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FPSC Classic Product Chat / V118 Public Beta 17

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Nickydude
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Posted: 16th Feb 2011 12:05
Quote: "I think I was the only person who liked not having the wall there."


No, you weren't.

Deathcow
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Posted: 16th Feb 2011 12:31 Edited at: 16th Feb 2011 12:32
@Nomad Soul

I think it is for dynamic lights to work on bump and maybe other shader effects. I had noticed before that dynamic lights didn't work on 117 for bump, but they work now in 118.

I could be totally wrong tho.

DC

Scurvy Lobster
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Posted: 16th Feb 2011 12:32
Have our guns: jump bugs are fixed in the latest betas.

Nickydude
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Posted: 16th Feb 2011 12:35
Quote: "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."


Whereabouts would that be? I can't seem to see it.

Deathcow
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Posted: 16th Feb 2011 12:37 Edited at: 16th Feb 2011 13:36
@Scurvy Lobster

Update: I can confirm that beta 9 still has the super jumping, but is not as bad as before.

Also the jumping through the ceiling is fixed.

DC

sberk
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Posted: 16th Feb 2011 14:28
Hi,
I'm not sure whether this is a bug. In the game I'm working on, I get often during a gun fight the message Runtime Error 118 - Array does not exist or array subscript out of bounds at line 8275. I checked in the source code and the line 8275 is:

.
If I change the line to

it doesn't help. I just get now a non-understandable error message.



I also compiled this programm as as stand-alone executable and run this on another computer running windows 7. The same error again,
If anybody can give me any additional help,
sberK
bond1
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Posted: 16th Feb 2011 16:45 Edited at: 16th Feb 2011 16:49
Quote: "FPSC; V118 BETA8 will include basic support for dynamic per pixel lighting in full effects mode, retaining PS 2.0 compatibility."


Yes, there has been some very nice additions to the shaders! Looking at the shader code, dynamic light info is now passed on to the shaders.

Also, Lee has added another value passed to the shaders that Viral Outbreak owners will be happy with. For the character planar shadow shader, the shadow offset is now handled by FPSC. That means you no longer have to edit the shader yourself to specify the shadow height for each character. You will be able to simply assign the shader and shadow height will be placed automatically! An update to the Viral Outbreak model pack will come this week to take advantage of this.

"bond1 - You see this name, you think dirty."
SPECS: Windows7 x64, Intel Core i7 920, Geforce GTX 580, 6GB RAM
Ertlov
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Posted: 16th Feb 2011 16:52
Worship them! Sacrify a goat and pray to the Elder Gods for sending us this piece of code!

Come to where the madness is:
http://www.homegrowngames.at
Scene Commander
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Posted: 16th Feb 2011 17:16 Edited at: 16th Feb 2011 17:20
I've been playing with this quite a bit today and have to say, excellent work. This seems far more stable.

Lighting is much better.

As far as I can tell, certain custom made doors are no longer replaced with other entities in the editor and appear to be working correctly.

The jump bug and the passing through entities bug is fixed.

And I'm not sure if this is my imagination, this version seems to run a lot more smoothly than beta 8.

Firespot also now seems to be working.

Really excellent work Lee. Thanks.

One small request, I know of a few bugs which are still present which have been reported already on the google board. Would it be possible for you to list a short summery of the bugs you've fixed so we can test them fully or do you prefer blind testing in this case?

Many thanks

http://jimjamsgames.yolasite.com
defiler
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Posted: 16th Feb 2011 17:41 Edited at: 16th Feb 2011 17:45
@bond: if only tgc allowed me to use prepaid mastercards to buy model packs, I could then take advantage of those shaders.

Ontopic: v118 is coming along nicely, but I will stay on 117 just for build game option


Edit: can someone tell me why sometimes if I place a certain amount of dynamic doors leading into different rooms, that the doors go completely black even though I have light on both sides

Current Project: Lost Contact: Chapter 1
KeithC
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Posted: 16th Feb 2011 18:44
Have you tried increasing your lightmapping quality to 30 or more, Defiler?

-Keith

Ertlov
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Posted: 16th Feb 2011 21:30
A strange bug - when I build my level and then play it, i see for half a second the level start, then all environment dissapears (Really ALL!!!), only the skymap is left, and I fall down to the ground...

Come to where the madness is:
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Thraxas
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Posted: 16th Feb 2011 22:17
Quote: "Whereabouts would that be? I can't seem to see it. "


I'm looking for a toggle. I thought that when the walls was put back to not disappearing, we would have the option to make it do so, so we could place entities without it obscuring the view.

A man will one day wear a tophat in glasgow on a sunny day juggeling grapes while humming the jurrasic park theme tune.
defiler
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Posted: 17th Feb 2011 00:36
@ KeithC: my lightmap quality is set to 50

Current Project: Lost Contact: Chapter 1
Flatlander
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Posted: 17th Feb 2011 01:03
Quote: "Ontopic: v118 is coming along nicely, but I will stay on 117 just for build game option


Edit: can someone tell me why sometimes if I place a certain amount of dynamic doors leading into different rooms, that the doors go completely black even though I have light on both sides"


Since you said that you are staying on v117 is this happening with v117 or v118?

Also, you really shouldn't be going back and forth between the two engines. Even if you don't think it should matter, it will. Stick with version 117 but don't download v118, install it and then use the fpsc-game.exe for v117. The maps will become unstable.

What I have done is make a complete backup of v117. When I want to go back to v117, I then delete all of the sub-folders and files under the root fpsc folder (but NOT the root folder) and then copy v117 back to that root folder.

When I want to go back to v118 then I make a new backup. I know it is a little bit of a pain but I have NOT had any problems.

I know you will ignore this but I'm used to that.
WickedX
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Posted: 17th Feb 2011 01:44
Hi, all

I was just wondering is there any way I could get BETA2. Want to test something concerning issue39 (problem with full shaders on beta 8).

Thanks.
SonOfLight
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Posted: 17th Feb 2011 01:54
So I test things out on beta 9 and I came up with some shadeing effects problem. Where my guy was giveing off a black shadow and everything my lights hit was black and also!! -.- I cant build nada. I get this error. I attached it on here soo check it.
Soviet176
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Posted: 17th Feb 2011 01:58
Quote: "So I test things out on beta 9 and I came up with some shadeing effects problem. Where my guy was giveing off a black shadow and everything my lights hit was black and also!! -.- I cant build nada. I get this error. I attached it on here soo check it."


Run as administrator.

Putting fear back into sliced bread since 4th May 2010
SonOfLight
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Posted: 17th Feb 2011 02:13 Edited at: 17th Feb 2011 02:14
Quote: "Run as administrator. "


so...lame... I cant believe i didnt think of that.... thanks....
Nickydude
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Posted: 17th Feb 2011 02:17 Edited at: 17th Feb 2011 02:19
Quote: "Where my guy was giveing off a black shadow and everything my lights hit was black and also!!"


I got this also, but for model pack 8 (Dark Egypt). It seemed like the lighting was the wrong way round (see attached). That 'black blob shadow' followed me around on all the walls as I moved.

SonOfLight
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Posted: 17th Feb 2011 02:22 Edited at: 17th Feb 2011 02:30
Quote: "That 'black blob shadow' followed me around on all the walls as I moved."


Yeh... That blob of blackness followed me to on the Sci-fi pack.
I ended up downloading Direct X 9 thinking that was the problem.
And it worked. No more Black Blob. Must be the new beta must have a up grade of Direct X9. So when i downloaded Direct X. Its smooth now. It would be cool for Direct X to let us know when they update :3
Soviet176
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Posted: 17th Feb 2011 02:36
I can confirm, that happens to me on the ground.

Putting fear back into sliced bread since 4th May 2010
warstormed
User Banned
Posted: 17th Feb 2011 02:40
Quote: "I can confirm, that happens to me on the ground."

I have the same problem. I think that it may fix other lighting problems for me that would cause me to have to rework and entire level...oh god...

I Am The Toxik One!
Conjured Entertainment
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Posted: 17th Feb 2011 04:22 Edited at: 17th Feb 2011 04:25
Quote: "That 'black blob shadow' followed me around on all the walls as I moved."

Beware of the blob...IT LIVES!

Quote: "I can confirm, that happens to me on the ground."

lol

Quote: " Lee has added another value passed to the shaders that Viral Outbreak owners will be happy with. For the character planar shadow shader, the shadow offset is now handled by FPSC. That means you no longer have to edit the shader yourself to specify the shadow height for each character. You will be able to simply assign the shader and shadow height will be placed automatically!"

AWESOME!
I forgot to download Beta 9 when I was at the office today.
Oh well, I guess it has to wait until tomorrow.

   Conjured Entertainment

 WARNING: Intense Madness
defiler
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Posted: 17th Feb 2011 05:33 Edited at: 17th Feb 2011 06:33
@ F L A T L A N D E R: I am currently on V117, i don't have any V118 beta's installed. Should i still report it as a bug and include a picture?

Current Project: Lost Contact: Chapter 1
Scurvy Lobster
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Posted: 17th Feb 2011 08:19
I have only experienced The blob when using fog in my games. Could this be the cause?

Flatlander
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Posted: 17th Feb 2011 15:30
Quote: "@ F L A T L A N D E R: I am currently on V117, i don't have any V118 beta's installed. Should i still report it as a bug and include a picture?"


Probably not in this thread. If there is an issue with this in v117, I don't think Lee will fix it for v117. However, it seems to me that as I have followed this thread (albeit not very closely) there was something like this reported for v118 and it has been fixed. What you can do is wait for the official release, backup your FPSC folder and sub-folders and then install the official version of 118. See if you have the same problem. By the time the official version of 118 is released it should be pretty stable. Be sure and delete the dbo/bin files after you install.

This is all I can offer as a suggestion.
Wolf
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Posted: 17th Feb 2011 19:41
Same trouble in BETA 9 as in 8... my levels are around 400 MB larger than in Beta 4.

I hope this will be fixed somehow.



-Wolf

God Helps the Beast in Me!
Gun_Guy
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Posted: 17th Feb 2011 21:06
Don't know about anybody else but I can't build any games in this beta version now. Not even a simple simple level, it crashes at build saying my levels to big?.

I have tried editting all the light map stuff but nothing. But the werid thing is the level still builds and works fine. It builds the first level but will refuse to build anymore. It always crashes on Saving Media.

Awell will just have to wait
Nickydude
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Posted: 17th Feb 2011 21:21
Memory management is a big issue and really needs to be addressed.

Scurvy Lobster
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Posted: 17th Feb 2011 22:23
I solved my memory cap problems the hard way today. Upgraded my development laptop from 1 to 4 GB of memory. Fixed that crash at least... Now I can start worrying about the 1.8 GB cap.

I know, I know... 1 GB RAM wasn't a lot but I prefer designing on old hardware to make sure the game runs well on a wide range of machines.

Does anyone know which beta version made the memory usage jump upwards? That would probably help if it was to be a reported issue.

LiquidSplinter
User Banned
Posted: 17th Feb 2011 22:25 Edited at: 17th Feb 2011 22:38
Quote: "Don't know about anybody else but I can't build any games in this beta version now. Not even a simple simple level, it crashes at build saying my levels to big?."

same for me. i coud always build as far as my ram could taske me, but now...*cries*

EDIT: I think the bug started in beta 9.
Flatlander
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Posted: 18th Feb 2011 03:23
I have downloaded beta 9 and my large levels build the same. They use between 1.3 and 1.4 MB (the same with v117 and v118 beta's 8 and 9).

I have no complaints so far.
KonGO
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Posted: 18th Feb 2011 04:17
How I can turn the Sun?
Pirate Myke
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Posted: 18th Feb 2011 04:26
If you mean the ambient light direction you can mess with the setting in the setup.ini file:
[GAMEMAKE]
lightmapping=1
lightmapold=0
lightmapshadows=0
lightmapambientr=0
lightmapambientg=0
lightmapambientb=0
lightmapsunx=0
lightmapsuny=-1
lightmapsunz=0
lightmapsunr=0
lightmapsung=0
lightmapsunb=0
lightmapzerorange=100

A description of these functions are listed in the setupdescription.txt doc in the FPS Creator folder.

If not, Then I am not really sure what you are talking about.
Maybe a screen shot of what you dont like

Nothing but coffee in my veins 'Insomnia is Coming'
KonGO
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Posted: 18th Feb 2011 04:28
U.u

When shooting with a gun, the game comes out and throws this error:



---

@Pirata Myke

It was just that .. the thing is I saw a folder called effectbank "Lightray"and there came a picture of a sun, so that caught my attention.
Pirate Myke
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Posted: 18th Feb 2011 04:34 Edited at: 18th Feb 2011 04:53
That sun is the one for light rays. You can adjust its position using Page up or page down in the test game to get the rays to go the direction you want. Its in this thread Ten pages back.

Page 18 - 21st Jan 2011 09:04 Post

Nothing but coffee in my veins 'Insomnia is Coming'
Scurvy Lobster
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Posted: 18th Feb 2011 08:25
As far as I can tell the 'black blob shadow' reported earlier is connected to the fog system. Do any of you use fog (or water - which also uses fog) in your levels? Does the problem go away when disabling fog/water?

Nickydude
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Posted: 18th Feb 2011 13:01
Quote: "As far as I can tell the 'black blob shadow' reported earlier is connected to the fog system. Do any of you use fog (or water - which also uses fog) in your levels? Does the problem go away when disabling fog/water?"


Nope, just a simple square room with a dull yellow light and that's it.

Scurvy Lobster
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Posted: 18th Feb 2011 14:17
Ok, thanks for the feedback. Would be nice to figure out what triggers it.

mickeyb
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Posted: 18th Feb 2011 14:27 Edited at: 18th Feb 2011 14:33
@ Flatlander

Quote: " have downloaded beta 9 and my large levels build the same. They use between 1.3 and 1.4 MB (the same with v117 and v118 beta's 8 and 9)."


How do you get levels between 1.3 & 1.4 MB.
so you would get a 40 level game under 60 mb
Scurvy Lobster
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Posted: 18th Feb 2011 14:51 Edited at: 18th Feb 2011 14:52
mickeyb: That's obviously meant to be GB and not MB...

Flatlander
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Posted: 18th Feb 2011 15:10
Quote: "mickeyb: That's obviously meant to be GB and not MB..."


Yup sorry. That would be amazing.

I'm also referring to the cap which has a limit of 1.85 GB. I was just wanted to say that there has not been an increase because of change in beta or versions. That was a very confusing statement but then, I live in a state of confusion.
KonGO
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Posted: 18th Feb 2011 17:05
This version sucks, I'm sorry to say, but every time is worse.

I prefer the v1.17.

That's what I think.

Fixed bugs = more errors appear

I do not mind come insult another, because this is my opinion.
Soviet176
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Posted: 18th Feb 2011 17:06
KonGO what gun are you using?


KonGO
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Posted: 18th Feb 2011 17:15
I tried all the weapons: Model Pack 9, Model Pack 6, Scifi, WW2

All throw me the same error.
Soviet176
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Posted: 18th Feb 2011 17:20
What beta are you using?


KonGO
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Posted: 18th Feb 2011 17:24
v1.18 Beta 9

I installed yesterday to prove that it was FANTASTIC

This is not great, still has errors .. >.<
Flatlander
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Posted: 18th Feb 2011 18:18
@KonGO

I'm not putting you or your system down, but apparently your system can't take the upgrade to v118. There is nothing wrong with staying with v117. In fact it is for the most part a very good version.

But don't put down v118 just because you can't get it to work because I am now using v118 and it is working very well for me. However, it apparently limits the number of players. There are some test machines I use that can't even use v117. Another test machine can use v117 but it can not play v118 very well; especially the graphics and lighting. I'm using these test machines for stand-alone builds.
blauweogen
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Posted: 19th Feb 2011 19:26
Is there a way to adjust the weapon recoil? It's a little overkill for me. It would be great if there was a setting! 118 fixed some issues I had, now recoil is the only major one.

Also: anyone know what airadius is in setup?


FPS Creator 1.17

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