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
Payam
17
Years of Service
User Offline
Joined: 28th Mar 2009
Location:
Posted: 1st Feb 2011 16:17 Edited at: 1st Feb 2011 16:29
Quote: "Is anyone else experiencing transparency problems with their textures, or is it just me???
"


Maybe you are testing your game with full shader effects on and your hardware can't support those shaders.

I had the same problem with my old PC,But the version of FPSC was old too that time.

Have our guns was a mistake!!!

I am PaYaM
Pirate Myke
16
Years of Service
User Offline
Joined: 31st May 2010
Location: El Dorado, Ca
Posted: 1st Feb 2011 16:33
@mgarand

Just set my settings to match yours. I am on a duel core, running XP SP3, with a nvidia 6200SE 512mb graphics card.

5x5 level with one character, using bloom shader.
Level 483mb took 30sec to Build.
Not getting the high build memory issue here.

Nothing but coffee in my veins 'Insomnia is Coming'
Soviet176
16
Years of Service
User Offline
Joined: 19th Sep 2009
Location: Volgograd
Posted: 1st Feb 2011 16:46
Quote: " lightmapquality is 80"


Thats your reason right there. Wolf says to keep light quality to around 32.

Putting fear back into sliced bread since 4th May 2010
Flatlander
FPSC Tool Maker
19
Years of Service
User Offline
Joined: 22nd Jan 2007
Location: The Flatlands
Posted: 1st Feb 2011 16:59
Quote: "Quote: " lightmapquality is 80"

Thats your reason right there. Wolf says to keep light quality to around 32."


I would say the same. Wolf must have done more extensive testing for a max value. I usually keep it at 25. 32 evidently is reasonable.
Conjured Entertainment
AGK Developer
20
Years of Service
User Offline
Joined: 12th Sep 2005
Location: Nirvana
Posted: 1st Feb 2011 17:06
Quote: "Maybe you are testing your game with full shader effects on and your hardware can't support those shaders."

My hardware should ba able to handle it... Quad Core w NVIDIA 8800

This is baffling me then, because the same character/texture worked fine before the update and now it is not working.

It must be on my end though, so thanks for testing it and letting me know.
I appreciate it guys!

   Conjured Entertainment

 WARNING: Intense Madness
Pirate Myke
16
Years of Service
User Offline
Joined: 31st May 2010
Location: El Dorado, Ca
Posted: 1st Feb 2011 17:09
Yes I would normally agree, But I set my setting to match his and did not see any thing like that.

I am on a duel core, running XP SP3, with a nvidia 6200SE 512mb graphics card. lightmapping to 80 and lightmaptexturesize is 512. postprocessing=1

9x9 level 2 static lights 1 character using a shader, with a weapon in my level.

Nothing but coffee in my veins 'Insomnia is Coming'
mgarand
18
Years of Service
User Offline
Joined: 22nd Dec 2007
Location: The Netherlands
Posted: 1st Feb 2011 17:11
lol i just tried lightmapquality 5 and texture 126, still near the cap :S something is wrong

Pirate Myke
16
Years of Service
User Offline
Joined: 31st May 2010
Location: El Dorado, Ca
Posted: 1st Feb 2011 17:17
Maybe try rebooting, Have you been working the system for a bit.
Just sounds to wierd for such a low asset level.
I am using the 118.7 beta.

Nothing but coffee in my veins 'Insomnia is Coming'
mgarand
18
Years of Service
User Offline
Joined: 22nd Dec 2007
Location: The Netherlands
Posted: 1st Feb 2011 17:20
i have done nothing lol, im going to reinstall windows, need a full cleanup

Pirate Myke
16
Years of Service
User Offline
Joined: 31st May 2010
Location: El Dorado, Ca
Posted: 1st Feb 2011 17:21
Wow that sound pretty extreme. Well sometimes it needs to be done. Good luck.

Nothing but coffee in my veins 'Insomnia is Coming'
mgarand
18
Years of Service
User Offline
Joined: 22nd Dec 2007
Location: The Netherlands
Posted: 1st Feb 2011 17:45
my pc was getting slow, so maybe its good

Shiitaki
18
Years of Service
User Offline
Joined: 22nd Jan 2008
Location:
Posted: 1st Feb 2011 17:55
Quote: "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.
"

Actually that is not fine, but I am pretty much tired of having to constantly having to work around bugs or limitations.Why implement water or feature that has some limitation or never is going to work correctly.

That is completely beyond me.
charger bandit
16
Years of Service
User Offline
Joined: 10th Nov 2009
Location: Slovenia
Posted: 1st Feb 2011 18:03
Pirate Myke: You shouldn't really expect much,your graphic card is a bit outdated.


Pirate Myke
16
Years of Service
User Offline
Joined: 31st May 2010
Location: El Dorado, Ca
Posted: 1st Feb 2011 18:10
I dont expect much, Thats why I ran this test for him. My system is very minimal, but still I did not get the big memory consumtion that Mgarand was experiencing. Even with my system the way it is, I only have boog down when I use the full screen shaders, Water (13 - 15 fps) and if I turn on lightrays I get 3fps. I have huge 2 level castle map with all custom stuff in it and the build only come to 983 mb and runs at 14fps.

Nothing but coffee in my veins 'Insomnia is Coming'
Cross Hair Games
17
Years of Service
User Offline
Joined: 26th Jan 2009
Location: Canada Eh\'
Posted: 1st Feb 2011 19:14
I keep getting the runtime error when I try to start it up :/

Nickydude
Retired Moderator
19
Years of Service
User Offline
Joined: 4th Nov 2006
Location: Look outside...
Posted: 1st Feb 2011 21:05 Edited at: 1st Feb 2011 21:18
Please but back in the ability not to have the wall disappear when placing an entity near it, it's difficult to line things up against it if it's not there!

Badger Digital
16
Years of Service
User Offline
Joined: 12th Jan 2010
Location:
Posted: 1st Feb 2011 21:11 Edited at: 1st Feb 2011 21:44
Nickydude: Just tried it,works for me (v. 118 Beta 7)


additional: tested water,looks great when you push an entity into water...now has a splash(!),shot also create a splash too!

Side effect: a dynamic entity creates a ripple on the surface of water(if it 'floats' where it is half-in and out),when entity is destroyed...ripple is still there.

Flatlander
FPSC Tool Maker
19
Years of Service
User Offline
Joined: 22nd Jan 2007
Location: The Flatlands
Posted: 2nd Feb 2011 00:45
Quote: "Please but back in the ability not to have the wall disappear when placing an entity near it, it's difficult to line things up against it if it's not there!"


I agree, probably won't happen though. This so-called feature was put into v117. It now takes me at least three more tries to get something up against the wall. Difficult to do when the wall isn't there. Maybe it's my old eyes anyway and I haven't figure out how to guestemate the position.
The Storyteller 01
17
Years of Service
User Offline
Joined: 11th May 2009
Location: On a silent hill in dead space
Posted: 2nd Feb 2011 07:43 Edited at: 2nd Feb 2011 15:00
Quote: "It now takes me at least three more tries to get something up against the wall. Difficult to do when the wall isn't there. Maybe it's my old eyes anyway and I haven't figure out how to guestemate the position. "


I would want the wall back too but there's an easy workaround: I use a "false wall" wall object from the stock scifi library. Its a segment high/wide entity that I put on the map and "B" align it on any wall (it then goes into the wall segment) prior to finetuning complicated placements (like a rifle leaning against the wall). Works perfectly for me.

In case you find my grammar and spelling weird ---> native German speaker ^^
Nickydude
Retired Moderator
19
Years of Service
User Offline
Joined: 4th Nov 2006
Location: Look outside...
Posted: 2nd Feb 2011 12:54
There's always a work around for something but I would be a lot easier to be able to switch the wall visible /invisible at the touch of a key when editing.

Shiitaki
18
Years of Service
User Offline
Joined: 22nd Jan 2008
Location:
Posted: 2nd Feb 2011 15:05
Quote: "There's always a work around for something but I would be a lot easier to be able to switch the wall visible /invisible at the touch of a key when editing."


Perhaps, it gets the job done, just getting to the point where every thing needs a work around and BAM ! before you know it you have created a work around game...annoying to say the least
Scurvy Lobster
20
Years of Service
User Offline
Joined: 3rd Mar 2006
Location: Denmark
Posted: 3rd Feb 2011 21:59
At least some of us are having some nasty crash bugs if loading save games.

Could anyone else try saving/loading some built games? It could help locating the bug (there might be more than one).

BlackFox
FPSC Master
18
Years of Service
User Offline
Joined: 5th May 2008
Location: Knight to Queens Bishop 3
Posted: 3rd Feb 2011 22:16 Edited at: 3rd Feb 2011 22:19
@ Soren

Quote: "Could anyone else try saving/loading some built games? It could help locating the bug (there might be more than one)."


I can verify that we have an issue with saving/loading a saved game. I have posted this on more than one occasion, only to have my posts ignored or no response. I can also tell you that my partners are also aware of this issue which caused us to restart a complete commercial project. After reviewing your bug report, I can confirm that is a similar error that we received as well. Here is what happened on our end.

We had a WW2 commercial development we had started. We discovered that we could save a game, but the load gave us the exact same error as you have outlined. I took out RPG Mod and tried the vanilla FPSC- same results. I went through the entire code for both FPSC and RPG Mod and could not spot the problem. So after numerous tests, we devised a solution. I had to put "save points" in our game. In other words, the player does level one, then hits a small "segment-room" level 2 where their progress is auto-saved. Then they go to level 3, another save-point in level 4, and so on. This was the only way we could have the player load a saved game with no issues. I also had to disable the ability to save during the game and rely on my auto-save script to look after this.

We use not just stock media, but a lot of custom media as well. Because we develop RPG Mod, we immediately looked at it to see if the error was in our mod. I then swapped to vanilla to ensure and discovered it was the same thing with vanilla FPSC.

It is interesting to note, we tried our SciFi commercial development, and even our newest Egyptian development. Guess what? They save so far with no issues. I could not figure out why that was. All our developments work properly, but only our WW2 developments have this save/load issue. Mind you, we are wondering how long before all our commercial products we are about to deploy will go through this.

Like I mentioned before, it is very frustrating. As a developer, it is frustrating when you post a legitimate bug only to be ignored. I've even briefed KeithC on this issue so he is aware of it as well. I know it's was suggested to send a stock map, but we have an entire development with this issue and not one person was willing to reply to us or help us out.

Perhaps when you find a solution, you could contact myself to share what you've discovered/learned. My wife and I would be very grateful with whatever you can tell us. I'm hoping this issue is resolved, because we hold 6 titles to be deployed and can't deploy them with this type of issue. All this time spent on projects to hit a brick wall is not exactly a fun time, and becomes costly to some of us.

ADDITIONAL: It might be interesting to note that we battled this issue since v1.16 of FPSC. We mentioned it before v1.17 came out, and now it is brought up in v1.18.

- BlackFox

Scurvy Lobster
20
Years of Service
User Offline
Joined: 3rd Mar 2006
Location: Denmark
Posted: 3rd Feb 2011 22:45
Hi Blackfox! You can sign in on the issue list and set a star on the bug. This will keep you notified on any changes.

I am only a bug hunter, so I have no idea what is really causing the bug code-wise.

I do hope we get rid of this one. It really is a game-breaker.

BlackFox
FPSC Master
18
Years of Service
User Offline
Joined: 5th May 2008
Location: Knight to Queens Bishop 3
Posted: 3rd Feb 2011 22:53 Edited at: 3rd Feb 2011 22:54
Quote: "Hi Blackfox! You can sign in on the issue list and set a star on the bug. This will keep you notified on any changes.

I am only a bug hunter, so I have no idea what is really causing the bug code-wise.

I do hope we get rid of this one. It really is a game-breaker."


It is, and as mentioned we've battled this since v1.16. It was heartbreaking to hold off a deployment because of this bug. We looked at everything. Sifting through both the FPSC source and our mod was not exactly my highlight.

I forgot to mention, the save-points using the segment rooms had nothing else. Just four or five segments placed with a trigger to activate the auto-save and the win zone at the end. A fake door was also one one end and the other, and this was to give the illusion the player was passing through from one section into the other. It was the best work around we could put into the development.

It is also interesting how for us it has been just our WW2 game. The SciFi game will save and load from anywhere, and our Egyptian game works perfectly as well with saving/loading.

I'll do as you suggest and will keep a watch on it.

- BlackFox

ajkcool
16
Years of Service
User Offline
Joined: 31st Dec 2009
Location: Home
Posted: 4th Feb 2011 05:46
For some reason, the hands aren't working for the stock weapons.

"Hey everyone, I love you." jk
Scurvy Lobster
20
Years of Service
User Offline
Joined: 3rd Mar 2006
Location: Denmark
Posted: 4th Feb 2011 06:54 Edited at: 4th Feb 2011 06:55
ajkcool: could you please describe your bug in more detail (how to reproduce from scratch) and possibly post a screenshot.

The hands work fine for me on stock weapons.

BedsideReaper
15
Years of Service
User Offline
Joined: 4th Feb 2011
Location: Lakewood, WA
Posted: 4th Feb 2011 10:21
Okay, so I now have a very serious problem with V118. I only started FPSC up once, which it worked fine, I love the new water features and the upgrades on the stock guns (SWEET!), but after i loaded up one of my levels to make some adjustments to my levels (I.E. smaller spread and lower damage on the Autoslug, since it now shoots almost a dozen pellets instead of two), it only went as far as building the test level. I saw my level in the overview perfectly, no Frame Rate drops or lags, but after I hit the test level button, a window popped up, saying that the level was too big, and that if the problem occurred more, that I should back up my files and reinstall the program. After I clicked 'OK,' it closed the FPSC immediately. I figured, no big deal, so I started it again, but the same warning window saying that the level was too big. I didn't even get to load the whole thing all the way. FPSC was on that loading part with colonel X holding the blaster and it said: "checking files for you..." and it crashed. And now it won't load up. What should I do? I don't want to delete everything and reinstall EVERRYYYTHHHIIING (since I have a lot of model packs).

"I think I'm getting the 'Black Lung,' pop."

"Derrick, you've been down there for one day."
Gibba gobba
17
Years of Service
User Offline
Joined: 21st Dec 2008
Location: regret
Posted: 5th Feb 2011 00:15 Edited at: 6th Feb 2011 20:12
@Pirate Myke
where in the world did you get that character?

20th Anniversary
The Unofficial Migration Suggestion Board
http://forum.thegamecreators.com/?m=forum_view&t=166736&b=26
LeeBamber
TGC Lead Developer
26
Years of Service
User Offline
Joined: 21st Jan 2000
Location: England
Posted: 5th Feb 2011 04:59
When you post a bug here: http://code.google.com/p/fpscreatorengine/issues/list

Make sure you provide a screen shot and a sample stock-media FPM level so I can reproduce quickly and easily. You are free to discuss bugs here, and I would appreciate you get a confirmation from one other beta tester before posting the bug on the issues board, thanks!

I drink tea, and in my spare time I write software.
Nickydude
Retired Moderator
19
Years of Service
User Offline
Joined: 4th Nov 2006
Location: Look outside...
Posted: 5th Feb 2011 18:18
Quote: "put back in the ability not to have the wall disappear when placing an entity near it (by popular demand)"


Thank you!

LeeBamber
TGC Lead Developer
26
Years of Service
User Offline
Joined: 21st Jan 2000
Location: England
Posted: 6th Feb 2011 11:10
No problemo, I was in the neighbourhood. I have gone through the last few pages on here and actioned the ones I could reproduce and/or understand. Not all the bug fixes will go into V118, mainly the ones that relate to broken V117 features and stability of the new V118 migration features. I have also sorted out all the issues (bar two) on the issues board at google code, which means I feel pretty happy to release the official V118 in the next week or two. If you have any outstanding issues with the forthcoming BETA8, use the issues board as I will be monitoring this right up until release. I am quite happy with the way water turned out, so thanks for the feedback beta testers!! Also anyone who wanted to build a twenty level game in one build step can now do this thanks to an inspired bit of lateral bug fixing, i.e. the ten sci-fi level build experiment now works fine, and in fact you could build all fifty levels if you so desired Going to sort out the beta 8 release now, watch this space!

I drink tea, and in my spare time I write software.
Deathcow
FPSC Reloaded Backer
20
Years of Service
User Offline
Joined: 13th Nov 2005
Location: Right here!
Posted: 6th Feb 2011 12:07 Edited at: 6th Feb 2011 12:08
Thanks for all your hard work Lee this looks like the best update ever (I can't believe I really said that, it sounds so cheesy) The amount of time you put in all the bug fixes in the last couple of days is amazing. Hope you're able to take a break after this.

A very happy FPSC user.

DC

Conjured Entertainment
AGK Developer
20
Years of Service
User Offline
Joined: 12th Sep 2005
Location: Nirvana
Posted: 6th Feb 2011 14:12 Edited at: 6th Feb 2011 14:14
ooops double posted somehow...sorry

   Conjured Entertainment

 WARNING: Intense Madness
Conjured Entertainment
AGK Developer
20
Years of Service
User Offline
Joined: 12th Sep 2005
Location: Nirvana
Posted: 6th Feb 2011 14:12
Quote: "Also anyone who wanted to build a twenty level game in one build step can now do this thanks to an inspired bit of lateral bug fixing, i.e. the ten sci-fi level build experiment now works fine, and in fact you could build all fifty levels if you so desired Going to sort out the beta 8 release now, watch this space!"

Awesome!
I may have to break my second level in half because it is at the max and I still have some more zombies to put in.
At first Iwanted 3 levels, then I changed it to just 1, but it was too big, so I guess I should have stuck to the original plan.
It's nice to hear that we can all fifty if we want without having to go through extra steps.
THANKS

We'll be watching closely for Beta 8

   Conjured Entertainment

 WARNING: Intense Madness
Scene Commander
Support Manager
18
Years of Service
User Offline
Joined: 3rd May 2008
Location:
Posted: 6th Feb 2011 14:50
Downloading beta 8 now. Lookng forward to trying out the improved build fix.

http://jimjamsgames.yolasite.com
Pirate Myke
16
Years of Service
User Offline
Joined: 31st May 2010
Location: El Dorado, Ca
Posted: 6th Feb 2011 16:30
Downloading Now. Thanks for the hard work Lee, and developement team.

Nothing but coffee in my veins 'Insomnia is Coming'
mickeyb
20
Years of Service
User Offline
Joined: 1st Jan 2006
Location:
Posted: 6th Feb 2011 17:56
Thanks
Downloading Now
Ctamerica21
16
Years of Service
User Offline
Joined: 9th May 2010
Location:
Posted: 6th Feb 2011 17:58
How do you turn down the bloom in beta 3
TerrorNation
16
Years of Service
User Offline
Joined: 18th Dec 2009
Location:
Posted: 6th Feb 2011 18:15
After looking through the features I noticed the entity flak scripting, and I was wondering how I would go about scripting my flak and what I can actually make it do?

Thanks
veer
16
Years of Service
User Offline
Joined: 3rd Mar 2010
Location:
Posted: 6th Feb 2011 19:18
saving and loading is working in beta 8
bruce3371
15
Years of Service
User Offline
Joined: 4th Aug 2010
Location: Englishland
Posted: 6th Feb 2011 20:28
Quote: "I feel pretty happy to release the official V118 in the next week or two."


Excellent news indeed, thanks for all your hard work Lee!

Juzi
19
Years of Service
User Offline
Joined: 8th Mar 2007
Location: Finland
Posted: 6th Feb 2011 20:49
I just built a 40-level game with the latest beta.

Awesome work Lee and the others

BSP
15
Years of Service
User Offline
Joined: 3rd Feb 2011
Location: Poland
Posted: 6th Feb 2011 21:09
Great work. Thanks.
Deathcow
FPSC Reloaded Backer
20
Years of Service
User Offline
Joined: 13th Nov 2005
Location: Right here!
Posted: 6th Feb 2011 22:00
Hi

Has anyone noticed that transparent segments and no longer transparent in 118 beta8. I have a couple of segments that use I have used in 117 successfully, but the new beta appears to have problems with it.

The transparent effect works on static and dynamic.

DC

Design Runner
15
Years of Service
User Offline
Joined: 16th Oct 2010
Location: In my own little world.
Posted: 6th Feb 2011 22:12
I had this issue using beta 7. I made a transparent block to put around an entity but when I tested it became a dark grey. I also am having issues of jumping through regular ceilings. Any else can confirm?

"If you can't handle me at my worst, you sure as hell don't deserve me at my best"
Deathcow
FPSC Reloaded Backer
20
Years of Service
User Offline
Joined: 13th Nov 2005
Location: Right here!
Posted: 6th Feb 2011 22:23 Edited at: 6th Feb 2011 22:54
@Design Runner

I have experienced this in one of the built games I had tested using beta8. I jumped through the ceiling and my character went way up high and after a couple of seconds I fell to my death.



This is the jumping bug.

DC

ajkcool
16
Years of Service
User Offline
Joined: 31st Dec 2009
Location: Home
Posted: 6th Feb 2011 22:54
the hands won't work with mine

"Hey everyone, I love you." jk
Errant AI
19
Years of Service
User Offline
Joined: 24th Aug 2006
Location:
Posted: 6th Feb 2011 23:10
@Deathcow- I also get the same bug in test game. If standing on a table you can rocket out of the level by jumping.
ajkcool
16
Years of Service
User Offline
Joined: 31st Dec 2009
Location: Home
Posted: 6th Feb 2011 23:20
For some reason, the alt ammo isnt working

"Hey everyone, I love you." jk

Login to post a reply

Server time is: 2026-07-05 05:45:43
Your offset time is: 2026-07-05 05:45:43