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FPSC Classic Product Chat / V118 Public Beta 17

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Errant AI
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Posted: 6th Feb 2011 23:37
alt ammo is working fine. Are you assigning altammo.fpi to main AI?
Deathcow
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Posted: 6th Feb 2011 23:42
@Errant AI

Thats one to try before they fix the bug hehe.

DC

Errant AI
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Posted: 6th Feb 2011 23:52
@Deathcow- Yeah it's pretty spectacular... Takes a split second when your head touches the ceiling then WOOSH! off ya go lol

The fall doesnt kill you every time either so if you've removed a ceiling segment you can make an afternoon of it.
Design Runner
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Posted: 7th Feb 2011 00:32
I'm not sure if this is the right place to post, but since there is the "per polygon hit detection" has the "when sighted everything is a one shot kill" been removed?

"If you can't handle me at my worst, you sure as hell don't deserve me at my best"
Soviet176
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Posted: 7th Feb 2011 01:11
This is the problem with FPSC collision.

Putting fear back into sliced bread since 4th May 2010
MK83
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Posted: 7th Feb 2011 01:36 Edited at: 7th Feb 2011 23:09
when using GS16-waterroom.fpm
full shaders on and bets quality ticked.
I get this attached. This is where I spawn when test game starts.
anyone else can confirm?
windows 7 ultimate
amd 9850
nvida gtx 260
4 gigs ram
This just has happened in beta 8.http://www.youtube.com/watch?v=dZJ6JcgA1K4

mk83 Productions
mickeyb
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Posted: 7th Feb 2011 02:08
@ MK83

Don`nt get that spawn in the room
what i get with full shaders on and bets quality ticked.
a great big blob shadow underneath me this was the same in
beta 7.

@ ajkcool
I cant get the alt ammo working on the stock weapons
either.
MK83
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Posted: 7th Feb 2011 04:53
same .fpm no shaders

mk83 Productions
Errant AI
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Posted: 7th Feb 2011 07:30 Edited at: 7th Feb 2011 07:31
Can anyone confirm that the B8 muzzleflash "fix" broke other weapons?

My muzzleflashes are showing up about 25 units past where they should. I use a firespot limb on VWEAPs to position the flash decal in the right spot. Makes me wonder if the stock VWEAPS lacked the limb to begin with or something.

Pirate Myke
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Posted: 7th Feb 2011 08:06 Edited at: 7th Feb 2011 08:26
Yes it looks like it did. they appear to be in front of the weapon to far.



Pic in download button also.

Jumping thru ceiling bug happens on mine also.

Nothing but coffee in my veins 'Insomnia is Coming'
Errant AI
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Posted: 7th Feb 2011 08:25
@Pirate Myke

Can you get a pic of ally vs enemy shooting? It's easier to judge the distance. Also do you have non-stock weapons to test? The flash was cheated foreward in code for stock weapons which had the muzzleflash on the hand in B7
Pirate Myke
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Posted: 7th Feb 2011 08:27 Edited at: 7th Feb 2011 09:23
I will give it a shot. I am getting a stock ww2 stair and wall segments black right now. Let me run the cleaner and I will set up an ally Vs enemy.


Custom Segment with Stock Stairs


Grand CHatue Segment+

Disreguard. It seems to have adjusted and fixed it self. I had erased custom segment and put stock over the top. Probably user error here. My bad.

Nothing but coffee in my veins 'Insomnia is Coming'
Pirate Myke
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Posted: 7th Feb 2011 08:33
@ Errant AI Can you just put the Map file for download. And I will run that one. I have not messed with the ally and enemy setups yet. Been doing a bunch of custom segments and characters for Insomnia is coming for a few months now.

Nothing but coffee in my veins 'Insomnia is Coming'
Errant AI
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Posted: 7th Feb 2011 08:47 Edited at: 7th Feb 2011 08:50
@Pirate Myke

actually just use the attached script and assign to main AI. use normal appear1

The stock weapons look OK but I presume they might have been the only broken ones to begin with... If you have MP9,10,53 or GCS weapons of mine and possibly mp5 or 6 as well you should be able to see a big difference in effect placement.

all the script includes is:
Pirate Myke
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Posted: 7th Feb 2011 08:48 Edited at: 7th Feb 2011 09:02
Downloading Now. I have none of these packs, As I do all custom. I will be useless in this test for you. Sorry.

Tested on stock. Looks forward and down a bit.



Nothing but coffee in my veins 'Insomnia is Coming'
Errant AI
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Posted: 7th Feb 2011 08:58
No problem. I opened the MP40 VWEAP in fragmotion and whoever re-exported it on 8/10/2010 didn't include a firespot limb... which causes the effect to appear on the character hand.
Pirate Myke
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Posted: 7th Feb 2011 09:03
Yes I put in a screen shot for the above post.

Nothing but coffee in my veins 'Insomnia is Coming'
charger bandit
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Posted: 7th Feb 2011 09:08
I can also confirm that jumping into the ceiling catapults you out of the map.


Errant AI
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Posted: 7th Feb 2011 09:10
Quote: "Tested on stock. Looks forward and down a bit."


the reason for that is that via code they have been given a generic default offset meaning that if the weapon is short (like a SMG) the flash is too far foreward and the height is wrong because it's offset from the model root where it attaches to the hand rather than up at the barrel.

Ive added comments to issue 24 but I dont know if lee will see becaue its not on the issues list because its been marked as closed. I may have to email or something. I think the correct fix is to re-export the stock VWEAPs correctly and regress the code change.
Pirate Myke
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Posted: 7th Feb 2011 10:12
I am able to Run Thru floor down stairs in water, and end up in the abyss below floor level.

Mapfile, script, and video in download button.

Grand Chatue hallway, Stock stair, Two floors, No full screen shaders, 2 static lights, trigger zone with water depth 565 and fog on at 400.

Reproducable on my machine for the third time now.

Does this happen to anyone else?

Nothing but coffee in my veins 'Insomnia is Coming'
Errant AI
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Posted: 7th Feb 2011 10:55
@Pirate Myke

I wasn't able to repro the water issue as shown in your video but my framerate was higher and traditionally FPSC player collision fails more often at lower framerates. What was your FPS when not recording video?

(If tilting camera down as far as it will go while running down the stairs sometimes I get a little collision bump at the bottom but don't go through the floor. Also tried ramming the back of the stairs, crouching, etc)
Scene Commander
Support Manager
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Posted: 7th Feb 2011 11:37
Can anyone else confirm the attached error.

When using Cosmic Prophets doors, another entity is displayed in the entity and in game the doors aren't there.

I know that these models aren't default media, but I imagine they are very popular and so will affect a lot of people.

http://jimjamsgames.yolasite.com
AngelTheKiller
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Posted: 7th Feb 2011 13:18
that has happen to me too when I was placeing doors then deleting the door and put another door and that first door appears when I place another door and sometimes entitys, try cleaning

It also started to me in v1.16

Angel fpstube.webs.com check it out today and sign up!
mickeyb
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Posted: 7th Feb 2011 13:37 Edited at: 7th Feb 2011 14:06
@ Pirate Myke

I ran your mapfile and got the same as Errant AI .


Also does anyone know why the aiko talker is bigger than
the other aiko.
While colonel x talker is about the same size as the other
colonel x .
Conjured Entertainment
AGK Developer
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Location: Nirvana
Posted: 7th Feb 2011 14:57 Edited at: 7th Feb 2011 15:02
Quote: "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."

I had no problem with segments so far, but I haven't really tested them fully.
However, as most of you know from my earlier posts, I did have a problem with the transparencies on textures showing up black.
I colored them in, tested, and they showed the color, then I cut it out again, then the transparency was white instead of black.
All of that was in the test levels, so I decided to build a level and see what would happen.
If I built it with full shaders on, then the transparencies were fine.
If I built it without shaders, then I got the black in the transparent areas, just like the test levels.
I plan to use full shaders anyway, so this is fine with me.
Try building your level with full shaders and see what happens with those segments.

Post Script
I was using Beta 5 for those earlier tests, but I am downloading Beta 8 now.

   Conjured Entertainment

 WARNING: Intense Madness
Pirate Myke
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Location: El Dorado, Ca
Posted: 7th Feb 2011 15:55
@ Errant AI - Frame rate with out We Games Capture is between 35 - 40. Start in water and every time I go from in water to out of water I was getting this Lag for 1 second. I do have a very old video card, so that and the combination of the 12 extra processes running might have contributed to that.
Thanks for checking.

My Machine Specs: XP Pro SP3, Duel core Pentium, 4gb Ram, Nvidia 6200 SE 512 megs.

I do a lot of constant modelling and I got a new anti virus installed which I hate. 12 processes taken up by the stupid thing.

So I will Kill some of the over head and reboot and see if that fixes my issue.

@ Mickeyb - Thanks for checking also

Nothing but coffee in my veins 'Insomnia is Coming'
Scene Commander
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Posted: 7th Feb 2011 16:08
Quote: "transparencies on textures showing up black."


I'm getting this on segments with this build, regardless of shaders being on or off.

http://jimjamsgames.yolasite.com
Cyborg ART
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Location: Sweden - Sthlm
Posted: 7th Feb 2011 18:42
Quote: "No problem. I opened the MP40 VWEAP in fragmotion and whoever re-exported it on 8/10/2010 didn't include a firespot limb... which causes the effect to appear on the character hand. "


This is my fault...

First off I didnt think of having a firespotlimb, which actually is quite obvious now when I think of it.
Second, I am having problem with getting FPSC reading my limbs in general. So if someone with a little bit more powerfull software than Milkshape would like to assign a firespotlimb to the stock VWEAPs, that would be great!

Nomad Soul
Moderator
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Location: United Kingdom
Posted: 7th Feb 2011 18:58
I get the following issues with V118 BETA8

- Transparency issue with segments (transparent area appears black)
- Segments are being auto assigned a shader producing unwanted visual artifacts on segments not using shaders
- Dark AI characters still walk through segment walls occasionally

@Errant AI

I noticed the firespot issue was appearing where it appeared inside the gun so Lee fixed it but I haven't tested it on all guns yet. I thought this was always based on the model firespot position rather than a hard coded value!

On a positive note the water seems to be working quite well now and the universe file is being saved so you don't have to rebuild lightmapping everytime to test some gameplay which makes a really big difference.

I think once V118 is final we need to start looking at things which aid the development process rather than more disruptive features such as optimising load times, improving collision for player and enemies, looking at clever ways to build regions of maps for testing instead of the entire thing every time etc.

nastasache
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Posted: 7th Feb 2011 19:43
3 problems with V118 Beta 8 build (see attached picture):

A - transparency doesn't work anymore (and segments looks duplicated on above layer, but note I use custom segments; working in good way before Beta 8)
B - the guns and characters is not in the same place (same bug as in Beta 6,7 for me)
C - characters walk through items

Specs: Q6600, 8GB, Win7 64, Dx 11, GTX460
DarkJames
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Posted: 7th Feb 2011 20:26
Chris, Get online on Msn

...What its not Over,what brings darkness, Thats where i'm going.
Soviet176
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Posted: 7th Feb 2011 21:06
I can confirm. Ceiling jump bug also happens.

Putting fear back into sliced bread since 4th May 2010
Deathcow
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Posted: 7th Feb 2011 21:17
It looks like Lee is already on the case with many of these bugs. The firespot and jumping bugs look like they have been fixed already.

Full steam ahead!

DC

Scurvy Lobster
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Location: Denmark
Posted: 7th Feb 2011 21:58
Gun smoke bug

Problem: gun smoke on stock weapons placed close to trigger rather than end of gun. See attached image.

To recreate: make a small stock room and use a stock weapon. Fire it and observe smoke coming from weapon around its trigger.

Need to be confirmed by someone before I post it on the issues list.

Cross Hair Games
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Posted: 7th Feb 2011 22:09
@ Scurvy Lobster
I will re create it later today as it's just a quick thing to test

ajkcool
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Posted: 8th Feb 2011 00:57
I have altammo assigned, but when i pick it up and switch ammo, i have none!

"Hey everyone, I love you." jk
AngelTheKiller
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Posted: 8th Feb 2011 04:48 Edited at: 8th Feb 2011 05:14
I found a bug. When you go deeper onto the water the ends start turning blue

@Pirate Myke. Thanks you saved me

Angel fpstube.webs.com check it out today and sign up!
General Jackson
User Banned
Posted: 8th Feb 2011 05:00
What in the world has that picture got to do with it? :S

I am Southern, and I love Grits. Feel free to ask me what grits are if your a yankee
AngelTheKiller
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Posted: 8th Feb 2011 05:08
holy crap wroung pic can a mod delet my last post???!!!

Angel fpstube.webs.com check it out today and sign up!
AngelTheKiller
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Posted: 8th Feb 2011 05:09
I had two un named pics in diffrent format, Don't try that I know im not ever!

Angel fpstube.webs.com check it out today and sign up!
Pirate Myke
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Posted: 8th Feb 2011 05:12
I think you can by editing that post and delete button is in that window.

Nothing but coffee in my veins 'Insomnia is Coming'
veer
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Posted: 8th Feb 2011 07:55
i think there is no such thing as bug-free...fpsc ...

all the hard work lee has done....but some how bugs love fpsc
AngelTheKiller
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Posted: 8th Feb 2011 12:46
yup they just keep coming

Angel fpstube.webs.com check it out today and sign up!
mickeyb
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Posted: 8th Feb 2011 13:47
@ Scurvy Lobster

I tried what you posted and can confirm gun smoke.
Ertlov
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Posted: 8th Feb 2011 16:02
Water causes a "throw the player up in the sky" bug here, when being jumped on from above. Will try to make a video on that.

Water also consumes 50% of the FPS in a custom level, no matter if the player is near the water, inside or far far away.

Come to where the madness is:
http://www.homegrowngames.at
Flatlander
FPSC Tool Maker
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Posted: 8th Feb 2011 16:46
Looking at the code I believe the "sky rocketing" player has been fixed and tweaked. I'm personally expecting a beta 9 probably to come out of the reported bugs from beta 8.

Here's the report that's done so far.

* Fixed jumping bug and fixed muzzle flash displacement bug
* Tweaks on BETA8 in response to jumping and firespot issues.
* Tweaked DAI so avoidance mode 5 is used (grid based avoidance) so entities are less likely to penetrate walls
Shakleford
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Posted: 8th Feb 2011 16:58 Edited at: 8th Feb 2011 17:02
@ Ertlov, I think remember when the water came out there was a post that had commands to reduce the water to certain areas of the grid.
I think the post is buried somewhere in the beta thread. Maybe with the water sectiond off to only the area u need, and not consumng the whole map, performance would be better.
I dont have much knowledge n this so maybe a better informed member could help here.

Edit: Just saw a post that said u can not contain the water as it is a full plane. Not sure why i htought u could contain, must have read something wrong. Sorry

My name is Shakleford, Rusty Shakleford, I refuse to speak without my attorny present. I am Mr. Shaklefords attorny Rusty Shakleford, my client pleads insanity.
Scurvy Lobster
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Posted: 8th Feb 2011 19:19
mickeyb: thanks but what exactly can you confirm? The bug or the wanted gun smoke as it should be?

mickeyb
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Posted: 8th Feb 2011 20:49
Scurvy Lobster

The bug, observe smoke coming from weapon around its trigger.
same as in your picture.
Scurvy Lobster
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Posted: 8th Feb 2011 21:19
Cool, thanks. I'll take it to the issues list.

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