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FPSC Classic Product Chat / V118 Public Beta 17

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AngelTheKiller
FPSC Reloaded TGC Backer
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Posted: 28th Jan 2011 02:11
sorry for 3rd post but when I leave a number preesed this happens

Angel fpstube.webs.com check it out today and sign up!
MK83
FPSC Reloaded TGC Backer
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Posted: 28th Jan 2011 02:19
Again, this has been missed. in all the 1.18 betas, bond1's fantasy weapons purchased from the store cause FPSC to crash. Can anyone confirm this please. Battle ax, morningstar, and war hammer.

mk83 Productions
Thraxas
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Posted: 28th Jan 2011 02:51
Quote: "Can anyone confirm this please."


Well I can confirm that on pickup of the morningstar FPSC crashes.

Your signature has been [mod edited] :-p
rolfy
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Posted: 28th Jan 2011 03:20 Edited at: 29th Jan 2011 06:34
Bug:
Using these settings, in root FPSC folder before build.
Setup.ini
Build setup.ini


dynamiclighting=1
postprocessing=0

After build, settings in my-game folder setup.ini are:

dynamiclighting=0
postprocessing=1

This is resulting in no dynamic lighting working, even after changing the settings to 1 in the built game folder, this also results in no lighting on weapons or characters from dynamic lights even though it all works fine in test game.
For some reason these settings are being disabled at build.

Postprocessing can be turned off by setting to zero in built .ini but its a bit of a pain.

Another note:
Upgraded weapons reference a shader I dont seem to have in my fx folder.
effectbank\phong_bump_specular\phong_bump_specular.fx
MK83
FPSC Reloaded TGC Backer
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Posted: 28th Jan 2011 03:45
@Thraxas,
sometimes they crash upon pick up and sometimes you have to hit something with them a few times. But they always seem to crash the editor. They cause a built game to crash too.

mk83 Productions
raymondlee306
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Posted: 28th Jan 2011 04:04 Edited at: 28th Jan 2011 04:08
Okay, the setup.ini and the buildsetup.ini both have the postprocessing effects and blossershaders set to zero. But no matter what I do bloom will not turn off. Is there a new place that these are hiding within the files of 118 beta 6?

Also a slight little hiccup with the water reflection. See attached.
Mute Assassin
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Posted: 28th Jan 2011 04:30
Quote: "sometimes they crash upon pick up and sometimes you have to hit something with them a few times."


I have the same issues with the common sword,morningstar and warhammer.
DarkJames
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Posted: 28th Jan 2011 15:13
Nope, its working Correctly, it projects only the Out wall Part...

...What its not Over,what brings darkness, Thats where i'm going.
Arseny
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Posted: 28th Jan 2011 18:03
Maybe I ask a lot, but can you create ammovar feature for weapons?
vortech
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Posted: 28th Jan 2011 21:58
I have problem with some dbo3d.dll (If I remember) Says something that it can't find 1. So my Fpsc wont start.

Best texture of the Month.
Yay.
Gibba gobba
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Posted: 29th Jan 2011 00:12
i think the icon for the exe needs to be fixed. not sure if this was intended, but theres a silver box outline on the logo. if it was intended, it doesnt look right cuz it doesnt even appear on the one in the window

20th Anniversary
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http://forum.thegamecreators.com/?m=forum_view&t=166736&b=26
rolfy
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Posted: 29th Jan 2011 06:32
Just a quick follow up to my bug above:
I found I could get lighting on weapons in built game by using static lighting only and enabling dynamic lighting in the build setup.ini manually.
Dynamic lights still wont work after build no matter what I do.
LeeBamber
TGC Lead Developer
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Posted: 29th Jan 2011 06:58
@rolfy : use the attached level and let me know if it builds for you. It demonstrates dynamic lights over two characters and a player weapon. Everything works for me in BETA7. Send a video or screenshot with description of what you expected to see if it's still an issue.

I drink tea, and in my spare time I write software.
LeeBamber
TGC Lead Developer
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Posted: 29th Jan 2011 06:59
Just a reminder. BETA7 is out. If you find a serious V118 issue that was not present in V117, report using the new Google Code issue reporting system here: http://code.google.com/p/fpscreatorengine/issues/list

I drink tea, and in my spare time I write software.
Pirate Myke
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Posted: 29th Jan 2011 07:59
Thanks Again.

Nothing but coffee in my veins 'Insomnia is Coming'
Leongamerz
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Posted: 29th Jan 2011 09:24
Wow already Beta 7 that was so fast.Will try it Lee.

Have A Good Day

From
Leon

Poloflece,Anayar,PWP,Henry Ham,Cosmic Prophet,Wolf,KeithC,Nickydude And Lee Bamber is my icon.
rolfy
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Posted: 29th Jan 2011 10:05 Edited at: 30th Jan 2011 02:40
@Lee
I tried your map and it worked perfectly in test game.
Tried both beta6 and beta7.



After build its this.


I open the built setup.ini and enable dynamic lighting.
dynamiclighting=1

My own custom builds play fine, just with no dynamic lighting.since all working well in test game its strange.
Still its not a major problem as I found a workaround to my usual peculiar needs for now.
To be certain maybe someone else around here could download and build the file you just posted.

Edit* Fixed with a full re-install, everything works perfectly now.
Pirate Myke
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Posted: 29th Jan 2011 11:13 Edited at: 30th Jan 2011 12:52
Mine ran in the test build and the game build with no adjustments.

The red lights were flickering and the green light was able to turn on and off by the switch.

I did just do an uninstall and reinstall to get rid of 118.6 yesterday and go back to 118.5.

I did lose waterfog under water in the build game.
ZipFile of screens in download button.
EDIT: Upon building a new test map and using Waterfog. It does appear, so ignore this error.
Had water in test and build games, Could not swim thru the ceiling when space fully flooded.

I like the action reaction under water, but it might be a bit fast. You just need to bump the controls instead of pressing them down to walk or run.

Nothing but coffee in my veins 'Insomnia is Coming'
The Storyteller 01
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Posted: 29th Jan 2011 13:54 Edited at: 30th Jan 2011 00:20
Since I am working again on a fantasy level, I also encountered the crash on bond1's fantasy weapons.

I just installed 118 Beta7 and did a test with all I got in a freshly built game:

Crossbow (MP18) - works correctly
Bow (MP18) - works correctly
Oil Bomb (MP18) - doesn't crash, but when thrown it explodes immideately in front of the player (previously it did take 2-3 secs)
Sword (store bought) - crash on equipping (but can be picked up as long another weapon is equipped)
Demon Sceptre(store bought) - crash on equipping, sometimes only on the first shot (but can be picked up as long another weapon is equipped)
Elven Bow(store bought) - works correctly

EDIT: Now its getting weird. The sword crashes every newly built game but I just built an old fantasy map that started the player with the sword allready in possesion and - it doesn't crash this game

PS: I love how bullets make the new water splash on impact, but the accompaning sound is terrible (like some monster is gargling)

In case you find my grammar and spelling weird ---> native German speaker ^^
Conjured Entertainment
AGK Developer
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Location: Nirvana
Posted: 29th Jan 2011 15:04
Transparency ????

Did I miss something?

I am running beta 6, and I ran into a problem with a characters texture.
I am not running any effect or any textures other than the x_D2.dds
I had taken one of the talker characters from one of the model packs and cut out the glasses from the texture.
This used to work in the older version (beta 1), but now the glasses show up black instead of transparent.

How can I make part of a texture transparent now, or is it possible?

   Conjured Entertainment

 WARNING: Intense Madness
J T Huges
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Location: O-HI-O. USA.
Posted: 29th Jan 2011 17:33
Wow! Beta7 already. I've just downloaded 6 and started working with it. But that's cool, thanks for the upgrade and thanks for the info that is needed from you and everyone that has posted on this forum.

Thank You everyone.

Live Long -N- Rock'n Space Cowboys
charger bandit
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Location: Slovenia
Posted: 29th Jan 2011 18:24
Theres a horrible bug in shadows,my flat surfaces go crazy for some reason. Any fixes?


SkunkWorks
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Posted: 29th Jan 2011 23:26
charger bandit, it seems to be shader problem. If it is dynamic entity, try to change shader used, if its static try to disable it. Older shaders seem to act funky in new versions.

Nomad Soul
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Location: United Kingdom
Posted: 30th Jan 2011 05:38
Found a couple of bugs in the latest V118 BETA7.

1. Player collision is not working properly for static entities e.g. stairs. You can walk through some static entities.

2. Enemy firespot position is now on enemy hands instead of at the end of the gun.

Attached a stock map to reproduce both bugs. Load the map and walk straigh ahead through the stairs. I also get this on some custom media.

There also seems to be a long standing bug where Dark AI characters can still walk through segment walls sometimes.

Nomad Soul
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Posted: 30th Jan 2011 05:39
Attached a pic of the firespot issue

Nomad Soul
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Posted: 30th Jan 2011 05:40
And the stairs collision issue

bond1
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Posted: 30th Jan 2011 07:05 Edited at: 30th Jan 2011 07:08
Just a reminder, Lee said to report bugs here: http://code.google.com/p/fpscreatorengine/issues/list


They may not get noticed if only posted in this thread.

"bond1 - You see this name, you think dirty."
SPECS: Windows7 x64, Intel Core i7 920, Geforce GTX 580, 6GB RAM
Gibba gobba
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Posted: 30th Jan 2011 08:34
will a GUI be added in v1.18 to allow easy change of water and its effects, lighting, and bloom effects like in x10? thats pretty much common sense!

20th Anniversary
The Unofficial Migration Suggestion Board
http://forum.thegamecreators.com/?m=forum_view&t=166736&b=26
charger bandit
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Posted: 30th Jan 2011 10:32
SkunkWorks: The shader works on some other entities,even if I disable shaders it's the same.


AngelTheKiller
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Posted: 30th Jan 2011 19:43
Can you make fpsc faster because every time i use water it slows the fps to 3 the water takes up alot of fps

Angel fpstube.webs.com check it out today and sign up!
AngelTheKiller
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Posted: 30th Jan 2011 20:01
umm theres something wroung about the shaders its darker and its in all weapons too and sometimes when I pick a gun up fpsc closes

Angel fpstube.webs.com check it out today and sign up!
KonGO
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Posted: 30th Jan 2011 21:30
Well, we know that BETA versions are always going to have errors, so it is always recommended to wait for the FULL.

Greetings, KonGO!
bruce3371
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Posted: 30th Jan 2011 21:36
Quote: "Well, we know that BETA versions are always going to have errors, so it is always recommended to wait for the FULL."


Yes, people still seem to be treating the betas just like any other update, instead of their intended purpose, ie testing.

AngelTheKiller
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Posted: 31st Jan 2011 00:11
I did test it I test fpsc mostly every day

Angel fpstube.webs.com check it out today and sign up!
KonGO
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Posted: 31st Jan 2011 04:42
I test the v1.18 Beta 7, the version I found horrible, I do not like, is way too errors and bugs.

As I said earlier, it is better to wait the FULL version.

Greetings, KonGO
Scurvy Lobster
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Posted: 31st Jan 2011 08:28
KonGO: If you have reproducible errors and bugs please try and document them here for others to verify so they can be added to the beta issues list. You can't expect bugs to magically go away if they are not reported.

Luigi67
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Posted: 31st Jan 2011 10:47
i think i found a bug for b7.

when i finished testing a map and went back to the editor in the side bar where you select stuff to place down it showed segments from my last open map but they went away when the editor finished loading.

is this just for me or has it happened to other people.
Ikey
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Posted: 31st Jan 2011 19:58
These bug reports are essential...
Without them, the final will have bugs, meaning it'll be no better than these. If the team don't find out the bugs, how can they fix them..?

Anyway. Downloading b7 now.


freak of nature 64
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Posted: 31st Jan 2011 21:13 Edited at: 31st Jan 2011 21:15
I'm using windows 7 and when I start up FPSC I get an error saying, "The application was unable to start correctly (0xc0000005). Click OK to close the application." Any help?

EDIT
Hehe, never mind. It's AVAST.

Your signature has been erased by a mod
trakmiro
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Posted: 31st Jan 2011 23:27
Will there be ladders in this update? I noticed a climbing animation in the new model pack walk through. And without ladders I see no use for it. Ive found A user-made ladder entity, but it didn't work.
Rampage
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Posted: 1st Feb 2011 05:55
Well you would need to apply the assigned script to it for start.

Regards,

Max
Shiitaki
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Posted: 1st Feb 2011 06:59
Hey guys.

V1.18.7
Water reflections right against walls as the ripples move away from the walls is the sky reflected a little.X10 suffered from the same problem.
Scurvy Lobster
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Posted: 1st Feb 2011 10:23
Shiitaki: could you supply a screenshot so others can confirm it?

Press F12 ingame to save a BMP file in your FPSC folder. Remember to convert to jpg before attaching it here on the forum.

Shiitaki
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Posted: 1st Feb 2011 11:32
@Scurvy Lobster

okay.
Dark Goblin
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Posted: 1st Feb 2011 11:50
thats because outside the wall there is nothing. This has to do with the WaterBump and so the Skybox is reflected.

That is nothing they can change.

knxrb
FPSC Tool Maker
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Posted: 1st Feb 2011 13:27
Would putting segments around the outside of the room the water is in work?
Then it would reflect the segments outside and not the skybox.

Dark Goblin
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Posted: 1st Feb 2011 15:49
Jep exactly that would work perfectly. Or "just" generate a WaterMask based on the Geometry (which exactly is not really possible right now).

So you better place a segment at all corners or live with the "bug"

Conjured Entertainment
AGK Developer
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Posted: 1st Feb 2011 15:54 Edited at: 1st Feb 2011 15:55
Is anyone else experiencing transparency problems with their textures, or is it just me???

If someone could try it and let me know I would appreciate it, because that way I will know if it can be fixed on my end or not.

   Conjured Entertainment

 WARNING: Intense Madness
mgarand
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Posted: 1st Feb 2011 16:12
Quote: "Is anyone else experiencing transparency problems with their textures, or is it just me???

If someone could try it and let me know I would appreciate it, because that way I will know if it can be fixed on my end or not."


nope..

btw i was wondering , i got 4gb ram, quad core and 1 gb video card, but still with a small room with 1 enemie my fpsc memory goes to 1,8 gb...

anyone knows what the problem is?

my lightmapquality is 80 and lightmaptexturesize is 512. postprocessing=1

Pirate Myke
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Posted: 1st Feb 2011 16:13 Edited at: 1st Feb 2011 16:13
I am not have transparency issues with 118.7.
No full screen shader and only effectbank\bumpbone\bumpbone.fx
as the shader. The drool coming out of the mouth is transparent.

Pic attached

Nothing but coffee in my veins 'Insomnia is Coming'

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