.

I believe the following should print a variable to the screen:

fpgcrawtext=%VarName

However, some strange things happen and in some cases cause the program to crash. I'll attach something when I get home.

[url="http://raptr.com/No_Turn_Right?src=em_forum"][/url]
LeeBamber
TGC Lead Developer
26
Years of Service
User Offline
Joined: 21st Jan 2000
Location: England
Posted: 27th Jan 2011 13:45
Hi Guys,

I have just posed BETA6 which hopefully solves the clipping issues you will have been getting when using water with full effects on. We have also started using the Google Code Issues database to log the bugs, so if you want to take your favourite V118 BETA6 bugs to the list, you can visit it here:

http://code.google.com/p/fpscreatorengine/issues/list

Please only submit thorough bugs with clear step by step to reproduce otherwise we will just change the status to 'not reproducible' If someone else can confirm the bug and post a comment, that would be awesome!

I drink tea, and in my spare time I write software.
Pirate Myke
16
Years of Service
User Offline
Joined: 31st May 2010
Location: El Dorado, Ca
Posted: 27th Jan 2011 14:49
Thanks Lee. Downloading now.

Nothing but coffee in my veins 'Insomnia is Coming'
Scurvy Lobster
20
Years of Service
User Offline
Joined: 3rd Mar 2006
Location: Denmark
Posted: 27th Jan 2011 14:54
Great news! I look forward to testing beta 6

I will add my reported jumping bug to the issue list right away.

Pirate Myke
16
Years of Service
User Offline
Joined: 31st May 2010
Location: El Dorado, Ca
Posted: 27th Jan 2011 15:22 Edited at: 27th Jan 2011 15:43
OK, Still getting this error for the DBO and BIN cleaner.



'Runtime Error 8003 - Could not find the path at line 38'

This started in 118.4 and is still present for me.

This is my install directory.
'F:\Program Files\The Game Creators\FPS Creator' drive on my machine and has been so since 116.

Reproduce: Install new beta. after install it recomends that you use the cleaner. I accept and it start to clean out the files. After a minite or two of cleaning the app pops up this error and exits completly.

Everytime I run the cleaner after that It produces the same error.

Retest:
Error does not happen if you run the cleaner from 'C:\Program Files\The Game Creators\FPS Creator'. I just put the files in My old C drive install and the files run fine with no error.

Retest 3:
Erased the FPSCCreatorCleaner.exe file and the manifest file.
Reinstalled the Beta 6 update in my 'F:\Program Files\The Game Creators\FPS Creator' folder and run the cleaner at the end of install, and still receive the same error.

I guess this will only be reproducable if your install is not in the standard Install directory of C:

Picture attached also incase the above Picture link dont show.

Nothing but coffee in my veins 'Insomnia is Coming'
bond1
20
Years of Service
User Offline
Joined: 27th Oct 2005
Location:
Posted: 27th Jan 2011 15:26
Wow, looks like Lee has been on a 12 hour marathon session according to the Google Code site!

Thanks for the continued work and I look forward to testing out beta 6.

"bond1 - You see this name, you think dirty."
SPECS: Windows7 x64, Intel Core i7 920, Geforce GTX 580, 6GB RAM
DarthBasicVader
20
Years of Service
User Offline
Joined: 28th Nov 2005
Location: Cyberspace
Posted: 27th Jan 2011 15:37
Using Google Code Issues database will improve much more the community development/testing process of FPSC, it's a beatiful idea. Now sky is the limit
Downloading beta6 now .....
Good work Lee.

Riccardo
Scurvy Lobster
20
Years of Service
User Offline
Joined: 3rd Mar 2006
Location: Denmark
Posted: 27th Jan 2011 16:05
Quote: "OK, Still getting this error for the DBO and BIN cleaner."


I cannot reproduce it when I update to beta 6. It might be because I have FPSC on my C: drive.

Ausculta
16
Years of Service
User Offline
Joined: 24th Apr 2010
Location: A place - Things things here, and stuff.
Posted: 27th Jan 2011 16:13
In 1.18 beta 5 and 6 I've noticed an issue that's causing FPS to crash under certain conditions. The issue itself may have been around longer than I realize, I only noticed it because I've been doing some tests recently with different weapons and HUD cross-hairs.

The easiest conditions required to replicate the bug are to use the default depth of field shader included with the current beta (I've also managed to re-create the crash using other full-screen effects shaders as well) and the bow or crossbow included included in FPSC model pack 28. Upon equipping, or sometimes immediately after firing either of these weapons, the game will crash.

Crash report detials:


Note: This issue does not appear to effect all full-screen shaders. Bond's adaptive bloom shader, for example, works fine without crashing.
Scurvy Lobster
20
Years of Service
User Offline
Joined: 3rd Mar 2006
Location: Denmark
Posted: 27th Jan 2011 16:55
Bug

Water is too clear. Clear as air actually. Should be at least a bit harder to see under water to seem realistic.

See attached image.

Tested on FPSC V118 beta 6. Full Shaders on.

Scurvy Lobster
20
Years of Service
User Offline
Joined: 3rd Mar 2006
Location: Denmark
Posted: 27th Jan 2011 16:59
Bug

Water shader does not work in built games.

(I should note that it works fine in test games run from FPSC)

See attached movie.

Tested on FPSC V118 beta 6. Full Shaders on.

Scurvy Lobster
20
Years of Service
User Offline
Joined: 3rd Mar 2006
Location: Denmark
Posted: 27th Jan 2011 17:02 Edited at: 27th Jan 2011 17:05
Bug

Using postprocessing=3 in a built game causes a crash to desktop.

(I should note that it works fine in test games run from FPSC)

For error code see attached image.

Tested on FPSC V118 beta 6. Full Shaders on.

Pirate Myke
16
Years of Service
User Offline
Joined: 31st May 2010
Location: El Dorado, Ca
Posted: 27th Jan 2011 17:37 Edited at: 27th Jan 2011 18:44
Water shader Beta 118.6

Does not appear to work in the build game. I have copied over the water shader and all files in that folder and the water-script folder also. Still not working.

But I must say that the test game issue with the skybank reflecting in the water in an enclosed space does seem to be fixed.

Edit:
Although I can still see the crosshair decal reflectin in the water.

I can only see this with a custom weapon the rusty pipe, by Kravenwolf. It has a dot for a cross hair. Shader phong_bump_specular.

GunSpec Below:


Tesing a couple of others

Edit:
Tried 5 more weapons mixed melee and gun. Just this one acting like this, Dont sweat this one.

Can still swim thru the ceiling.

Nothing but coffee in my veins 'Insomnia is Coming'
Scurvy Lobster
20
Years of Service
User Offline
Joined: 3rd Mar 2006
Location: Denmark
Posted: 27th Jan 2011 19:06
Bug

The Zombie stock character is almost completely dark. All other stock characters are working fine.

See attached image.

Tested on FPSC V118 beta 6. Full Shaders on.

MK83
FPSC Reloaded TGC Backer
20
Years of Service
User Offline
Joined: 10th Jun 2006
Location: Greeneville, TN
Posted: 27th Jan 2011 19:18
@Scurvy Lobster
try using fastbone.fx

mk83 Productions
Scurvy Lobster
20
Years of Service
User Offline
Joined: 3rd Mar 2006
Location: Denmark
Posted: 27th Jan 2011 19:26 Edited at: 27th Jan 2011 19:27
MK83: I will but it's still a bug since the character should work "out-of-the-box".

(tested it and fastbone works - but it would be nice if it worked with the standard shader)

I have also added my reported bugs so far to the tracker.

Design Runner
15
Years of Service
User Offline
Joined: 16th Oct 2010
Location: In my own little world.
Posted: 27th Jan 2011 19:39
um, is it possible to get the water to work in multiplayer? I got all exited about the water and then I couldn't find a way to do this.
AngelTheKiller
FPSC Reloaded TGC Backer
16
Years of Service
User Offline
Joined: 17th Feb 2010
Location: In your house
Posted: 27th Jan 2011 20:50
I found a bug. The water reflects objects that are on top of segments and even things that are blocked

Angel fpstube.webs.com check it out today and sign up!
Scurvy Lobster
20
Years of Service
User Offline
Joined: 3rd Mar 2006
Location: Denmark
Posted: 27th Jan 2011 21:08
AngelTheKiller: what exactly is buggy in your attached image? I can't tell from your description.

uzi idiot
Valued Member
16
Years of Service
User Offline
Joined: 27th Dec 2009
Location: Who Knows?
Posted: 27th Jan 2011 21:31
Quote: "AngelTheKiller: what exactly is buggy in your attached image? I can't tell from your description."

There isn't, that is the reflections, they work perfectly for me.

good frame rates matter...
Design Runner
15
Years of Service
User Offline
Joined: 16th Oct 2010
Location: In my own little world.
Posted: 27th Jan 2011 21:43 Edited at: 27th Jan 2011 21:45
I see exactly what he means. You shouldn't see a reflection of a barricade two segments in.
Scurvy Lobster
20
Years of Service
User Offline
Joined: 3rd Mar 2006
Location: Denmark
Posted: 27th Jan 2011 21:52
From what I know of real world reflections it looks "real".

This image, this image and hundreds of others show reflections in water from objects far from the waterfront.

Design Runner
15
Years of Service
User Offline
Joined: 16th Oct 2010
Location: In my own little world.
Posted: 27th Jan 2011 21:55
Yes, but notice you only see the top of these, not the full trees. And the camera is positioned higher above the water. You should not see the bottom of an object in its reflection is what I am getting at.
A dude
16
Years of Service
User Offline
Joined: 15th Mar 2010
Location: The Solar System
Posted: 27th Jan 2011 23:00
Quote: "Does not appear to work in the build game. I have copied over the water shader and all files in that folder and the water-script folder also. Still not working."


Copy the files from effectbank\common\hereitis!\ to you game's effectbank\common\
Pirate Myke
16
Years of Service
User Offline
Joined: 31st May 2010
Location: El Dorado, Ca
Posted: 27th Jan 2011 23:28
Yep, Did that, No help but thanks

Nothing but coffee in my veins 'Insomnia is Coming'
AngelTheKiller
FPSC Reloaded TGC Backer
16
Years of Service
User Offline
Joined: 17th Feb 2010
Location: In your house
Posted: 28th Jan 2011 00:33
look at that building you see that the top is reflected and it supost to not reflect it because theres a segment shown in the picture (the grass) now can you see? the grass is covering it but the water is still reflecting it under the grass

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: 28th Jan 2011 01:07
heres another one. see the building in the back?

Angel fpstube.webs.com check it out today and sign up!

Login to post a reply

Server time is: 2026-07-01 00:54:44
Your offset time is: 2026-07-01 00:54:44