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FPSC Classic Product Chat / V118 Public Beta 17

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Errant AI
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Posted: 9th Feb 2011 02:01
On issue #42 is it the same HUD.x model in both screens or is one the old blaster and the other the v2 blaster?
Billy33
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Posted: 9th Feb 2011 07:51
Hi,
The last TGC update is quite good for me on all maps, but i can't reproduce similar results compiling maps between .exe included in the TGC update package and .exe compiled with latest Dark Basic Pro and FPSC source code.

In this last case, i have some errors depending on maps. For example Theater map (Modelpack 38) is very long to test (long long time on [324] GeneratingObstacles), and the buil can't be launched

Also i must modified every FPSC source downloaded with svn to compile with DBpro. The compilation process is bloqued with this function

function debugviewtext(progress,gamedebugviewtext$)
....
rem early exit
exitfunction
`
_gamemain_writetexttodebugview:
.....
return
`
_gamemain_updatedebugviewstats:
.....
return
`
endfunction

After externalizing out of the function _gamemain_writetexttodebugview: and _gamemain_updatedebugviewstats: i can compile the FPSC source.

What is the exact good configuration to compile with DBpro ?
I use DBPro U77RC4, latest FPSC source from google repository, activated Dark AI, DarkLights, Enhancements plugins with modified dll from U75 extras pack.
Flatlander
FPSC Tool Maker
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Posted: 9th Feb 2011 08:52
@Billy33

In the setup.ini file found in the compiler folder make sure the following are set in this fashion.

[DIRECTIVES]
RemoveSafetyCode=Yes
SafeArrays=No
Ertlov
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Location: Austria
Posted: 9th Feb 2011 12:45
OK, basically every time you step upon a static entity that is on / insode the floor, you`ve got a chance to be catapulted throw the ceiling.

You can also cross locked doors.

Come to where the madness is:
http://www.homegrowngames.at
Nomad Soul
Moderator
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Posted: 9th Feb 2011 15:03
Is Lee peer checking code changes or did we just get unlucky with the current crop of bugs being reported in BETA8.

Its perfectly reasonable to have bugs in betas especially when new features are being added but how do we ensure they are not repeated.

I'd like to see V119 focus on bug fixing, stability and non disruptive improvements such as geometry culling, faster build times, more efficient memory utilisation, improved collision.

If we add too many more features without optimising them and making them stable all the extra performance delivered in V117 is going to be lost.

Ched80
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Location: Peterborough, UK
Posted: 9th Feb 2011 15:20
Hi,

I've been trying to compile the source code for x9 v118 and i get the following error:

"Parameter for 'AI Set Player Position' does not match 'PosX, PosZ' at line 3984.

I have DBPro v7.7 with Dark AI and DarkLights and all the latest dll's. I've not changed the source as I wanted to make sure it would compile before I made any changes.

Any ideas what I could be doing wrong?

[url="http://raptr.com/No_Turn_Right?src=em_forum"][/url]
veer
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Posted: 9th Feb 2011 16:18
all those error in v1.18...if lee could fix loading and saving bug for v1.17 then we can have stable version...
so we can release our game
veer
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Posted: 9th Feb 2011 16:28 Edited at: 9th Feb 2011 16:30
can1 anyone confirm this bug i getting while shooting...
Scurvy Lobster
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Location: Denmark
Posted: 9th Feb 2011 16:58 Edited at: 9th Feb 2011 17:04
veer: give us a detailed bug report. Step by step how to reproduce it with stock FPSC content.


Nomad Soul: I saw Lee write that V119 would take a look at model pack compatibility since some of them have broken features now. He has also mentioned some big new thing (probably a feature) but not in any details.
I agree with you completely that bug hunting, compatibility and stababilty should be the focus soon. The only new feature that I would really love would be optimised geometry culling so with could have more detailed scenes on lower end pc's.

Flatlander
FPSC Tool Maker
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Posted: 9th Feb 2011 17:52 Edited at: 9th Feb 2011 18:00
Quote: "I have DBPro v7.7 with Dark AI and DarkLights and all the latest dll's. I've not changed the source as I wanted to make sure it would compile before I made any changes."


That was a good idea to make sure the original source compiles. I'm not sure that you have the latest Dark AI DLL. There is a special DLL that needs to be used for FPSC source code. The date is 8/4/2010. Unfortunately I can't remember where I had gotten it but it's not with the Dark AI download.

Addendum

I took a look at the "Extras" download for DBPro U75. There is a newer DLL file for Dark AI in "DBPro_for_FPSC\Compiler\plugins-licensed\"
veer
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Posted: 10th Feb 2011 05:53 Edited at: 10th Feb 2011 05:55
@Scurvy Lobster :error comes when i am using Errant AI guns (light machine gun )
Ched80
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Location: Peterborough, UK
Posted: 10th Feb 2011 07:04
Got a little further with the compile this time (cheers Flatlander). Now I get this error:



The *.dll is the latest one from google.code

[url="http://raptr.com/No_Turn_Right?src=em_forum"][/url]
Scurvy Lobster
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Posted: 10th Feb 2011 08:17
veer: be more specific. Where can someone find this gun (a model pack or TGC Store?). Does it happen every time or only on certain situations and so on.

A bug cannot be fixed without a proper bug report with clear instructions on how to reproduce the bug.

Flatlander
FPSC Tool Maker
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Posted: 10th Feb 2011 09:30 Edited at: 10th Feb 2011 09:32
Quote: "Duplicate ROTATE OBJECT in DBProBasic3DDebug.dll and DBProBasic3DDebug.dll!"


You have two DLLs. You must have put the DLL from google code into one of the other plugin folders. Check for a duplicate DLL. The correct placement of the new DLL should be in the \compiler\plugins\DBProBasic3DDebug.dll. Check to see if there is a duplicate in either the "plugins-licensed" or "plugins-user" folder.
Wolf
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Location: Luxemburg
Posted: 11th Feb 2011 03:28
For some reason my testgamelevel's are usually around 400 mb larger than in Beta4. Is there any new buildingprocedure that might cause this. I can't test almost all of my levels in Beta 8.



-Wolf

God Helps the Beast in Me!
uzi idiot
Valued Member
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Posted: 11th Feb 2011 08:19
@Wolf: same here, the Metro Theatre showcase level didn't load with the old light quality setting I used to have(lightmapquality=95), it's strange. What would cause the memory usage to increase?

good frame rates matter... and a low ping might help XD
Crimson Night
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Posted: 11th Feb 2011 09:54
I've build a whole large level w/lighting&water over the last few days using the latest beta with no problem.

BUT when I try including weapons I'll get the following error:
Runtime Error 7008 - Object does not exist at line 4146
Object Number Not Found: 16081

At first I thought it was because I was using shop-bought weapons (Errant AI) but have just tried it with the colt (ww2) and I have the same problem. This errors occurs when you try to pick up the weapon, or instantly when you make the player start with a weapon.

Does anyone have any suggestions as I'd love to get my game finished today? Cheers

www.crimsonnight.com
Scurvy Lobster
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Posted: 11th Feb 2011 11:18
Crimson Night: I am building a huge level with v118 beta 8 and I have no crash problems with weapons. I am using both model pack weapons and ErrantAI store weapons.

Have you tried re-installing the latest beta?
Have you tried running without shaders?
Have you tried on a new small level?

Trying these things could pin down the problem.

Crimson Night
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Posted: 11th Feb 2011 12:00
Good advice - I've managed to pin it down. Created plain room and put ErrantAI's chainsaw a few feet infront of the start position and it could be picked up and used fine. Next I added water to the room (via trigger zone assigned with water script) and I got the usual error when I tried to pick up the chainsaw. Any advice would be greatly appreciated

www.crimsonnight.com
Crimson Night
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Posted: 11th Feb 2011 12:04
Sorry forgot to say - it works fine when using 'test level' just not in the built game

www.crimsonnight.com
Conjured Entertainment
AGK Developer
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Posted: 11th Feb 2011 14:10 Edited at: 11th Feb 2011 14:12
Quote: "@Wolf: same here, the Metro Theatre showcase level didn't load with the old light quality setting I used to have(lightmapquality=95), it's strange. What would cause the memory usage to increase?"

Is this white segment shadow happening to anyone else using Model pack 53 in the Metro theatre????

Maybe it's because I used a transparent texture for my stock blob shadow...

I was just wondering if anyone else had tried the new model pack in the Metro Theatre with beta 8.

   Conjured Entertainment

 WARNING: Intense Madness
Ikey
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Posted: 11th Feb 2011 21:25
Conjured:
If only MP53 has this problem, better sending it off to Errant's bug report thread. I was going to ask if you have the problem on 1.17, but then I realised they don't work with it...


Phil Blunt
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Posted: 12th Feb 2011 00:20
i built the water example from beta8 to see what the water effect looks like at full resolution. i built a game with the one level, ran it.. and i get the following..

www.ignitegamejam.com
Flatlander
FPSC Tool Maker
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Posted: 12th Feb 2011 04:15
@Phil

I'm not sure how Norton looks at exe files but it is probably being overly cautious in dealing with this exe file. Both AVG and Windows 7 MS Security Essentials sees no problems with my built game.
spudnick
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Posted: 12th Feb 2011 04:45
the new version of AVG came up with the same problem as me when compling in v1.117, so i ran a malware program and found some nastys that was tagging along, once removed all was ok. so google for this tool Malwarebytes' Anti-Malware and give it a go, you mite be suprized what it may find, on and its free fully working for 30 days,
let us know how you got on?
Soviet176
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Posted: 12th Feb 2011 05:03
lol. The problem is your using norton. Nuff said.

Putting fear back into sliced bread since 4th May 2010
Flatlander
FPSC Tool Maker
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Posted: 12th Feb 2011 05:45 Edited at: 12th Feb 2011 06:07
Quote: "the new version of AVG came up with the same problem"


OK, I was using an older version so that's good to know.

Addendum:

I finally have moved to v118. However, I compiled and am using r407.

The smoke issue is confirmed on my end. It depends on the weapon. With the mossberg the smoke is almost in the middle of weapon. For other weapons it is around the trigger.
Crimson Night
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Posted: 12th Feb 2011 10:41
Anyone got any suggestions for my runtime error?

www.crimsonnight.com
Tombsville
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Posted: 12th Feb 2011 14:07 Edited at: 13th Feb 2011 13:19
EDIT:

REPOST OF SHADER BUG

Windows XP Home, AMD Athlon 64x2 Dual Core Processor @ 2.61 GHz, 3.00 GB RAM, NVIDIA GeForce 8500GT
Dark Goblin
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Posted: 12th Feb 2011 14:14
place a segment in the world without any shader (like the "pulsating Access Corridor Blocked") and everything will be fine.

Tombsville
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Posted: 12th Feb 2011 14:20 Edited at: 13th Feb 2011 13:19
EDIT:

Bug reported previously

Windows XP Home, AMD Athlon 64x2 Dual Core Processor @ 2.61 GHz, 3.00 GB RAM, NVIDIA GeForce 8500GT
Scene Commander
Support Manager
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Posted: 12th Feb 2011 19:44 Edited at: 12th Feb 2011 20:40
I must be missing something obvious, but can anyone tell me how to get the lightrays working..

Fixed it..

postprocessing needs to be set to 3 or 4. My fault for not reading everything.

http://jimjamsgames.yolasite.com
RelMayer
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Posted: 12th Feb 2011 22:21
I have the same problem than Tombsville.
Here's my computer specs.

WinXP Home
1022 GB RAM
AMD Athlon 64 Processor 3500+, MMX, 3DNow, ~2.2 Ghz
ATI Radeon 5450 1024 MB


Please apologize my bad english, I'm French.

ELDORA Rocks !
MK83
FPSC Reloaded TGC Backer
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Location: Greeneville, TN
Posted: 12th Feb 2011 23:15
Tombsville, this has been reported already here:http://code.google.com/p/fpscreatorengine/issues/detail?id=39

mk83 Productions
Tombsville
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Posted: 13th Feb 2011 13:16 Edited at: 13th Feb 2011 14:14
Quote: "Tombsville, this has been reported already here:http://code.google.com/p/fpscreatorengine/issues/detail?id=39
"


My apologies.

The linked bug report referred to the water room specifically and it was assumed the reference was to this only.

I had tested several other levels in my post and not all had this problem (which I found odd).

The linked report mentions player spawning outside of levels but had made no mention of segments being visible and misplaced in levels containing invisible walls/segments. I assume it is the same bug.

Windows XP Home, AMD Athlon 64x2 Dual Core Processor @ 2.61 GHz, 3.00 GB RAM, NVIDIA GeForce 8500GT
Wolf
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Posted: 13th Feb 2011 14:33 Edited at: 13th Feb 2011 14:33
So? Does anyone have a theory why the test-game build's are so much larger?



-Wolf

God Helps the Beast in Me!
Ertlov
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Posted: 13th Feb 2011 14:41
Wolf, I had also strange issues related to the memsize used. If I build a game with LM texturesize 512 on my latest level, it runs oout of RAM heavily. If I build with 256, it`s at 1838MB and works. If I THEN rebuild (without changing anything) with 512 again, I have only 1700 mem consumed and the full 512 LMs inside.

Reading your post, I have now tried something similar with a smaller map and I have encountered that

- Test game needs 20% more RAM then re-build game, but same size as building game for the first time without having built or tested it before.

So I´d guess the usage of previously built DBO/DBU reduces the memsize needed for build after testgame or for re-build after built previously.

But that`s only a vague guess.

Come to where the madness is:
http://www.homegrowngames.at
Wolf
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Posted: 13th Feb 2011 19:22
Thanks for the research Ertlov. I saw this "pregenerating physics universe" thingie happening while it builded a testgame... I don't recall to see this happening before and it consumed quiet a lot of memory...perhaps thats where the problem is.

A lightmaptexturesize of 512 seem a bit too large to me.



-Wolf

God Helps the Beast in Me!
Ched80
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Location: Peterborough, UK
Posted: 14th Feb 2011 11:25
@Flatlander
Thanks - v118 compiles perfectly now.

[url="http://raptr.com/No_Turn_Right?src=em_forum"][/url]
MK83
FPSC Reloaded TGC Backer
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Posted: 16th Feb 2011 01:35
downloading beta 9

mk83 Productions
Design Runner
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Posted: 16th Feb 2011 02:24
You know.. there has been a grammatical error on the first post of this thread since it was made.
Quote: " "Some of you will have been""

Just thought a mod might like to fix it. And downloading beta 9 as well. Will test for bugs said to be fixed from google codes.

"If you can't handle me at my worst, you sure as hell don't deserve me at my best"
Conjured Entertainment
AGK Developer
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Posted: 16th Feb 2011 02:38 Edited at: 16th Feb 2011 02:54
Quote: "You know.. there has been a grammatical error on the first post of this thread since it was made. "

Future and past tense combined?
It's all good, because the future and the past are just thoughts anyway.
The only reality is a perpetual state of now, which I guess is where we are if we are in the future and the past at the same time.
Seriously though, I could care less about grammer or spelling, because I know what they mean.

The error I was noticing was that he forgot to update the title of the thread, which still says beta 8 even though beta 9 is out.


It's all good Lee, we still love you even though you are human and make a mistake now and then.
You just focus on your awesome updates and don't worry about the rest.

"Don't sweat the petty stuff, pet the sweaty stuff."

   Conjured Entertainment

 WARNING: Intense Madness
Thraxas
Retired Moderator
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Posted: 16th Feb 2011 03:32
Quote: "Just thought a mod might like to fix it."


The grammar is not incorrect. But in any case none of the mods can edit another mods posts.

A man will one day wear a tophat in glasgow on a sunny day juggeling grapes while humming the jurrasic park theme tune.
Design Runner
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Posted: 16th Feb 2011 04:32
I won't bother giving out a long english lecture
Anyways, can anyone confirm very strange repeated jump sound when jumping on an entity against a ceiling?

"If you can't handle me at my worst, you sure as hell don't deserve me at my best"
Thraxas
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Posted: 16th Feb 2011 04:36 Edited at: 16th Feb 2011 04:42
Quote: "I won't bother giving out a long english lecture"


No please do. I'd like to know so that when I next teach English I won't be making any more errors in my grammar. I would call it Future Perfect Continuous but please tell me where I'm wrong

I may have missed it when it was re-implemented, but is there now a button to toggle the wall appearing and disappearing when placing objects from the right click view. I think I was the only person who liked not having the wall there.

A man will one day wear a tophat in glasgow on a sunny day juggeling grapes while humming the jurrasic park theme tune.
Conjured Entertainment
AGK Developer
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Posted: 16th Feb 2011 04:43 Edited at: 16th Feb 2011 05:04
Quote: "Anyways, can anyone confirm very strange repeated jump sound when jumping on an entity against a ceiling?"

It's not that strange if you think about it.
Your head hit the ceiling.

Quote: "I won't bother giving out a long english lecture "

Thanks
It only took over 53,000 views and over 1,000 posts for us to find someone who actually cares about the gramm3r in this thread.

Quote: "I would call it Future Perfect Continuous but please tell me where I'm wrong"

Dude, I'm glad I speak/write American, because English looks tooo complicated for me.

We be teachin' ebonics here! (no wonder I thought something perfect was a mistake)

   Conjured Entertainment

 WARNING: Intense Madness
Scurvy Lobster
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Posted: 16th Feb 2011 07:14
Jumping seems solid now in beta 9

I haven't been able to jump through the roof and skyrocket upwards.

warstormed
User Banned
Posted: 16th Feb 2011 07:34
Quote: "I haven't been able to jump through the roof and skyrocket upwards."

nice lol. but it was awesome, i could die for no reason at all.

And any help for invisible segments when they have shaders?

I Am The Toxik One!
Payam
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Posted: 16th Feb 2011 11:28 Edited at: 16th Feb 2011 11:43
For some reasons I cann't go to V1.18 yet
But in 1.17 sometimes by pressing Space key it just do not jump but still we can hear the jump sound.
Can someone try jumping in a level in 1.18 and check if it has that problem,then report it please because it's very bad when a player is playing your game and while a big monster is coming the player has to jump over a block and run but because of not jumping the player will die and will very angry from the developer of the game

Beforehand thanks to the reporter

*Edit:I have a question.
could anyone make a detailed game menu with the new GUI system?
Please post a shot from it.

Have our guns was a mistake!!!

I am PaYaM
Nomad Soul
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Posted: 16th Feb 2011 12:04
Does anyone know what this means?

FPSC; V118 BETA8 will include basic support for dynamic per pixel lighting in full effects mode, retaining PS 2.0 compatibility.

Thanks

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