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FPSC Classic Product Chat / V118 Public Beta 17

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Cyborg ART
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Location: Sweden - Sthlm
Posted: 19th Feb 2011 19:42
The gunspecs are beeing fixed by gendestroier, and they are getting awesome

blauweogen
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Posted: 19th Feb 2011 22:25
Quote: "The gunspecs are beeing fixed by gendestroier, and they are getting awesome"


Cool! I am making a new version of a game and trying to get it out soon.


FPS Creator 1.17
veer
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Posted: 19th Feb 2011 23:59
can any1 request lee to please...please fix the saving/loading bug in V11.7
blauweogen
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Posted: 20th Feb 2011 00:10
Quote: "can any1 request lee to please...please fix the saving/loading bug in V11.7"


Seems to be fixed.


BUT: Is there a way to stop enemies from walking through locked doors? They don't open them, they just go through.


FPS Creator 1.17
veer
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Posted: 20th Feb 2011 00:32
Quote: "Seems to be fixed."


non fixed...i don't think it will

Quote: "BUT: Is there a way to stop enemies from walking through locked doors? They don't open them, they just go through"


by clever scripting you can ....do some adjustment
Scurvy Lobster
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Posted: 20th Feb 2011 00:37
veer: Download the latest V118 beta... It has fixes for some serious save/load bugs. If this doesn't solve your problems please make a proper bug report with instructions on how to reproduce the bug.

Otherwise nothing will be fixed.

veer
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Posted: 20th Feb 2011 01:02
@Scurvy Lobster....ya i made that report and it was fixed ...but there are far too many bug in beta 8...weapon error is just unwanted
bond1
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Posted: 20th Feb 2011 18:34
Ok this is weird, something in beta9 is really draining the framerate, and it has nothing to do with graphics.

Same Metro Theater map below, but notice the difference in the framerate and "entity logic" meter.



"bond1 - You see this name, you think dirty."
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Design Runner
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Posted: 20th Feb 2011 19:01 Edited at: 20th Feb 2011 20:51
Thats weird, I experienced a HUGE increase in fps with betas 8 and 9. Went from 30 to 40 average to 51-62 average.
EDIT: I don't own the metro theater pack so I don't know if thats relevant..

"If you can't handle me at my worst, you sure as hell don't deserve me at my best"
Flatlander
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Posted: 20th Feb 2011 20:00
DR, did you try it on Metro Theatre?

Bond1, out of curiosity, did you try turning off postprocess to see if that has an effect? And also, turning off newblossershaders. Just to see if it improves. I'm not sure if it would but if it does then we have it narrowed down within the code. However, if it doesn't it is simply something we can rule out as causing a problem.

Just a suggestion to help out Lee. Anything that can be ruled out or spotted to narrow down where it might be in the code. Maybe you even have some other insights.
Conjured Entertainment
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Posted: 20th Feb 2011 20:16 Edited at: 20th Feb 2011 20:17
Quote: "Ok this is weird, something in beta9 is really draining the framerate, and it has nothing to do with graphics.

Same Metro Theater map below, but notice the difference in the framerate and "entity logic" meter."

I have not installed beta 9 yet, so I can test the Metro in 8 then in 9, and see if I get the same results here on my end.

Quote: "Bond1, out of curiosity, did you try turning off postprocess to see if that has an effect? And also, turning off newblossershaders."

Yeah Bond, try turning off those blosser shaders.
Just kidding, and yes I got a kick out of that suggestion.

   
HarryWever
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Posted: 20th Feb 2011 20:19
Hello,

The same here.
The levels i already made, had framerate between 50 and 60.
Now after this update. the framerate drops below 30 sometimes 20..

Nothing changed.. in the levels i made...
Only the update
HarryWever
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Posted: 20th Feb 2011 20:37
Hello,

As i said in my previous message the framerate drops and entity logic goes up.
I desided to go back to version 1.17 but then all my entity's were gone. installs the update beta 9 again and the entity's are gladly back again.
But as i mentioned before it is realy slow.. framerates drops on every level. and de logic is full.

Harry Wever
bond1
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Posted: 20th Feb 2011 20:43 Edited at: 20th Feb 2011 20:53
Postprocessing on or off makes no difference. The blossershaders are the same as the ones included in the Metro Theater pack, so on or off, this map is still using the same shaders.

I don't think it's graphics related, I have the fastest GPU known to mankind
Also, I always have a GPU monitor running, and GPU usage is the same for both tests (around 6% GPU usage). So graphics are definitely not the bottleneck. It must be engine/CPU related. The entity logic meter is maxed out for some reason.

Entity logic has to do with scripts, right? Maybe some script command is unnecessarily working overtime and bringing things down?

"bond1 - You see this name, you think dirty."
SPECS: Windows7 x64, Intel Core i7 920, Geforce GTX 580, 6GB RAM
veer
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Posted: 20th Feb 2011 21:07
does any one is getting this error or it's just me
Flatlander
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Posted: 20th Feb 2011 21:34
CE, thanks for making me feel like a fool. I keep telling myself to stop trying to be helpful on the forums. Maybe someday I'll learn to stay away. Since things work for me, I really don't care, should I?
Conjured Entertainment
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Posted: 20th Feb 2011 21:49 Edited at: 20th Feb 2011 21:53
Quote: "CE, thanks for making me feel like a fool. I keep telling myself to stop trying to be helpful on the forums. Maybe someday I'll learn to stay away. Since things work for me, I really don't care, should I?"

I was not trying to make you feel foolish Flatlander.
I just got a kick out of it and was clowning around.
You know I appreciate your efforts here, as I hope others appreciate mine.
Please, don't get offended if something you say strikes my funny bone, because I have a weird sense of humor anyway.

@Bond
I tried loading the map in v118.8 and my entity logic was all the way red when aiming as you did, but when I turned towards the ticket window it dropped down to normal.
I turned around and bam, back up again.
I loaded the same map in v118.9 and my red bar was maxed no matter which way I turned.

My metropack water is not working, and everytime I set the setup or buildsetup files to use effects they change themselves back when I runa test.
Am I doing something wrong, or can we not test effects anymore?

Quote: "Entity logic has to do with scripts, right? Maybe some script command is unnecessarily working overtime and bringing things down?"

Yeah

Quote: "does any one is getting this error or it's just me"

I do not get that error

   
bond1
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Posted: 20th Feb 2011 21:59 Edited at: 20th Feb 2011 22:05
Quote: "My metropack water is not working"


Yes, don't worry that will be fixed shortly - THAT I can do something about. The original shader used a really "hacky" form of cube reflections that directx doesn't seem to support anymore. I've made a few changes to the shader that fix this as well as a couple other problems, and will send an update to TGC shortly.

Thanks for testing the map out, just wanted to be sure I wasn't the only one. Very strange, I wonder what could be making the "entity logic" meter go haywire like that? I've submitted the problem on the Google Code page as well.

"bond1 - You see this name, you think dirty."
SPECS: Windows7 x64, Intel Core i7 920, Geforce GTX 580, 6GB RAM
Flatlander
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Posted: 20th Feb 2011 22:01
Quote: "I was not trying to make you feel foolish Flatlander.
I just got a kick out of it and was clowning around.
You know I appreciate your efforts here, as I hope others appreciate mine.
Please, don't get offended if something you say strikes my funny bone, because I have a weird sense of humor anyway.
"


I haven't been feeling very good for the past few days and I get really over sensitive, bitter and angry. You have a great sense of humour and I have always appreciated it. I see how my comment hit the funny bone. I can laugh now too. I'm just glad you responded to set things straight with me and to get me focused. It's not fun getting old at times.

I sent Bond1 an email telling him that I was able to duplicate this without using Metro Theatre. So, I will continue looking into it and try to pinpoint how this happens.
bond1
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Posted: 20th Feb 2011 22:02 Edited at: 20th Feb 2011 22:02
Thanks Flatlander for taking the time to test this as well. Nobody's time is free, and I really appreciate the effort to duplicate this - that it's not just some crazy thing on my end.

"bond1 - You see this name, you think dirty."
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Conjured Entertainment
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Posted: 20th Feb 2011 22:19 Edited at: 20th Feb 2011 22:40
I think its something else other than the scripts causing it Bond.

I started a new map (just ground segments) and placed a few of my palm trees in it.
Then, I made 3 of them dynamic and assigned the metro theatre scripts to each.
Then I made 5 copies of each so there were 6 trees of each script running and it only went up to about 40%.
I had a tree running the default too, but I didn't make more of them, but I will next.

Quote: "I see how my comment hit the funny bone. I can laugh now too. "

Good, because I consider you a friend and would hate the thought of you being mad at me over something I did that was silly.
Sorry if what I said made you feel bad, because it wasn't my intention.

Quote: "So, I will continue looking into it and try to pinpoint how this happens."

Cool, because I am running out of free time today, but I do want to try a few more things before I call it quits.

Edit
I started adding items from the Metro theatre pack that run scripts like the Doors, the curtain, the movie screen, and still only like 3/4 bar.
I have more doors placed that the metro map and more items running the default.
I'm stumped Bond.

The only other thing I would try if I had the time today would be to take the map and start removing suspect items one by one until I found the culprit.
I'm not sure what is causing it, but I am starting to think it must be an entity that is running a shader, because my trees don't.
Not sure what that would have to do with it, but it is the only difference in my entity and the Metro's.

Good luck guys!

Your signature has been erased by a mod please reduce it to no larger than 600 x 120.
raymondlee306
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Posted: 20th Feb 2011 23:48 Edited at: 20th Feb 2011 23:50
Bond1,

When I got the Task force 341 pack I wanted to do a Rainbow six type terrorist hunt to fully test them. I chose the Metro Theater map and without any TF341's it ran at a low frame rate. So I changed every dynamic entity to a static one and got the same result. I noticed it in the entry way (where your screen shot is), while in the area under the stairs facing the main entryway, and in one area of the lobby upstairs. and also only facing certain directions. I will try to get more info you Bond1 maybe some screens of the areas of conflict. In other areas or while facing certain directions the frame rate shot up. I guess one other thing to mention is while using the [] keys there was a whole lot of red around the segments where the ticket counters are.

Bond1, feel free to email me if you would like me to test anything specific in the map.
Design Runner
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Posted: 21st Feb 2011 00:41
This is kind of an obvious one, so I'm sure someone had to have noticed it. But can anyone confirm that entities propel the player higher in the air when jumping, and rarely send them flying through the ceiling? While it happens much less often now, yes the player still can pass through the 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: 21st Feb 2011 01:41
Yes if I jump off an entity I can 'fly' so high I touch the sky!

A man will one day wear a tophat in glasgow on a sunny day juggeling grapes while humming the jurrasic park theme tune.
Scurvy Lobster
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Posted: 21st Feb 2011 09:11
Thraxas: have you updated to beta 9? That jump bug was fixed with this releas - at least for me (and I believe other users have confirmed it).

Juzi
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Posted: 21st Feb 2011 09:16
Nope. I still have the bug, though I've noticed it's much harder to get through the ceiling. But it's still easy: Just keep space pressed down and walk towards entities near walls and voilá, you're the roof master again.

Thraxas
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Posted: 21st Feb 2011 10:44
Quote: "Thraxas: have you updated to beta 9?"


Yeah and I'm flying through the sky like I've got springs for feet... It's not as bad as before but it's still there

A man will one day wear a tophat in glasgow on a sunny day juggeling grapes while humming the jurrasic park theme tune.
Nomad Soul
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Posted: 21st Feb 2011 14:45
It would be great if the development team can do some root cause analysis for the significant number of bugs which have crept into V118.

V117 appeared to have a much smoother implementation and I found the final build to be very stable.

In my opinion we should only keep in features which do not compromise stability or performance. For example V117 runs at 60fps on my system but just adding water costs me 20fps so I won't be using it no matter how cool it looks!

The per pixel hit detection system is brilliant and a fundamentally great addition to the engine so I would much rather have something like that over a special effect which compromises everything else.

Personally I don't think V118 is ready for final release at the moment and might be better to take a step back before we go any futher forward.

charger bandit
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Posted: 21st Feb 2011 15:30
Please Lee,take a look at the amount of bugs. No epic feature is a replacment for the bugs that are killing the gameplay. I prefer no bugs over any Dark AI,shaders or water anyday.


veer
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Posted: 21st Feb 2011 16:24
Quote: "V117 appeared to have a much smoother implementation and I found the final build to be very stable."


there are some major error in v117
Soviet176
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Posted: 21st Feb 2011 17:12
Quote: "Just keep space pressed down and walk towards entities near walls and voilá, you're the roof master again."


Lee fixed collision with Segments, because segments use a different way of handling AI and physics than entity's. That problem has always happened in FPSC. You can jump hundreds of feet in the air by hitting an entity the proper way. It's just the way FPSC's collision system works.


Juzi
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Posted: 21st Feb 2011 17:36
Quote: "It's just the way FPSC's collision system works."


And I'd rather have this collision system fixed. If I recall, at some point the player collision was nearly perfect. Only flaw was fallng through the floor. Everything else was smooth and nice. I've built the old version of my game and at one point there's a classic crate puzzle where you need to stack crates to reach higher areas. This puzzle is now impossible as everytime I jump on a small crate, it slips away. Launches away actually. I almost ripped all my hairs off until I glitched my way to the win zone by jumping through ceiling.

It could be Project Blue that fixed the collision issue, I don't know. I noticed it in Bootlicker's Run game. He built it with version 1.18 and used PB. The movement was unbelievably good. My first reaction was "perfect collision. Me want! Me Want!"

Nomad Soul
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Posted: 21st Feb 2011 18:08
Quote: "there are some major error in v117 "


Well I've tested most of the features in V117 and they worked consistently well at 60fps.

It looks like a lot of new features were added in V118 then bug tested afterwards. I would like to see 1 new feature added at a time so we can test everything properly.

That approach was used in the V117 betas and I think it improved the end product on there.

veer
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Posted: 21st Feb 2011 18:45
Quote: "Well I've tested most of the features in V117 and they worked consistently well at 60fps."


saving and loading game ....error ...which was fixed in v 118 beta 8

i have to stop selling of game ...just before released
Eggie
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Posted: 21st Feb 2011 21:51
Has this happened to anyone? When you aim down sights on a gun from Model Pack 10, it makes a shooting sound.
Soviet176
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Posted: 21st Feb 2011 22:08
Quote: "Has this happened to anyone? When you aim down sights on a gun from Model Pack 10, it makes a shooting sound."


This happens to me as well.


Eggie
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Posted: 21st Feb 2011 22:39
Is there a fix for this or will it be fixed?
Scene Commander
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Posted: 21st Feb 2011 22:46
Quote: " But the werid thing is the level still builds and works fine. It builds the first level but will refuse to build anymore"


This has also happened to me on occasion when building test games, even with simple levels

http://jimjamsgames.yolasite.com
Scurvy Lobster
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Posted: 22nd Feb 2011 00:13
Eggie: I have the same error and reported it here so ErrantAI is aware of it. You could post there too to verify that the bug.

Thraxas
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Posted: 22nd Feb 2011 00:33
Hmmm... One of my levels was getting incredibly close to the build cap, so I removed some entities to free up some memory and bizarrely I am now even closer to the build cap

A man will one day wear a tophat in glasgow on a sunny day juggeling grapes while humming the jurrasic park theme tune.
Soviet176
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Posted: 22nd Feb 2011 01:37
Quote: "Hmmm... One of my levels was getting incredibly close to the build cap, so I removed some entities to free up some memory and bizarrely I am now even closer to the build cap"


I am getting the same thing Thraxas, something is really wrong with the VM limit.


Eggie
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Posted: 22nd Feb 2011 04:05
@Scurvy Lobster
Thanks I will check out the page
Conjured Entertainment
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Posted: 22nd Feb 2011 15:59 Edited at: 22nd Feb 2011 16:10
Quote: "Hmmm... One of my levels was getting incredibly close to the build cap, so I removed some entities to free up some memory and bizarrely I am now even closer to the build cap"

My levels get bigger when I retest them with no changes.
Not sure what the test level adds other than dbo and bin files, but it is wild.
Maybe those files get bigger each time?!?

Try closing FPSC and running your cleaner when this happens Thraxas.
I get the best rusults just after a cleaning, so maybe cleaning prior to each build is the answer for us who push the cap limit.

KeithC
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Posted: 22nd Feb 2011 16:06
I'm definitely not upgrading till this issue is addressed. Got a project that I'm working on that needs 1.18; but not if it's broken to this extent.

-Keith

Conjured Entertainment
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Posted: 22nd Feb 2011 18:30
Quote: "Has this happened to anyone? When you aim down sights on a gun from Model Pack 10, it makes a shooting sound. "

I get a funny thing happeneing too with the reload sound.
If I equip a weapon, then hit '0' to unequip it, then hit 'R' when I have no weapon, it plays the reload sounds when I hit '1' to re-equip the weapon.

MK83
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Posted: 22nd Feb 2011 18:32
New model packs 11-15 released, available as an update to your TGC Order History.

This is from Lee on the fpsc issues report page.

Thanks Lee

mk83 Productions
The Storyteller 01
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Posted: 22nd Feb 2011 19:23
Quote: "New model packs 11-15 released, available as an update to your TGC Order History."


Does that mean they have shaders now? If yes, I'll immediately update my MP 12 and use it for the very first time since I bought it (in May 2009!)

In case you find my grammar and spelling weird ---> native German speaker ^^
MK83
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Posted: 22nd Feb 2011 19:52
@The Storyteller 01, Yes

mk83 Productions
Flatlander
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Posted: 22nd Feb 2011 21:55
I have MP12 as well but I have a lot of scifi type folders. What is the sub-folder for MP12? If anybody would care to answer.
bond1
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Posted: 22nd Feb 2011 21:58 Edited at: 22nd Feb 2011 21:59
If anyone cares to know, the "high entity logic" problem that I reported a page back has been fixed for upcoming beta 10.

Quote: "BETA10 solves the slow down, caused by a combination of the new floor finding ray cast which has now been limited to characters and ensured the dynamic light re-calculator only applies to entities within the range of the specific light."


"bond1 - You see this name, you think dirty."
SPECS: Windows7 x64, Intel Core i7 920, Geforce GTX 580, 6GB RAM

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